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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
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Downloads
The Epic Campaign
PCs
NPCs
The Opposition
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.
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,
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
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:
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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