A warbound juggernaut is the quintessential warrior. As such, he is trained in all forms of combat, skilled in a variety of arms and in optimizing his defensive capabilities. Warbound juggernauts have a deep abiding connection to all things pertaining to war, and possess an intimate knowledge of battle tactics. This allows them to perform impromptu tactics during combat, both common and exotic, and combine them into new fighting moves. While other warriors spread their training to all types of arms, by limiting their breadth of weapon training, warbound juggernauts become more deadly with them and increasingly harder to kill. Through this melding of combat skills and battle defenses, a warbound juggernaut is among the most fearsome of enemies or steadfast of allies.
Primary Class: Fighter
Hit Dice: d10.
Bonus Skills and Ranks: The warbound juggernaut may select three cavalier skills to add to his class skills in addition to the normal fighter class skills. The warbound juggernaut gains a number of ranks at each level equal to 2 + Int modifier.
Table: Warbound Juggernaut
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|2nd||+2||+3||+0||+0||Defensive arsenal +1|
|5th||+5||+4||+1||+1||Focused challenge 1/day|
|6th||+6/+1||+5||+2||+2||Defensive arsenal +2|
|7th||+7/+2||+5||+2||+2||Damage reduction 1/—|
|9th||+9/+4||+6||+3||+3||Focused challenge 2/day|
|10th||+10/+5||+7||+3||+3||Defensive arsenal +3|
|11th||+11/+6/+1||+7||+3||+3||Damage reduction 2/—|
|12th||+12/+7/+2||+8||+4||+4||Mighty battle charge|
|13th||+13/+8/+3||+8||+4||+4||Focused challenge 3/day|
|14th||+14/+9/+4||+9||+4||+4||Defensive arsenal +4, fortification (medium)|
|15th||+15/+10/+5||+9||+5||+5||Damage reduction 3/—|
|17th||+17/+12/+7/+2||+10||+5||+5||Focused challenge 4/day|
|18th||+18/+3/+8/+3||+11||+6||+6||Defensive arsenal +5|
The warbound juggernaut is proficient with all simple and martial weapons, with all armor types (heavy, light, and medium), and with shields (including tower shields).
At 1st level, a warbound juggernaut forms a bond with the very essence of war itself through rigorous study and training. The warbound juggernaut gains a reservoir of combat points that he can draw upon to enhance his prowess in battle. This combat pool has a number of points equal to 1/2 his warbound juggernaut level (minimum 1) + his Constitution modifier. As long as he has at least 1 point in his combat pool, he is considered to have the Quick Draw feat.
The warbound juggernaut can spend 1 point from his combat pool as a swift action to gain the benefits of a single combat feat (even if he does not meet the prerequisites) for 1 minute. This feat is decided when the combat pool point is spent and cannot be changed until the duration of the effects ends, or until next time the warbound juggernaut again uses this ability. A warbound juggernaut can only apply a single feat at one time. If he uses this ability again, the benefit of the first feat immediately ends.
At 1st level, the warbound juggernaut can choose from the following list whenever he expends a combat point: Dazzling Display, Great Cleave, Mounted Archery, Rapid Shot, Stand Still, and Whirlwind Attack.
At 4th level, he can choose from the following additional feats: Critical Focus, Improved Critical, Manyshot, Ride-By Attack, Spirited Charge, Spring Attack, and Vital Strike. In addition, he can spend 1 combat point to remove the –2 penalty to his AC during a single use of his Battle Charge or Mighty Battle Charge ability.
At 7th level, the warbound juggernaut can apply two feats simultaneously, as a swift action. The warbound juggernaut must spend the appropriate number of combat points to gain both feats. If he uses this ability again, the benefit of all applied feats immediately end.
At 10th level, whenever the warbound juggernaut expends 2 points from his combat pool, he can choose from the following additional feats: Bleeding Critical, Deadly Stroke, Improved Precise Shot, Improved Vital Strike, Mounted Skirmisher, and Penetrating Strike.
At 13th level, the warbound juggernaut can apply three feats simultaneously.
At 16th level, whenever the warbound juggernaut expends 3 points from his combat pool, he can choose from the following additional feats: Deadly Finish†, Crippling Critical*, Greater Penetrating Strike, and Greater Vital Strike. (*Advanced Player’s Guide, †Ultimate Combat)
The combat pool is replenished each morning after 8 hours of rest. These hours do not need to be consecutive. This ability replaces the bonus feats gained at 1st, 6th, and 20th level.
Beginning at 2nd level, a warbound juggernaut specializes in using his weapon or his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 1st (to a maximum of +5 at 18th level); however, this bonus cannot exceed the sum of the enhancement bonuses of the weapon and shield that the warbound juggernaut is currently carrying. This ability replaces bravery.
At 3rd level, a warbound juggernaut learns to make more accurate charge attacks. The warbound juggernaut receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2), whether mounted or on foot. Due to the warbound juggernaut’s offensive focus while charging, he suffers a –2 penalty to his AC after making a charge attack. This penalty applies even when making attacks against the target of his challenge. This ability replaces the bonus feat gained at 2nd level and armor training 1.
At 4th level, a warbound juggernaut gains the cavalier’s mount ability, except that the warbound juggernaut's effective druid level is equal to his warbound juggernaut level –3. This ability replaces the bonus feats gained at 4th, 10th, and 18th level.
At 5th level, a warbound juggernaut gains the cavalier’s challenge ability and selects a single group of weapons from those listed in the fighter’s weapon training ability. Whenever a warbound juggernaut uses focused challenge, he gains a +1 circumstance bonus on attack rolls made against the target of his challenge with any weapon from this group. This bonus increases by +1 for every four levels beyond 5th. In addition, a warbound juggernaut adds this bonus to any combat maneuver checks made with weapons from this group, and adds it to his Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. A warbound juggernaut must be wielding a weapon from his chosen weapon group to use the focused challenge ability. A warbound juggernaut can use this ability once per day at 5th level, and an additional time per day every four levels thereafter. This ability replaces weapon training.
At 7th level, a warbound juggernaut gains DR 1/— when wearing armor or using a shield. This increases to DR 2/— at 11th level and DR 3/— at 15th level. This ability replaces armor training 2, 3, and 4.
At 8th level, a warbound juggernaut can use his armor to shield critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. At 14th level, his armor gains the moderate fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the warbound juggernaut takes the better of the two fortifications. This ability replaces the bonus feat gained at 8th and 14th level.
At 12th level, a warbound juggernaut learns to make devastating charge attacks while mounted or on foot. Double the threat range of any weapons wielded during a charge while mounted or on foot. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the warbound juggernaut can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity. The warbound juggernaut continues to suffer the –2 penalty to his AC after making a charge attack. This ability replaces the bonus feat gained at 12th level.
At 16th level, when a warbound juggernaut confirms a critical hit with a weapon from his chosen group, he can increase the weapon’s critical damage multiplier by +1 as an immediate action, up to a maximum of x4. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th. This ability replaces the bonus feat gained at 16th level.
At 19th level, the save DCs of any effects caused by a critical hit with a weapon from his chosen group increases by +4. This ability replaces armor mastery.
At 20th level, a warbound juggernaut gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it. This ability replaces weapon mastery.