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Warforged

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Contents
1 Overview
1.1 Physical Description
1.2 Society
1.3 Relations
1.4 Alignment and Religion
1.5 Adventurers
1.6 Names
2 Pathfinder Version
3 Alternate Racial Traits
4 Favored Class Options
5 Build Notes
5.1 ARG Build
5.2 3.5 Version

Feats
Skills
Traits & Drawbacks
Equipment & Services

Overview

Magical Items
Magic
Rules

Physical Description

Bestiary
Removed Material
Downloads
The Epic Campaign

Warforged are living constructs, made from a special


combination of magic, steel, stone and fibrous materials woven
from certain trees, given life and made to serve in the Last War

The Story So Far...

as soldiers. Originally created by House Cannith during the last

PCs

three decades of the war, the oldest warforged is no more than

NPCs

35 years old (in most campaign timelines). Designed to either

Important Items & Places

stand a little taller than humans or a little shorter than halflings,

The Opposition

warforged were made for a number of covert or overt missions,

Credits & Links


Community Use / OGL
d20 Pathfinder SRD
Pathfinder Forums

specially tailored by their Cannith creators to the needs of


perspective clients.
Physically, warforged are humanoids, with a plates of steel
covering most of the surfaces of their bodies. Their eyes are
usually faceted gemstones of any number of colors and while
there is a mouth joint, providing warforged the capability of
speech, there is no visible nose or ears (although warforged
can smell, taste and hear just fine). Their solid, reinforced arms

end in hands with only two fingers and a thumb. Likewise, their
feet end in only two toes. When standing still, warforged can
easily pass for metal statues or some of the smaller sized
golems. It is only at their joints that one can find evidence of
their true nature. The muscular structure that lies underneath
their metal plates is made of thousands of tightly woven fibrous
strands that flex and stretch, much in the same way organic
muscle tissue does. Likewise, the mechanisms within a
warforged do rely on some form of slightly viscous liquid to
power these strands and massive damage can cause 'fluid
loss', which is just as dangerous as blood loss to living beings.
It is important to note that while warforged do not truly
have a gender, their Cannith creators do and thus all warforged
are crafted under the guise of either a male or female persona.
As time goes on, this artificial emotional imprint may wear off,
but for the foreseeable future, all warforged refer themselves as
either 'himself' or 'herself', never 'itself'.
While warforged often show dents, dings and other signs
of battle on their frame, the only universal sign of identification
is their ghulra, or mark of life. Each one is unique and thus can
be used to identify one warforged from another. Given that a
ghulra is always located on the forehead, it is very rare for a
warforged to cover this and instantly a sign among other
warforged that something is very wrong with that individual.

Society
Warforged were made for the Last War and were, first and
foremost, soldiers. Raised from the moment of their creation to
follow orders and perfect military tactics, warforged fit better,
culturally, in a wartime barracks than in a peacetime tavern.
Given their youth and lack of common social norms, it is typical
for a warforged to refer to things, people and ideas with military
equivalents rather than regular expressions. Living children are
often referred as cadets; shop owners and employers are
referred to as commanders and what should be friendly
competitions can easily be seen as enemy engagements if
warforged are not specifically told it is a training exercise.
However, it is important to know that the freedom granted
all warforged since the end of the war has not escaped the
mind of the warforged. It is just a concept so new, so alien, that
many are having a hard time understanding what to do with it. It
is from this confusion that many warforged become
adventurers, seeking danger and combat that is more familiar,
more comfortable, than spending days on end, doing the same
job with the same group of people working with the same set of
laws and rules that everyone, but the warforged, seems to
automatically know.

Relations
Warforged are often solitary and extremely patient, which
leads for very lonely existences for most. Occassionally,
warforged will form strong friendships (literally brothers-in-arms)
with members of other races, but that is on a case-by-case
basis. Far more important than how warforged feel about others
is how the outside world feels about them. Given that their very
presence is a reminder of a conflict many are trying to forget,
most people do not like the warforged. Worse still, while the
end of the Last War did declare warforged free, many lands
subsequently ruled that warforged are indentured servants until
the cost of their manufacture is paid for with hard labor. In both
cases, warforged are usually content to simply toil away at
some project, so long as doing so does not put themselves in
immediate harm.

Alignment and Religion


Warforged are usually neutral or lawful neutral, depending
on whether or not their participation in the Last War was under
multiple owners or only one. While warforged can, and
sometimes do, wrestle with matters of morality, most choose
not to. Many will follow another's lead or take the path that is
most likely to ensure their continued survival. Likewise,
warforged are not often followers of any of the deities or
churches. This is due to the fact that, to date, no warforged has
even been seen or detected in the afterlife, nor has any undead
warforged appeared. This gives rise to the claim that they do
not actually have souls. However, since they can be raised or
resurrected, it is believed by the more educated that they do
have souls, just not those like most 'normal people'.
A special note should be made of two small, but growing
churches of warforged; the Lord of Blades and the the
Becoming God. Both of which are dedicated to the welfare of all
warforged everywhere, but where the Becoming God seeks to
better understand the place for warforged without the presence
of war, the Lord of Blades seeks eliminate all non-warforged
life, claiming that the 'breathers' are no longer fit to govern the
world that warforged find themselves in.

Adventurers
Warforged make great adventurers and easily more than
half their remaining population can call themselves some kind
of hero or another. Given their stoic, steadfast nature,
warforged are quick to trust those that treat them the same way,

but conversely are just as dedicated in pursuing those that


might betray them.

Names
Male and Female Names: Warforged are a new enough
race that they do not have a list of common names. For the
most part, warforged take names that reflect the first thing that
they are good at or the first skill they mastered.

Pathfinder Version
Ability Score Racial Traits: +2 Constitution, +2
Intelligence, -2 Charisma
Size: Medium Size or Small Size. Once chosen, this
size cannot be changed.
Those that choose to be Small Size get the
standard +1 size bonus to hit and armor class
and -1 penalty to CMB and CMD.
Those that choose to be Medium Size do not get
any size bonuses or penalties.
Type: Humanoid (Living Construct Subtype)
Base Speed: 30' for both Medium and Small.
Languages: Common. Bonus Languages: Draconic,
Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Construction Metabolism: Warforged have the
following alterations to a normal humanoid's natural
processes
Warforged do not need to eat, breathe or sleep,
but do need to rest for 8 hours to regain spells or
similar abilities.
Warforged do not heal hit points or attribute
damage naturally, but can be repaired with use of
the Craft skill or with effects that repair
constructs. Repairs made with the Craft skill take
8 hours and a warforged repair kit. The amount of
hit point damage repaired per check is the result
of the Craft check -15. Repairing a point of
attribute damage requires 8 hours and a Craft
check, DC 25. Repairing both hit point damage
and one point of ability damage can done during
the same 8 hour period, but still requires two
different checks. Appropriate Craft skills include
armorsmithing, blacksmithing, gemcutting and
sculpting. A conscious warforged can repair
itself.
All applications of the Heal skill while used on a

warforged are replaced with an appropriate Craft


skill.
Spells from the conjuration (healing) subschool or
supernatural abilities that duplicate them are only
half as effective, rounded down.
Warforged are not capable of procreation, having
to rely on a Lifeforge to create new warforged.
Warforged do not change size or appearance
naturally over time.
Construct Mind: Warforged get a +2 racial bonus to
resist mind-affecting and stunning effects and are
immune to paralysis and sleep effects.
Construct Resistance: Warforged get a +2 racial bonus
to resist disease, death effects, energy drain,
exhaustion, fatigue, nausea, poison and sicken effects
as well as stabilization checks and checks to remove
negative levels.
Natural Plating: Warforged have a metal plating that
provides them with a +2 natural armor bonus to AC.
Warforged can still wear normal armor as can other
races, however this plating also counts as metal for the
purposes of a druid's armor limitation. Warforged can be
targeted by spells, powers and effects that affect objects
made from metal, stone and wood.
Slam: Warforged have a single slam attack: Medium
(1d4) or Small (1d3). This follows the normal rules for
natural attacks.
Age:
Adulthood: 0 years
Intuitive: +1d12 / Self-Taught: +1d6 / Trained:
+1d4
Middle Age: 150, Maximum 150 years
Base Height & Weight:
Height: 5' 10" (Medium) or 2' 10" (Small)
Weight: 270 lbs (Medium) or 50 lbs (Small)
Modifier: 2d4 / Weight Modifier: x4

Alternate Racial Traits


The following alternate racial traits may be selected in place of
one or more of the standard racial traits above.
Adamantine Plating: The composite plating of the
warforged was made with adamantine, granting you a +2
natural armor bonus and damage reduction of 1 / -, as
well as making your slam attack, or any other natural
weapons you possess, count as adamantine, in addition
with other material types. However, you are always

considered to be wearing metal armor and your base


movement is reduced to 20'. This damage reduction
does not stack with other sources of damage reduction,
except with the Improved Damage Reduction Feat.
Warforged with this alternate racial ability weigh eight
times as much as a normal warforged for their size and
can be targeted by spells, powers and effects that affect
metal, stone and wood. This racial trait replaces the
normal movement rate and natural plating.
Elemental Redundancy: The internal workings of these
warforged are protected against common elemental
damage, but at the cost of a redundant neural matrix.
They still get a +2 racial bonus to resist mind-affecting
and stunning effects, but have fire resistance 5, cold
resistance 5 and electricity resistance 5. This racial trait
replaces construct mind.
Darkwood Plating: The warforged still has a +2 natural
armor bonus to AC and their plating is made of
darkwood, which satisfies the metal requirement for
druids. Warforged with this alternate racial ability can be
targeted by spells, powers and effects that affect stone
and wood, but not metal. Only Craft: Woodworking can
be used to repair warforged with this alternate racial
trait. This racial trait replaces natural plating
Psiforged Plating: The composite plating of the
warforged was made with dozens of crystals. These
crystals act as a cognizance crystal, allowing you store 1
psionic power point within them at 1st level. Every odd
level thereafter, you can store 1 additional power point
into the crystals of your body. These crystals cannot be
targeted separately from you and cannot be
disenchanted or suppressed. In all other ways, these
crystals act as a single cognizance crystal. Warforged
with this alternate racial ability can be targeted by spells,
powers and effects that affect crystal, glass, wood and
metal, but not stone. This racial trait replaces natural
plating.

Favored Class Options


The following favored class options are available to all
characters of this race who have the listed favored class, and
unless otherwise stated, the bonus applies each time you
select the favored class reward.
Artificer: Add +1/4 to the caster level of any infusion
cast that only targets yourself.
Fighter: Add +1 to the fighter's CMD when resisting bull

rush or disarm attempts.


Paladin: Add +1/3 on critical hit confirmation rolls made
while using smite evil (maximum bonus of +5). This
bonus does not stack with Critical Focus.
Ranger: Add +1/2 round to the duration when using
Hunter's Bond to grant his companions a bonus.
Rogue: Reduce the penalty for not being proficient with
one weapon by 1. When the nonproficency penalty for a
weapon becomes 0 because of this ability, the rogue is
treated as having the appropriate Martial or Exotic
Weapon Proficiency feat for that weapon.
Wizard: Add 1 spell from the wizard / sorcerer spell list
to the wizard's spellbook. This spell must be at least one
level lower than the highest-level spell he can cast.

Build Notes
ARG Build
Type: Humanoid (Half-Construct Subtype): 7 RP
Size: Medium: 0 RP or Small: 0 RP
Speed: Normal (30'): 0 RP
Ability Score Modifier: Standard (+2 Constitution, +2 Intelligence, -2
Charisma): 0 RP
Language: Standard (Automatic: Common, Bonus: Draconic, Dwarven,
Elven, Goblin, Gnome, Halfling and Orc): 0 RP
Subtype Traits: Included with Type
+2 racial bonus vs. disease, exhaustion, fatigue, mind-affecting
effects, or poison
Spells from the healing subschool or supernatural abilities that
duplicate them are 1/2 effective (replaces 'Cannot be raised or
resurrected').
Does not eat, breathe or sleep, but does need to rest for 8 hours
to regain spells and similar abilities
Exact Racial Traits:
Natural Armor and Improved Natural Armor (Total: +2 Natural
Armor): 3 RP
Natural Attack: Slam (1d4, bludgeoning): 1 RP
Lifebound (+2 racial bonus vs. death effects, negative energy
effects, remove negative levels and stabilize checks): 2 RP
Construct Mind (Immunity to paralysis and sleep): 3 RP
Plagueborn (+2 racial bonus vs. nauseated or sickened): 1 RP
Weakness (Does not heal naturally, but can be repaired with the
Craft skill or effects that repair constructs): -1 RP
Weakness (Vulnerability to spells and effects that target mixed
stone, metal and wood): -2 RP
Removed Racial Traits:

Light Fortification cannot be duplicated


Total: 14 RP

3.5 Version
Construct (Living Construct Subtype)
Has Constitution score
Does not have low-light vision, darkvision, or immunity to ability
damage, ability drain, critical hits, death effects, mind-affecting
effects, necromancy effects, nonlethal damage or stunning
Immune to disease, energy drain, exhaustion, fatigue, nausea,
poison, paralysis, sickened and sleep conditions
Cannot heal damage normally, but can be repaired with the Craft
skill or effects that repair constructs
Spells from the healing subschool or supernatural abilities that
duplicate spells from the healing subscholl are 1/2 effective.
Vulnerable to spells and effects that target stone, metal and
wood if capable of targeting mixed objects (Heat Metal, Chill
Metal, Repel Metal or Stone, Repel Wood and Rusting
Grasp work, but Stone to Flesh, Stone Shape or Wood
Shape do not).
Automatically stabilizes when reduced to below 0 hits, but
cannot heal
Can be raised or resurrected
Does not need to eat, breathe or sleep, but does need to rest for
8 hours to regain spells and similar abilities
Medium Size
Base Speed: 30'
Attributes: +2 Constitution, -2 Wisdom, -2 Charisma
Composite Plating: +2 armor bonus, 5% spell failure, cannot wear armor,
but have docent slots instead
Light Fortification: 25% chance to negate critical hits or sneak attacks
Slam: 1d4 / bludgeoning
Automatic Languages: Common, Bonus Languages: None
Favored Class: Fighter
Source: ECB, pg. 20

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