My take on a DDO PrE version of the Juggernaut:
Warforged Juggernaut
4AP
Warforged Juggernaut I
Prereqs: Race: Warforged, Level 6 Barbarian or Level 8 Warforged, Warforged Construct Thinking I, Warforged Tactics I, Warforged Damage Reduction I, Power Attack, Adamantine Body
Benefit: You begin to forsake the way of the living and follow the path of the construct. Your ability to be healed is inhibited by 10% and your social skills (haggle, bluff, diplomacy, intimidation) drop by -1. You gain +25% fortification. Your body sprouts spikes that deal 1d6 piercing damage when hit. You also gain immunity to mental effects including enchantments, compulsions, charms, phantasms, patterns, and morale effects. You can also activate an extended charge stance.
Warforged Juggernaut: Extended Charge
(Mobility Style Stance)
When active, for every second of continuous running you have performed you gain a bonus to run speed (5%) up to a total of four seconds (20%).
2AP
Warforged Juggernaut II
Prereqs: Race: Warforged, Level 12 Barbarian or Level 14 Warforged, Warforged Juggernaut I, Warforged Construct Thinking II, Warforged Tactics II, Warforged Damage Reduction II
Benefit: As you become more like a construct the thought of being a living creature seems but a shadow to you. Your ability to be healed is inhibited by 10% more and your social skills (haggle, bluff, diplomacy, intimidation) drop by another -1. You gain +25% fortification. You gain immunity over instant death effects. You gain the ability to perform an Bull Rush.
Warforged Juggernaut: Bull Rush
(Instant Effect, 15 second cooldown timer, shares timer with Trip and Improved Trip, duration equal to Trip or Improved Trip [if possessed])
You can now perform a Bull Rush at your opponents. When you perform a Bull Rush all foes within a 10 foot 120° arc of you must make an STR or DEX check or be knocked down (similar to overrun). The DC of Bull Rush is 10 + STR modifier + other trip modifiers. Monsters must also make a reflex save or take damage from your rush (1d8 + STR modifier) and your spikes.
2AP
Warforged Juggernaut III
Prereqs: Race: Warforged, Level 18 Barbarian or Level 20 Warforged, Warforged Juggernaut I, One of: Warforged Construct Thinking III, Warforged Tactics III, Warforged Damage Reduction III
Benefit: The Warforged Titan wishes he could be as true a construct as you. Your ability to be healed is inhibited by 10% more and your social skills (haggle, bluff, diplomacy, intimidation) drop by a further -1. You gain +25% fortification. You gain immunity over necromantic effects and spells as well as statistical damage and drain. Your armored spikes now deal 2d6 piercing damage when hit. Your imposing visage and tactical expertise allows you to be considered one size larger when performing a Trip, Bull Rush, or any social skills.