I can see what you are doing with Juggernaut, but ability switching is generally done quite early so that people have the option of saving some attributes. By the time you get it it will either be ignored by people who put effort into strength regardless or make any strength of people who load up on constitution feel like a waste. Consider changing it to add half your constitution bonus as a bonus, or moving it up to one of the first few levels...
Armour mastery seems a bit awkward to me, it seems like a major feature that just ends halfway through. Also, it seems to encourage the use of medium armour at level 4, and mobility at all, while useful for everyone, seems a bit odd on a class that doesn't have tumble as a class skill. I would change it to allow running in heavy armour as though it were light, and then allow move speed in all armour as though it were light, and then maybe reduce armour check penalties.
I really don't know why it would learn survival either...
Hit Die: 1D10 Alignment: Any Starting Skill Points: 2x4 Skill points per level: 2
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Spot (Int), Survival (Wis), Craft Armorsmithing (Int), Knowledge (Nobility) (Wis)
Proficiencies with light, medium, and heavy armor. Proficiency with shields (not tower). Proficient with all simple and martial weapons.
Lvl Fort Refl/Will Atk Bonus Special
1 +2 +0 +0 Unyielding
2 +3 +0 +1 Shield Block
3 +3 +1 +2
4 +4 +1 +3 Armor Mastery (Medium)
5 +4 +1 +3
6 +5 +2 +4
7 +5 +2 +5 Damage Reduction 1/-
8 +6 +2 +6/+1
9 +6 +3 +6/+1 Armor Mastery (Heavy)
10 +7 +3 +7/+2 Damage Reduction 2/-
11 +7 +3 +8/+3 Shield Block +2
12 +8 +4 +9/+4
13 +8 +4 +9/+4 Damage Reduction 3/-
14 +9 +4 +10/+5
15 +9 +5 +11/+6/+1
16 +10 +5 +12/+7/+2 Damage Reduction 4/-
17 +10 +5 +12/+7/+2
18 +11 +6 +13/+8/+3 Shield Block +3
19 +11 +6 +14/+9/+4 Damage Reduction 5/-
20 +12 +6 +15/+9/+5 Juggernaut
Unyielding: Allows the character to remain fighting until he reaches a negative hit points value equal to his CON Bonus
Shield Mastery: Pick a single foe for a round. The AC bonus of your shield increases by +1 against that foe
Armor Mastery: Removes the speed reduction associated with medium and heavy armors
Juggernaut: Provides the character with a +3 bonus against tripping, bull rushes while granting the character a +3 bonus when performing such actions. Additionally the character may now use his Con Bonus instead of his strength bonus when calculation melee damage and attack bonuses
Hit Die: 1D12 Alignment: Any Starting Skill Points: 2x4 Skill points per level: 2
Class Skills: Balance (Dex), Concentration (Con), Intimidate (Cha), Craft Armorsmithing (Int), Knowledge (Nobility) (Wis)
Proficiencies with light, medium, and heavy armor. Proficiency with shields and tower shields. Proficient with all simple and martial weapons.
Lvl Fort/Will Refl Atk Bonus Special
1 +2 +0 +0 Unyielding
2 +3 +0 +1
3 +3 +1 +2 Shield Wall +1
4 +4 +1 +3 Armour Mastery (run)
5 +4 +1 +3 Damage Reduction 1/-
6 +5 +2 +4 Momentous Blows, Shield Wall +2
7 +5 +2 +5
8 +6 +2 +6/+1 Armour Mastery (walk)
9 +6 +3 +6/+1 Shield Wall +3
10 +7 +3 +7/+2 Damage Reduction 2/-
11 +7 +3 +8/+3 Solid Build
12 +8 +4 +9/+4 Shield Wall +4, Armour Mastery (-1)
13 +8 +4 +9/+4
14 +9 +4 +10/+5
15 +9 +5 +11/+6/+1 Shield Wall +5, Damage Reduction 3/-
16 +10 +5 +12/+7/+2 Juggernaut, Armour Mastery (-2)
17 +10 +5 +12/+7/+2
18 +11 +6 +13/+8/+3 Shield Wall +6
19 +11 +6 +14/+9/+4
20 +12 +6 +15/+9/+5 Armour Mastery (-3), Damage Reduction 4/-
Unyielding: Allows the character to remain fighting until he reaches a negative hit points value equal to his CON Bonus. The character may also use their constitution bonus in place of their strength bonus when making opposed trip and bull rush rolls.
Shield Wall: Pick a single foe for a round. The AC bonus of your shield increases by the stated amount against that foe. You may not pick a foe that you have attacked during your turn, nor may you attack the picked foe until the round has expired.
Armour Mastery: At level 4 the character may run in heavy armour as though it were light. At level 8 they may walk in heavy or medium armour as though it were light. At level 12 and every 4 levels thereafter they reduce their total armour check penalty to skills by 1, to a minimum of 0.
Damage Reduction (see the ability description)
Momentous Blows: The character may use their constitution bonus in place of their strength bonus to attack rolls(to hit only) when attacking with a one-handed or heavier melee weapon.
Solid Build: The character may use their constitution bonus in place of their dexterity bonus when determining their dexterity bonus to AC.
Juggernaut: You may add half your constitution bonus to damage rolls with melee weapons.
P.S.
I am having a really difficult time choosing domains. A am certain that I want Travel for survival as a class skill, although if we are getting a ranger I may not take track... I really want animal for summon nature's ally, also the various nature-based spells could be a real boon if we are working in the wilderness. Weather/Windstorm would provide much needed artillery spells and give me a very appropriate ability to ignore many of the effects of inclement weather. While the Water domain adds many turning attempts, some very nice high-level fire-power, and is basically awesome...
I am leaning towards ?Travel/Animal, though I will regret it no matter what I do...
P.S.P.S.
I have started my character sheet, only really have the abilities in so far, but any advice would be appreciated. I am kicking myself over the low wisdom but just can't see anything I am willing to sacrifice, and considering that I expect to turn undead at some point my charisma is just abysmal... My racial adjustments are -2 str and con, +2 dex and int. Maybe I should bite the bullet and take an age category...
http://www.myth-weavers.com/sheetview.php?sheetid=240775