Warforge Crafter (3.5e Race)

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Personality

Warforged can have unique personality traits, though, as they are constructs, those are restricted in some ways. They experience anger, pain, fear, and hatred like their human creators. All warforged naturally seem reserved, stoic, and pensive, hiding an array of emotions behind their inexpressive metallic faces. Their faces were not designed to display facial expressions, so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions, they're not completely without them, as their eyes tend to brighten when experiencing strong or specific emotions. Some warforged have their faces modified to be more expressive for their companion's comfort, but these expressions are learned rather than natural and often appear stilted and awkward. Some warforged can be incredibly naive and lack a sense of introspection. However, many others are the opposite and question their existence, they wonder if, as constructs, they have souls, and ask what becomes of them in the after life. The more intelligent warforged create complex philosophies about what they perceive and learn. Though warforged can show loyalty to religions and organizations, typically they become loyal to a small group of comrades. eberron-740x360.jpg (Source) Warforged often have little life experience as they have spent most of their time working towards one specific duty, usually soldiering. If there is one interest all warforged share it is their love of working and the satisfaction of a job well done. Many create endless lists of goals and chores to feed that feeling. They take pride in their work and can work incredibly hard, both traits that make them dislike idleness and failure. Warforged can excel at most tasks, having a single-minded efficiency, especially in combat related roles. But this same single-mindedness can often translate to a lack of creativity and they can be easily surprised or "outflanked." War and military thinking are the foundation of Warforged personalities. They understand duty, the chain of command, and conflict. Warforged dislike being called "it" and usually accept the gendered pronoun that they most closely resemble. Some Warforged adopt names from the culture they were created in, though most of their names were assigned at construction and are straightforward and related to their job, abilities or rank. Many Warforged simply accept the nicknames given to them by their comrades while others seek more meaningful names that best describe them.

Racial Traits

  • +12 Strength, +8 intelligence, +2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma
  • Construct
  • Medium Size
  • Space/Reach: 5 feet/5 feet.
  • A Warforge's base land speed is 40 feet.
  • Racial Hit Dice: A Warforge begins with fourteen levels of construct, which provide 10d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4.
  • Racial Skills: A Warforge construct levels give it skill points equal to 17 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, repair and Spot.
  • Racial Feats: A Warforge’s construct levels give it five feats.
  • +5 natural armor bonus.
  • Natural Weapons: 2 slams (1d4).
  • Weapon and Armor Proficiency: A Warforge is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
  • Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
  • Features: As a living construct, a warforged has the following features.
  • A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
  • A warforged possesses the following traits.
  • Unlike other constructs, a warforged has a Constitution score.
  • Unlike other constructs, a warforged does not have low-light vision or darkvision.
  • Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
  • A warforged cannot heal damage naturally.
  • Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage * spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool that cure hit point damage or ability damage provide only half their normal effect to a warforged.—The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures.
  • A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged 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.

  • A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
  • As a living construct, a warforged can be raised or resurrected.
  • A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast

and potions

  • Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • Due to the warforge not healing naturally and there construct body they are able to attempt a repair check as the skill. The DC is decided by the DM with regards to the damage and the skill table
  • Languages. You can speak, read and write Common and up to one extra language of your choice based on your creator's background.
  • Automatic Language: construct. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level Adjustment: +4

Vital Statistics

Table: Warforge Random Starting Ages
AdulthoodSimpleModerateComplex
120 years130years180years200years
Table: Warforge Aging Effects
Middle Age1Old2Venerable3Maximum Age
120 years160 years220 years280 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.



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