Campaign of the Month: April 2011
Planejammer: The Spelljoined
Warforged
+ 2 to choice of Strength, Dexterity, or Constitution. + 2 Intelligence, – 2 Charisma
The physical ability choice represents the Warforged being made to fit certain tasks. Warforged are smart but also strange to be around.
Subtype: Living Construct Gain the following immunities- disease, poisons, sleep effects, nausiated or sickened conditions. They can be raised or resurrected, but not reincarnated. They do not need to eat, sleep or breathe, but 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 spellcaster must rest for 8 hours before preparing spells.
Medium Sized: Warforged do not have any bonuses or penalties due to thier size.
Speed: Warforged have a base speed of 30 feet
Healing Damage: Warforged must be repaired using the Craft skill, they do not heal normally. Make a craft roll DC 15 each point above the roll is the amount of damage repaired, this takes 8 hours of time. They can be healed magically, the mend spell heals the Warforged 1-3 hp, and the various repair spells work normally. Healing spells only heal half their normal total.
Death and Dying: A Warforged responds slightly differently when reduced to 0 hit points. At 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. A Warforged cannot take the Diehard feat, or benefit from similar effects or abilities.
Hardened Body: The body of a Warforged is made up flexible warpwood and stone plating. This plating provides the Warforged with a small amount of protection, granting a + 2 Natural Armor Bonus. A Warforged may bond with armor or wear robes normally.
Slam: Natural weapon attack that does 1d4+Strength modifier damage, + 1 damage every 4 levels.
Languages: Warforged speak Common. Warforged with high intelligence scores may choose any Eberron based, non secret languages as bonus languages.
Forge Bond (EX): A Warforged my Bond a suit of mundane or magical armor to his body. The process takes 8 hours as the Warforged warpwood body shifts and molds, bonding the armor to him. Once bound, the armor acts normally, providing all armor bonuses and magical affects (if applicable). You suffer all the penalties as well, including arcane spell failure, armor check penalty (now reduced by 1 to a min of 0), and slower movement speed. You are still considered wearing armor of it’s type, and it still takes up the body slot for magical items. The Max DEX bonus for bound armor is increased by 1. Once bound, the armor cannot be removed by any means unless the Warforged willfully unbinds the armor. It takes 1 hour to unbind armor, at which point it can be removed normally. If the armor bound is crafted from a special metal, such as cold iron, the Warforged Slam attacks gains the metal type for the purposed of bypassing damage reduction or hardness while the bond is in place. If the armor bound contains any Metal, the Warforged body becomes vulnerable to attacks and spells that target metal arms, armor , equipment and objects. A Warforged takes damage from heat metal and chill metal as if he were wearing metal armor. This also makes him vulnerable to rusting grasp. The Warforged 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). A Warforged suffers normal penalties for bonding with armor with which he is not proficient. Once a Warforged unbinds from a suit of armor, he cannot rebind for eight hours.