Some see the shindroid race as soldiers, built and trained, to follow orders and march into the face of certain death. While this is not true for all shindroid, many do follow that path and none do it more readily than the juggernaut. As a machine of war, the juggernaut is deadly combination of nearly unstoppable force and fierce battle-hardened skill. Known for charging into enemy lines, or through enemy barricades, the juggernaut is devastating in his ability to bring the battle to his foes.
The juggernaut is an archetype of the knight class, available only to shindroid knights.
Armor Spikes (Ex)
At 1st level, a juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple combat maneuver. While the spikes can’t be removed, they can be affected by spells like any other weapon. At 5th level, the damage these armor spikes deal increases to 1d8.
This ability replaces defend ally.
Juggernaut Armor (Ex)
Also at 1st level, a juggernaut gains a +2 enhancement bonus to natural armor. Every four levels thereafter (5th, 9th, 13th, and 17th), this enhancement bonus increases by +2.
This ability replaces defensive stance.
Bull Rush Mastery
At 2nd level, the juggernaut gains Improved Bull Rush feat. It also gains Greater Bull Rush feat at 7th level, and Bull Rush Strike feat at 14th level.
This ability replaces stand firm, shield ally, and improved shield ally.
Construct Momentum (Ex)
Starting at 3rd level, a juggernaut gains an extra +1 bonus on its attack roll when making a charge. At 7th level and every four levels thereafter, this extra bonus increases by +1 (to a maximum of +5 at 19th level).
This ability replaces armor training.
Powerful Charge (Ex)
At 4th level, when a juggernaut with this special attack makes a charge, its attack deals an extra 2d6 points of damage in addition to the normal benefits and hazards of a charge.
This ability replaces active defense.
Construct Perfection (Ex)
At 5th level, a juggernaut that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a 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 juggernaut gains the following construct features as it advances in level.
- Construct Perfection I (Ex): At 5th level, a juggernaut is no longer subject to nonlethal damage or extra damage from critical hits.
- Construct Perfection II (Ex): At 10th level, a juggernaut gains immunity to all mind-affecting spells and abilities.
- Construct Perfection III (Ex): At 15th level, a juggernaut gains immunity to death effects and necromancy effects.
- Construct Perfection IV (Ex): At 20th level, a juggernaut is no longer subject to ability damage or ability drain.
This ability replaces armored defense.
Extended Charge (Ex)
Starting at 5th level, a juggernaut gains +5 feet to its speed when making a charge. At 8th level and every three levels thereafter, it increases by an additional 5 feet.
This ability replaces deft shield.
Powerful Build (Ex)
At 9th level, the juggernaut increases slightly in height and significantly in width and weight. This allows the juggernaut to act in many ways as one size category larger than he actually is. Whenever the juggernaut is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense, the juggernaut is treated as one size larger if doing so is advantageous to him. The juggernaut is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A juggernaut can use weapons designed for a creature one size larger without penalty. He also counts as one size larger for the purposes of unarmed damage or additional damage based on size, like from Powerful Charge. However, his space and reach remain those of a creature of his actual size. Lastly, this does allow the juggernaut to qualify for feats that would normally require the next larger size category. These benefits stack with effects, powers, abilities and spells that change the subject’s size category.
This ability replaces light and medium fortifications.
Superior Bull Rush (Ex)
Starting at 11th level, when a juggernaut makes a successful bull rush combat maneuver attempt against an opponent, it can choose to deal damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of a bull rush combat maneuver. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge or the Greater Powerful Charge as well.
This ability replaces mobile defense.
Greater Powerful Charge (Ex)
When a juggernaut with this special attack makes a charge, its attack deals an extra 4d6 points of damage, instead, in addition to the normal benefits and hazards of a charge.
This ability replaces improved mobile defense.
Metal Body (Ex)
At 19th level, the juggernaut’s skin turns to plated steel and his organs become a magical clockwork system. The juggernaut gains DR 10/adamantine.
This ability replaces shield ward.