Some believe that the ultimate expression of the warforged experiment is the juggernaut, a path that allows warforged to become more and more like true constructs and less like their living creators.
As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment. Some warforged refuse to take up the mantle of juggernaut because it accentuates their construct heritage at the cost of their living aspects. Nonetheless, for a warforged who wants to become an engine of destruction, the juggernaut is the best road by which to get there.
A warforged who takes this archetype must take Adamantine Plating as his bonus warforged feat.
|Level||Base Attack Bonus||Fort||Ref||Will||Special|
|1st||+ 1||+ 2||+ 0||+ 0||Bonus Feat, Reserved, Improved Bull Rush|
|2nd||+ 2||+ 3||+ 0||+ 0||Bonus Feat, Construct Perfection|
|3rd||+ 3||+ 3||+ 1||+ 1||Charge Bonus + 1|
|4th||+ 4||+ 4||+ 1||+ 1||Bonus Feat|
|5th||+ 5||+ 4||+ 1||+ 1||Weapon Training|
|6th||+ 6/+ 1||+ 5||+ 2||+ 2||Bonus Feat, Greater Bull Rush|
|7th||+ 7/+ 2||+ 5||+ 2||+ 2||Armor Spikes 1d6|
|8th||+ 8/+ 3||+ 6||+ 2||+ 2||Bonus Feat|
|9th||+ 9/+ 4||+ 6||+ 3||+ 3||Weapon Training|
|10th||+ 10/+ 5||+ 7||+ 3||+ 3||Bonus Feat, Extended Charge, Healing Immunity|
|11th||+ 11/+ 6/+ 1||+ 7||+ 3||+ 3||Charge Bonus + 2|
|12th||+ 12/+ 7/+ 2||+ 8||+ 4||+ 4||Bonus Feat, Bull Rush Strike|
|13th||+ 13/+ 8/+ 3||+ 8||+ 4||+ 4||Weapon Training|
|14th||+ 14/+ 9/+ 4||+ 9||+ 4||+ 4||Bonus Feat|
|15th||+ 15/+ 10/+ 5||+ 9||+ 5||+ 5||Armor Spikes 1d8|
|16th||+ 16/+ 11/+ 6/+ 1||+ 10||+ 5||+ 5||Bonus Feat|
|17th||+ 17/+ 12/+ 7/+ 2||+ 10||+ 5||+ 5||Weapon Training|
|18th||+ 18/+ 13/+ 8/+ 3||+ 11||+ 6||+ 6||Bonus Feat|
|19th||+ 19/+ 14/+ 9/+ 4||+ 11||+ 6||+ 6||Armor Mastery|
|20th||+ 20/+ 15/+ 10/+ 5||+ 12||+ 6||+ 6||Bonus Feat, Weapon Mastery|
Bonus Feat: A warforged juggernaut may take any warforged feat that it meets the prerequisites for instead of a combat feat.
Reserved: Starting at 1st level, a warforged juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut takes a penalty equal to 1/2 its juggernaut class level when using Bluff, Diplomacy, and Sense Motive.
Bull Rush Mastery: In addition to the bonus warforged feat or combat feat at 1st level, the warforged juggernaut gains Improved Bull Rush. It also gains Greater Bull Rush at 6th level, and Bull Rush Strike at 12th level.
Construct Perfection: A warforged that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a warforged juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its intelligence and sentience, a warforged juggernaut gains the following construct features as it advances in level.
At 2nd level, a warforged juggernaut gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
At 9th level, a warforged juggernaut gains immunity to death effects and necromancy effects.
At 15th level, a warforged juggernaut is no longer subject to ability damage or ability drain.
These abilities replace bravery.
Charge Bonus: Starting at 3rd level, a warforged juggernaut gains an extra +1 bonus on its attack roll when making a charge (total bonus of +3). At 11th level, this extra bonus increases to +2 (total bonus of +4). This ability replaces the fighter’s 1st and 3rd armor training.
Armor Spikes: At 7th level, a warforged juggernaut grows armor spikes. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple attack. The warforged juggernaut is proficient with his armor spikes. While the spikes can’t be removed, they can be affected by spells like any other weapon. At 15th level, the damage these armor spikes deal increases to 1d8. This ability replaces the fighter’s 2nd and 4th armor training.
Extended Charge: Starting at 10th level, the warforged juggernaut gains a + 10 foot bonus to his speed when making a charge.
Healing Immunity: Starting at 10th level, as a warforged juggernaut becomes more like a construct and less like a living creature, it becomes immune to the effects of spells from the healing subschool that heal hit point damage. In addition, it can no longer benefit from the effects of consumable spells and magic items, such as heroes’ feast and potions.