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<blockquote data-quote="Cleon" data-source="post: 7149676" data-attributes="member: 57383"><p>Well I'm finally able to spare some time for monster converting.</p><p></p><p>For the Wicker Juggernaut I think I'll copy-and-paste the Wooden Juggernaut as a template since it's closer than the Stone Juggernaut we've just finished.</p><p></p><p>This is by far the most complicated of the base juggernauts, points to bear in mind are:</p><p></p><p>a) Animating it requires a willing human sacrifice who was bound inside the wicker juggernaut and "to provide a life force for the channeling of magic". The victim is magically protected, with AC 2, needing a +1 or better weapon to damage, and even if an enemy hits they get a saving throw vs. death magic to avoid damage altogether.</p><p></p><p>Also, targeting the volunteer required use of called shot rules (as did targeting equipment slots on these things), but I believe we're ignoring that issue for the sake of simplicity.</p><p></p><p>b) it's the only juggernaut its pilot can channel spells through, effectively casting them from the juggernaut's location instead of their own. As long as the volunteer remains conscious, the pilot can cast spells with the restrictions "Any such spell may not be one that affects the caster, it may not have a range of “Touch” or “0,” and it may not include the helmsman or the juggernaut in its area of effect".</p><p></p><p>c) the wicker juggernaut was a "burning man" kind of deal that was constantly aflame and punches things with fists of fire. However it was not inherently fire resistant, so the original design said it always had to be spiritually equipped with a <em>ring of fire resistance</em> to prevent it (and the volunteer inside it) burning itself to ashes.</p><p></p><p>So we ought to give it a fiery aura that adds damage to things it attacks. Maybe give it vulnerability to fire as well? I'd be inclined to set the fire damage fairly low so to, say, 10 or 20 points of fire resistance would always entirely absorb it. The original design did the same amount of damage as flaming oil, which is 2d6 damage in AD&D although the 3E equivalent of <em>alchemist's fire</em> is only 1d6 damage.</p><p></p><p>Perhaps 1d10 fire damage so the most basic fire resistance 10 would completely protect it?</p><p></p><p>Incidentally, there was no mention of the flames damaging things that got too close or struck the juggernaut, although that seems a reasonable inference.</p><p></p><p>Anyhow, the problem is most of the above features are things that only matter when the Juggernaut is piloted, so I'm wondering how to handle it.</p><p></p><p>Maybe add a "sub-template" to the base juggernaut entry?</p><p></p><p>Anyhow, I'll start a Working Draft.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7149676, member: 57383"] Well I'm finally able to spare some time for monster converting. For the Wicker Juggernaut I think I'll copy-and-paste the Wooden Juggernaut as a template since it's closer than the Stone Juggernaut we've just finished. This is by far the most complicated of the base juggernauts, points to bear in mind are: a) Animating it requires a willing human sacrifice who was bound inside the wicker juggernaut and "to provide a life force for the channeling of magic". The victim is magically protected, with AC 2, needing a +1 or better weapon to damage, and even if an enemy hits they get a saving throw vs. death magic to avoid damage altogether. Also, targeting the volunteer required use of called shot rules (as did targeting equipment slots on these things), but I believe we're ignoring that issue for the sake of simplicity. b) it's the only juggernaut its pilot can channel spells through, effectively casting them from the juggernaut's location instead of their own. As long as the volunteer remains conscious, the pilot can cast spells with the restrictions "Any such spell may not be one that affects the caster, it may not have a range of “Touch” or “0,” and it may not include the helmsman or the juggernaut in its area of effect". c) the wicker juggernaut was a "burning man" kind of deal that was constantly aflame and punches things with fists of fire. However it was not inherently fire resistant, so the original design said it always had to be spiritually equipped with a [I]ring of fire resistance[/I] to prevent it (and the volunteer inside it) burning itself to ashes. So we ought to give it a fiery aura that adds damage to things it attacks. Maybe give it vulnerability to fire as well? I'd be inclined to set the fire damage fairly low so to, say, 10 or 20 points of fire resistance would always entirely absorb it. The original design did the same amount of damage as flaming oil, which is 2d6 damage in AD&D although the 3E equivalent of [I]alchemist's fire[/I] is only 1d6 damage. Perhaps 1d10 fire damage so the most basic fire resistance 10 would completely protect it? Incidentally, there was no mention of the flames damaging things that got too close or struck the juggernaut, although that seems a reasonable inference. Anyhow, the problem is most of the above features are things that only matter when the Juggernaut is piloted, so I'm wondering how to handle it. Maybe add a "sub-template" to the base juggernaut entry? Anyhow, I'll start a Working Draft. [/QUOTE]
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