The Warforged
Properties
Attributes: +2 Intelligence
Favored Skills: Endurance, Craft(Armorer), Knowledge(Engineering)
Size: Medium
Type: Living Construct
Movement: 9m
Features
Living Construct:
Unlike other constructs, a living construct has a Constitution score.
Unlike other constructs, a living construct does not have low-light vision or darkvision.
Unlike other constructs, a living construct 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 living construct cannot heal lethal damage naturally.
Unlike other constructs, living construct are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, living construct can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a living construct.
The unusual physical construction of living construct makes them vulnerable to certain spells and effects that normally don't affect living creatures. A living construct takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a living construct is affected by repel metal or stone as if he were wearing metal armor. A living construct is repelled by repel wood. The iron in the body of a living construct makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell. A living construct takes the same damage from a rust monster's touch. 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 living construct.
A living construct responds slightly differently from other living creatures when reduced to critical hitpoint numbers. When disabled and dying he actually uses no hitpoints.
As a living construct, a living construct can be raised or resurrected.
A living construct does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
Although living constructs do not need to sleep, a living construct must rest for 8 hours before preparing spells or refreshing similar abilities.
All applications of the Heal skill while used on a living construct are replaced with an appropriate Craft skill.
Armorskin: Warforged do not have a proper skin, they must always wear a heavy armor. They are always proficient this armor. They can spend 8 hours to replace one armor worn with another.
Warforged receive a bonus to their armor depending on the armor proficiency from other sources, such as the base class. There are up to three tiers of stacking bonuses, light armor proficiency is the first, medium armor proficiency the second and heavy the third.
- Armor Lightening (light armor proficiency): Your armors maximum dexterity modifier is equal to your strength modifier.
- Spring suspension (Medium armor proficiency): Your armor check penalty is reduced by 2, and you may ignore it for athletic checks, except swimming.
- Additional Plating (Heavy armor proficiency): You receive half your level additional armor damage reduction.
Battlemind: Warforged receive a +4 bonus on saving throws versus fear effects and demoralize.
Feats: Art Of War, Front Loaded, Momentum Fighting, Overload Metabolism
Subraces
Clockwork
Attributes: +2 Constitution, -2 Dexterity
Clockwork precision: You have a perfect sense for timing, the Clockwork may substitude their dexterity modifier for initiative checks with their intelligence modifier and always take 10 on intitive checks. Additionally, they may take 10 on intelligence based skill checks even if stress or distraction would normally prevent them from doing so.
Lesser Racial Power: The Clockwork may use wands and staffs with arcane spells and spell level up to half their level. Their caster level is equal to their level and primary attribute their highest mental attribute, they may substitude the wands. They receive a +2 bonus on DCs of spells cast with wands.
Moderate Racial Power: When the Clockwork succeeds a saving throw versus an ongoing environmental effect such as, wall of fire, they automatically succeed the next saving throw against the same effect if done within 3 turns.
Greater Racial Power:
You gain another use of your capstone ability:
Feats: None.
Lightning Powered Warforged
Attributes: +2 Dexterity, -2 Wisdom
Lightning Powered: Whenever you take lightning damage, you may instantly move 3m.
Lesser Racial Power: Lightning Powered Warforged receive a special shock hand ability. The shock hand can be used once every 1d4 rounds. The shock hand can be used as a free action, as part of an attack with metal weapon, or unarmed strike and provides an 1d6 points of lightning damage per two levels of the warforged if the warforged hits. You have to declare using this ability before you know that you hit your opponent.
Moderate Racial Power: If your shock hand hits, the opponent has to succeed a fortitude save, which is based on the warforged highest attribute. If the opponent fails, it is stunned for one turn.
Greater Racial Power: You receive another use for your capstone power:
Lightning Coil: All creatures within 18m take 1d8 points of lightning damage per level of the warforged a reflex save based on the warforged highest attribute halves the damage.
Feats: Conducting Powers, Connection Scheme
Off The Shelf
Attributes: +2 Strength, (Strong standards, no flaws!)
Hammer-fist: The Off the Shelf Warforged is a standard model and comes with hammer-fists. They receive the improved unarmed strike feat and their unarmed strike counts as a warhammer. The hammer deals 1d8 points of damage, is not a finesse weapon and has a critical range of 20/x3.
When their armor has an enchantment bonus, it provides a bonus to their unarmed strike.
Lesser Racial Power: You may choose one feat, lower its attribute prerequisites by 2. Once you suffice the original requirements, you may choose another feat and so on.
Moderate Racial Power: The Off the Shelf Warforged only does a sentry-rest and is always ready. They are never flat-footed for losing their initiative.
Greater Racial Power: Repair effects used on the Off the Shelf Warforged are always empowered and heal 50% more hit points.
Feats: Let Me Take This
Psion-Killer
Attributes: +2 Wisdom, -2 Charisma
Psiforged Body: The Psion-killer body is screened against psionics. A Psion-killer adds their battlemind bonus versus psionic powers and abilities used by Constructs or Aberrations.
Psionic Aptitude: The Psion-killer may use any feature that gives them specific benefits against one type of enemy, such as favored enemy, against constructs and creatures with the psionic subtype.
Lesser Racial Power: The Psion-killers armor damage reduction works against psionic powers that deal unnamed or force damage.
Moderate Racial Power: The Psion-killer may stop using powers from the start of their turn until the start of their next turn. In their next turn the Psion-killer deals 2d6 bonus damage on the first spell or psionic power they use.
Greater Racial Power: You receive another use for your capstone power:
Electromagnetic Impulse: As a standard action the Psion-killer can emit an Electromagnetic Impulse to all creatures within 18m. Against Aberations, psionic creatures and creatures with psionic abilities this works like a targeted dispel. Constructs must succeed a constitun based will saving throw or are paralyzed for one turn per two levels, even if they are normally immune to paralysis. When the Psion-killer has levels in a psionic class they may substitute the constitution for racial abilities by their primary attribute. The Psion-killer is immune to this effect.
Feats: None.
Steam Powered Warforged
Attributes: +2 Strength, -2 Wisdom
Archetypical: The Steam Powered Warforged does never choose an archetype.
Steam Powered: At the start of an encounter, the warforged can overdrive his steam-engine to receive additional power. Heating the steam engine is a free action that is done during the warforgeds turn.
Overdrive: While overdriving the warforged receives a bonus to strength and damage dealt by spells. With each archetype power this bonus increases by 2. Also, each round overdriving the warforged the warforged receives one heat stack up to 2+1 per level. When he is at the maximum number of heat stacks, the steam powered warforged stops overdrive at the end of his turn and explodes dealing 1d6 points of fire damage per stack to everyone within 3m of him, including himself. The warforged cannot exceed his maximum number of heat-stacks. A strength based reflex save halves the damage for everyone except the warforged.
The warforged can reduce the heat stacks by releasing steam as a standard action. The warforged may choose to end the overdrive if the heat stack is empty.
Release Steam: The Warforged creates a 3m steam cone that deals 1d6 points of fire damage per heat stack + the warforgeds strength modifier, a strength based reflex save halves the damage. The heat-stacks are removed from the warforged.
Lesser Racial Power: While overdriving the warforged may specify the type of action/actions he is doing in his next turn iff it is one of the following (cast a specific spell, do a full-attack action, do a charge, do a standard action attack). Swift, move and immediate actions may be chosen on the fly. If he does so and the action is correct, he receives +2 on attack rolls and save DC.
Specifying the action, right or wrong creates an additional heat stack.
Moderate Racial Power: After specifying the action successfully twice in a row the warforged receives an additional partial action during his turn. If he uses this partial action he creates another heat stack. This ability might give a well planned warforged the chance to receive an additional action every turn. However, all actions must be planned.
Greater Racial Power: You receive another use for your capstone power:
Meltdown: The warforged completely loses control over his heat. His moderate racial power is turned off during his turn and he may not use release steam. His heat stacks rise their maximum. Finally, receives another full-round action during his turn.
Feats: Better Oven, Fusion Schematics, Heater