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Against the Shadow  |  Forum  |  Midnight & RPGs  |  Open Discussion (Moderators: Bleak Knight, Glacialis)  |  Topic: Reworking Heroic Paths 0 Members and 1 Guest are viewing this topic.
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Doomed Hero
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« Reply #45 on: February 21, 2010, 02:04:36 AM »

Once it's all done I can submit it to Nif for inclusion into the Downloads section. I'll try to get a move on.
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« Reply #46 on: February 21, 2010, 08:12:31 PM »

Thanks, DH. Very appreciated.  Laugh
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Doomed Hero
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« Reply #47 on: April 02, 2010, 03:17:36 PM »

I'm getting back to this project again and perusing my notes. At this point I think I have revamped all the original paths that I set out to do. Anyone see any that I missed?
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Doomed Hero
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« Reply #48 on: May 26, 2010, 01:00:07 AM »

Special Thanks to Dirigible for doing the legwork on this one for me.  Wink

This is the "Strong Guy" path. The homages  should be obvious (again, thanks for the inspiration, Dir.) The big changes in this version are the Juggernaut Traits which give it the "Overwhelming Power" feeling that I always thought they should have. This path is pretty straight forward (heh), so I won't waste time here with design nonsense. It speaks for itself.


Juggernaut rework

1. Brute Strength +1
2. Show of Strength  
3. Ignore Hardness 1
4. Brute Strength +2
5. +1 Str
6. Show of Strength (new technique)
7. Juggernaut Trait
8. Ignore Hardness 2
9. Brute Strength +3
10. +1 Str
11. Show of Strength (new technique)
12. Juggernaut Trait
13. Ignore Hardness 3
14. Brute Strength +4
15. +1 Str
16. Show of Strength (new technique)
17. Juggernaut Trait
18. Ignore Hardness 4
19. Brute Strength +5
20. Unearthly Strength

Brute Strength (Ex): The juggernaut can perform acts of terrific strength due to her great muscular endurance and power. The character adds his Brute Strength bonus to their Combat Maneuver Defense as well as all Strength checks, Grapple checks, Bull Rushes, Overruns, Disarms and Climb and Jump checks.

Show of Strength (Su): The juggernaut can briefly bolster her already prodigious strength to even more astounding levels. This ability is usable a number of times per day equal to 1/2 their character level. Each time it is gained the Juggernaut gains another of the abilities below.  

* Shake the Earth: By stamping her foot, punching the floor or belly-flopping, the juggernaut can create an area of vibration that travels only along the ground. This area can either be a 5' radius centered on the Juggernaut, a 20 foot cone,  or a 40' line. All creatures and objects in the area are sent toppling to earth and take d4 subdual damage. The DC to resist (negate) this ability is 10+1/2 the Juggernaut's level+ their Str mod.

* Clap of Thunder: The juggernaut claps her hands, and that's the last thing anyone near her hears. The sound is equivalent to a thunderstone (Fort save or deafened for one hour), but the radius is increased to 30 ft and the DC is 10+1/2 character level+ Str mod. This ability does not deafen the Juggernaut.

* Hands of Destruction: With an epic effort, the juggernaut shows that no steel or stone can stand before her. Her next attack deals double damage to objects (before Ignore Hardness is taken into account).

* Surge of Power: The juggernaut raises her Brute Strength bonus by the Juggernaut's character level at a cost: she is fatigued for one hour afterwards.

* Mighty Bellow: The Juggernaut howls at the top of their lungs, stunning nearby creatures. Anyone within 10 feet of the Juggernaut must make a Fort save (DC 10+1/2 character level+ Str mod) or be stunned for one round.

* Heavy Blow: The Juggernaut slams an enemy with such force that they are sent careening away. As a free action after successfully hitting an enemy, a Juggernaut may initiate a Bull Rush as a free action. This Bull Rush uses the Damage of the blow as the modifier when attempting to beat the opponent's CMD. The Juggernaut does not have to move with the opponent during this Bull Rush, but hey are moved as if they did.

* Knock Around: The juggernaut is so powerful that casual blows from them can cause opponents to go crashing to the ground. As a free action after a successful hit the Juggernaut can use this ability to initiate a free Trip attempt. Instead of using the normal Combat Maneuver bonus, this ability uses a bonus equal to the damage dealt by the blow.

Ignore Hardness (Ex): The juggernaut's great strength and will to power allow her to ignore some of the hardness of objects she strikes. When the juggernaut strikes an object or animated object, subtract the amount of this ability from the object's hardness before applying damage to it.

Juggernaut Traits: Each time this ability is gained, the Juggernaut gains one of the following abilities:

* Unstoppable (ex): A Juggernaut may overrun a number of enemies during an Overrun equal to 1/2 their character level. In addition, any time the Juggernaut successfully sunders an object, any excess damage may be applied to the object's wielder.

* Immovable (ex): A Juggernaut adds 1/2 their character level to their CMD to resist being Bull Rushed, Overran, Grappled or Tripped.

* Inevitable (su): The Juggernaut has the ability to crash through nearly any barrier. As a free action during their movement they may cause an effect equivalent to that of a Passwall spell to any barrier they enter the square of. They may use this ability a number of times per day equal to 1/2 their character level, but there must be at least 5 feet of space between each use. This means that if a wall is 10 feet thick, the Juggernaut's movement is halted after the first 5 feet. They can, however, use this ability the following round, to break through the remainder of the wall. Using this ability causes subdual damage to the Juggernaut based on the density of the barrier being moved through. 1 point for plaster, 2 points for wood, and 3 points for stone. The passage created is permanent, unlike Passwall.

Unearthly Strength: The Juggernaut's strength becomes truly unbelievable. They are assumed to always roll 20's on Str based checks. Their Encumbrance values are multiplied by 10. They completely ignore the hardness of any object. Ranges of Hurled objects increase to 100 increments (normal penalties still apply, only possible distance is increased.) The Juggernaut becomes immune to Trip, Disarm, Bull Rush and Overrun attempts (such attempts are assumed to automatically fail). Finally, they never have their movement impaired by rubble, water, heavy winds, or any other physical effect that normally slows people down.
« Last Edit: May 26, 2010, 12:12:33 PM by Doomed Hero » Logged
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Against the Shadow  |  Forum  |  Midnight & RPGs  |  Open Discussion (Moderators: Bleak Knight, Glacialis)  |  Topic: Reworking Heroic Paths
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