TTHelvianTT

Armored Hulk

Jun 14th, 2017
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  1. Equipment: Plate armour, if not acquired already.
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  3. Level 1
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  5. Armored Hulk: The Juggernaut is unusually strong, and may heft around heavier weapons and armour than usual.
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  7. Momentum: The Juggernaut makes use of momentum stacks. They passively gain momentum as they move around the battlefield, and consume momentum stacks for their abilities. (Full plate armour + a two handed weapon grants them 2 momentum stacks per attack, and 3 momentum stacks for dashing an entire turn. Capping at 10 Momentum stacks.) At 10 Momentum stacks, the juggernaut may have their next attack consume all the stacks, gaining a +5 bonus to damage and potentially stunning the target.
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  9. DM Will inform you on how much momentum you gain
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  11. Level 2
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  13. Massive Blow: The Juggernaut swings with such a mighty blow that its ends the enemy flying. The target must succeed a save or be knocked flying and prone. If knocked into a wall, they're stunned for one round. (Momentum: 4)
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  15. Level 3
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  17. Armoured Charge: The Juggernaut makes a mighty charge forwards. The charge is unable to be interrupted by stuns or other physical interruptions. The Juggernaut may follow up with an attack at the end of their charge.
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  19. If the Juggernaut has 5 or more momentum stacks at the time of their armoured charge, they may slam into a target of their size, carrying the target with them until they collide into another obstacle. Colliding with a wall has a chance of stunning the target. Heavier targets are immune to this effect. (Generates 5 momentum stacks. Generates nothing if you already have 5 momentum stacks. CD: 4)
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  21. Level 4
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  23. Staggering Force: The Juggernaut brings their weapon up and smashes it straight into the ground, causing a shockwave to echo out from the force of the blow. Enemies caught in the shock wave take little damage, but are staggered and slowed.
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  25. (Momentum: 6)
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  27. Level 5
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  29. Hulking Crash: The Juggernaut follows up with a mighty, armoured leap. The landing's effect depends on the amount of momentum used.
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  31. 6: Potentially stuns the target.
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  33. 8: Crushes the target the Juggernaut lands on, dealing critical damage and guaranteeing a stun.
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  35. 10: Crushes the target, dealing critical damage and guaranteeing a stun. The landing's force is so great that it causes nearby enemy attackers to have their ability or spell potentially interrupted.
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  37. (Consumes all momentum. Minimum of 5 momentum required.)
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