Description

Paragraph 1. Work in Progress.

Paragraph 2. Work in Progress.

Physical Description: Work in progress.

Society: Work in progress.

Relations: Work in progress.

Alignment and Religion: Work in progress. Lawful or neutral alignments.

Adventurers: Work in progress.

Names: Work in progress.

Warforged have the following ancestry:

Warforged Ancestry

+2 Constitution, +2 Intelligence and -2 Charisma.: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.

Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.

Living Construct: Warforged are humanoids with the living construct subtype.

Normal Speed: Warforged have a base speed of 30 feet.

Composite Plating: Warforged have a +2 natural armour bonus from their inbuilt plating.

Construct Mind: Warforged gain a +2 racial bonus on saving throws against mind-effecting or stunning effects. They are also immune to paralysis and sleep effects.

Construct Resistance: Warforged gain a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects, and also to checks made to stabilise or remove negative energy levels.

Construct Metabolism: The creation and artificial nature of warforged mean that they experience the world differently to truly natural humanoid creatures. They have the following attributes.

  • Warforged do not need to eat, drink, breathe or sleep, but they still require 8 hours of rest to regain spellcasting or similar abilities
  • Warforged do not heal lethal hit points or ability damage naturally, but can instead be repaired by the use of a Craft skill or effect that repairs constructs. Repairing a warforged takes 8 hours and a warforged repair kit. The amount of hit point damage repaired per attempt is the result of a Craft check -15. Repairing ability damage requires 8 hours and a DC 25 Craft check. Repairing both over the same 8 hours is possible, but requires two separate Craft checks. Appropriate Craft skills include armour, carpentry, jewelery, stonemasonry or weapons. When applied to a warforged, uses of the Heal skill are replaced with an appropriate Craft skill. A conscious warforged can repair itself. A warforged can heal nonlethal damage naturally.
  • Spells from the conjuration (healing) subschool and supernatural abilities that restore hit point or ability damage are only half as effective when applied to warforged.
  • Warforged are created as adults and quickly learn to fulfill their assigned role. Their physical form is largely fixed at creation and thus they do not change size or appearance naturally over time, although they can partially regrow components such as spikes, skin or fibers. As artificial creatures, warforged cannot procreate and must rely on magical forges for new siblings. It is theorised that warforged may show signs of physical deterioration past 150 years, but have no further aging effects after that point and no (known) maximum age.

Slam: Warforged are built for battle and can use their limbs as weapons, gaining a single slam attack (1d4 points of damage) as a primary natural attack.

Languages: Changelings begin speaking Common. Warforged with a high Intelligence score do not receive bonus languages.

Alternate Ancestry

The following racial traits may be selected instead of existing warforged ancestry. Consult your GM before selecting any of these new options.

Adamant Body: At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armour and some damage reduction. A warforged with this ancestry gains a +6 natural armour bonus and DR 1/— . This damage reduction does not stack with any other source of damage reduction, unless specified elsewhere. The warforged's slam attack, and any other natural weapon they posses, count as adamantine in addition to other materials used in warforged creation. They are always considered to be wearing heavy metal armour, with a maximum dexterity bonus of +1, armour check penalty of -5, arcane spell failure chance of 35% and their base land speed is reduced to 20 feet. Warforged with this trait weigh eight times as much as normal warforged (of their size) and can be target by spells and effects that target metal, stone or wood. This ancestry replaces base speed and composite plating.

Mithril Body: A warforged character’s body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness. A warforged with this ancestry gains a +4 natural armour bonus. They are always considered to be wearing light metal armour, with a maximum dexterity bonus of +5, -2 armour check penalty of -2 and arcane spell failure chance of 15%. This ancestry replaces composite plating.

Scout Model: The smallest of the warforged, the halfling-sized scouts were built to serve as spies, light infantry, and reconnaissance troops. A warforged with this ancestry is of small size, and gains a +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty to their CMB and CMD, +4 size bonus on Stealth checks and have a base speed of 20 feet. The damage of their slam attack is reduced to 1d3. This ancestry replaces size and base speed, and modifies slam.

Favoured Class Options

The following options are available to all warforged who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Artificer: Work in Progress.

Fighter: Work in Progress.

Ancestry Archetypes

The following ancestry archetype is available to warforged.

Construct of War (Artificer)

Work in progress. Warforged Artificer archetype. Infuse Self, Tools of War, Craft Weapon Familiar.

Steel and Stone Monk (Monk)

Work in progress. Harmonious Form, Shifting Steel.

New Ancestry Rules

The following options are available to warforged. At the GM's discretion, other appropriate races may also make use of some of these.

Warforged Equipment

Warforged have access to the following equipment.

Work in progress.

Warforged Feats

Warforged have access to the following feats.

Work in progress. Mithral Fluidity, decrease armour penalties by one step (+1 max dex bonus, -1 armour class penalty, -5% arcane spell failure chance. Improved Damage Reduction, increase damage reduction by 1.

Warforged Magic Items

Warforged have access to the following magic items.

Work in progress.

Warforged Spells

Warforged have access to the following magic items.

Work in progress.

Living Construct Subtype

A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures. This template can be applied to humanoids or constructs.

Constitution Score: Unlike true constructs, living constructs have a Constitution score. They do not gain bonus hit points due their size. Living constructs do not die until they are at negative hit points equal to their Constitution score, but are subject to the same rules for negative hit points as humanoid creatures.

Intelligence Score: All living constructs have an intelligence score of at least 1, and thus gain skill ranks, feats and bonuses as derived from their Hit Die.

Class Choice: A living construct derives its Hit Dice, base attack bonus progression, saving throws and skill points from the class it selects.

Vision: Unlike true constructs, living constructs do not possess low-light vision or darkvision.

Immunities: Like true constructs, living constructs are immune to paralysis and sleep effects.

Vulnerabilities: Unlike true constructs, living constructs can be affected various physical and spiritual effects. Living constructs are not immune to ability damage, ability drain, bleed, necromancy effects (such as undeath), negative levels, non-lethal damage, effects that require a Fortitude save or death from massive damage. Living constructs are also not immune to disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sickened effects, but receive a +2 racial bonus to saving throws against such effects.

Rest: Living constructs do not need to eat, drink, breathe or sleep. They can still benefit from effects of consumables, magic items, spells and potions derived from these functions, such as heroes' feast. If a living construct has an ability or class feature that requires rest to function, such as a wizard's spellcasting, then they still must expend the necessary time in a relaxed state without strenuous exertion to gain the full ability.

Physical Construction:: The unusual construction of living constructs makes them vulnerable to certain spells or effects that target materials, but not living creatures. A living construct takes damage from heat metal and chill metal as if they were wearing heavy armour. A living construct is affected by repel metal or stone as if they were wearing metal armour. A living construct is repelled by repel wood. The iron in the body of a living construct makes them vulnerable to rusting grasp; the creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s relevant ability modifier). A living construct takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.

Dying: Living constructs have a +2 racial bonus to stabilisation checks.

Healing: Spells from the conjuration (healing) school, supernatural abilities or positive energy that cure hit point damage or ability damage provide only half (50%) their normal effect on living constructs. Living constructs do not lethal damage heal naturally, however they can be repaired with an application of an appropriate craft skill (armour, carpentry, jewelery, stonemasonry or weapons). Each craft check takes 8 hours and restores a number of hit points equal to the Craft skill result -15. A character can take 10 on this check, but not 20. A living construct with an applicable craft skill can repair itself. Living constructs can heal nonlethal damage naturally.

Death: Living constructs can be raised, reincarnated and resurrected. They cannot become undead or deathless, unless specified otherwise.

Creature Type: Creatures with the living construct subtype count as both humanoids (as the living construct subtype) and constructs for the purposes of extraordinary abilities, supernatural abilities, spells, spell-like abilities and feats, regardless of their original creature type. This includes spells such as repair light damage, weapon properties such as bane (construct) and class abilities such as favoured enemy (construct). If there is a situation in which the same effect produces different results on humanoids or constructs, such as charm person, then assume that the effect does apply and in the most severe manner applicable.