Some believe that the ultimate expression of the gearman experiment is the juggernaut, a path that allows gearmen to become more and more like true golems and less like their living creators.

As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment. Some gearmen refuse to take up the mantle of juggernaut because it accentuates their construct heritage at the cost of their living aspects. Nonetheless, for a gearman who wants to become an unstoppable engine of destruction, the juggernaut prestige class is the best road by which to get there.

Hit Die: d10.


To qualify to become a juggernaut, a character must fulfill all the following criteria.

Race: Gearman.

Base Attack Bonus: +5.

Feats: Adamantine Body, Improved Bull Rush, Power Attack.


The juggernaut gains no additional class skills.

Skill Points per Level: 2 + Int modifier.


Level BAB Fort Ref Will Special
1st +1 +0 +0 +0 Construct trait, reserved
2nd +2 +1 +1 +1 Construct perfection I
3rd +3 +1 +1 +1 Construct trait, healing immunity
4th +4 +1 +1 +1 Construct perfection II
5th +5 +2 +2 +2 Advanced construct trait
6th +6 +2 +2 +2 Construct perfection III
7th +7 +2 +2 +2 Advanced construct trait, lifeless
8th +8 +3 +3 +3 Construct perfection IV
9th +9 +3 +3 +3 Advanced construct trait
10th +10 +3 +3 +3 I, golem


All of the following are class features of the juggernaut.

Weapon and Armor Proficiency: Juggernauts gain no proficiency with any weapons, armor, or shields (except as noted below).

Construct Trait (Ex): At 1st and at 3rd level, the juggernaut may choose one of the following abilities:

  • Armor Spikes: The 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 check. While the spikes can’t be removed, they can be affected by spells like any other weapon. At 4th level, the damage these armor spikes deal increases to 1d8.

  • Expert Bull Rush: The juggernaut can add its class level to Strength checks when making a bull rush attempt or defending against a bull rush. A juggernaut can also add its class level to Strength checks when trying to break down doors.
  • Powerful Charge: When the juggernaut’s melee attack hits after making a charge, it deals an extra 1d8 points of damage (if Medium size; for Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6). This feat only works when the juggernaut itself make a charge. It does not work when it is mounted. If the juggernaut has the ability to make multiple attacks after a charge, it may only apply this extra damage to one of those attacks.
  • Charge Bonus: The juggernaut gains an extra +1 bonus on its attack roll when making a charge. At 4th level, this extra bonus increases to +2.
  • Extended Charge: The warforged juggernaut gains +5 feet to its speed when making a charge.

Reserved: Starting at 1st level, a juggernaut begins to distance itself from living creatures. Because of this change in its nature, a juggernaut takes a penalty equal to its juggernaut class level (–1 at 1st level, –2 at 2nd level, and so on) to all Charisma-based skills save Intimidate.

Construct Perfection (Ex): A gearman 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 humanoid 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 At 2nd level, a juggernaut is no longer subject to nonlethal damage.

  • Construct Perfection II At 4rd level, a juggernaut gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
  • Construct Perfection III At 6th level, a juggernaut gains immunity to death effects and necromancy effects.
  • Construct Perfection IV At 8th level, a juggernaut is no longer subject to ability damage or ability drain.

Healing Immunity: Starting at 3rd level, as a 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. At 5th level, the juggernaut becomes immune to the effects of all spells from the healing subschool.

Advanced Construct Traits (Ex): At 5th , 7th, and 9th level, the juggernaut may choose a construct trait from the following list, or one of those from the previous Construct Traits list.

  • Darkvision: Like most constructs, the juggernaut now possesses darkvision 60’.

  • Greater Powerful Charge: As Powerful Charge, but the juggernaut treats itself as one size category larger than it is. The juggernaut must possess Powerful Charge to gain this ability.
  • Improved Damage Reduction: The damage reduction accorded to the juggernaut by its adamantine body increases to 5/adamantine. At 10th level, this trait improves to DR 10/adamantine.
  • Powerful Blows: The juggernaut inflicts 1d8 plus 1 1/2 x Strength modifier with its slam attacks. It also threatens a critical hit on a 19–20 with a slam attack.
  • Superior Bull Rush: When the juggernaut makes a successful bull rush 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. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from Powerful Charge or Greater Powerful Charge as well. The juggernaut must possess armor spikes to gain this ability.

Lifeless: At 7th level, the juggernaut no longer risks death from massive damage; but it is immediately destroyed when reduced to 0 hit points or less. At 9th level, it can no longer be raised or resurrected except via wish or miracle and true resurrection cast within 10 minutes of each other.

I, Golem (Ex): The juggernaut’s creature type changes to construct and it gains the following abilities:

  • Large Size: A size increase double’s the juggernaut’s height and multiplies its weight by 8. It gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. It has a space of 10 feet and a natural reach of 10 feet.

  • No Constitution score. Any DCs or other statistics that rely on a Constitution score treat the juggernaut as having a score of 10 (no bonus or penalty). It loses its bonus hit points from Constitution but gains 30 hit points due to its large size.
  • Spell Resistance: The juggernaut is resistant to spells, gaining a spell resistance equal to 11 + its character level.

The juggernaut also chooses one of the following special powers associated with true golems:

  • Breath Weapon (Su): As a free action once per day, the juggernaut can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the juggernaut creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the golem uses this power.

    Golem Gas—inhaled; save Fort DC = 10 + 1/2 juggernaut’s hit dice; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.
  • Cursed Wound (Ex) The wounds the juggernaut deals with its slam attacks don’t heal naturally and resist magical healing. A character attempting to use magical healing on a creature damaged by the juggernaut must succeed on caster level check (DC = 10 + 1/2 the juggernaut’s hit dice + its Cha modifier), or the healing has no effect on the injured creature.

  • Haste (Su) After it has engaged in at least 1 round of combat, the juggernaut can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
  • Slow (Su) The juggernaut can use a slow effect, as the spell, as a free action once per day. The effect has a range of 10 feet in a burst centered on the juggernaut and a duration of 1d6+1 rounds, requiring a Will save (DC = 10 + 1/2 juggernaut’s hit dice) to negate.


Zeitgeist Jim_Mount