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==PC Stats== ===3e=== ::Attributes: +2 Constitution, -2 Wisdom, -2 Charisma ::Construct (Living Construct Subtype): You're essentially a construct that has a [[Constitution]] score and lacks the extreme immunities of normal constructs (Crits, mind-control, nonlethal damage, etc.) but retain immunity to poisons and fatigue. Healing is also only half as effective on you and can only be fully healed by a mechanic. ::Medium Size ::Speed: 30' ::Composite Plating: +2 armor bonus, 5% spell failure, cannot wear armor, but can be enchanted directly and have docent slots instead ::Light Fortification: 25% chance to negate critical hits or sneak attacks ::Slam: Unarmed attacks deal 1d4 bludgeoning damage ::Automatic Languages: Common, Bonus Languages: None ::Favored Class: Fighter Mechanically, while they do come with penalties to two mental stats, built-in spell-failure chance, and half-healing from spells, they also come with a ''shitload'' of immunities and some fun robo-feats no one else gets. The ''Eberron Campaign Setting'' and ''Races of Eberron'' have several Warforged-only feats and [[Prestige Class]]es that take advantage of their mechanical nature. The ___ Body series are level 1 only feats that increase (or delete) your inherent armor by making it made of adamantine, mithral, or ironwood and increasing the AC it gives you. Ironwood has the unique property of not being made of metal, meaning that it does not interfere with Druid spellcasting, and is designed specifically for warforged druids (which are still a stupid idea because warforged take a -2 penalty to wisdom, the druid's [[god stat]], but whatever). Second Slam and Jaws of Death make Warforged capable natural attackers. Warforged Juggernaut makes a warforged a bit more like a proper golem, sacrificing squishy goodies like the ability to benefit from healing spells in exchange for golem-like immunities and goodies. Reforged is a prestige class that does the exact opposite, gaining natural healing and some improved wisdom and social skills. The final level tosses away everything good about being a Warforged for ''nothing'' and makes it one of the few prestige classes where getting the levels level drained away and replaced with nothing will actually make you stronger. The art does give us a Warforged pimp though. Renegade Master can't be taken by Warforged and is an attempt by squishies to make themselves more like Warforged. Spellcarved Soldier is a gish class that doesn't advance spellcasting and instead gives a bunch of mediocre bonuses you can only have one of active. Warforged [[Artificer]] racial substitution levels allow a Warforged to focus more on augmenting their own body and gain the ability to make magic weapons into familiars. There's also Warforged Fighter and Paladin substitution levels, but they're trash. ====Scout==== So... you wanna play the mini-mecha, eh? Well, this is what you get: ::Ability Score Modifiers: +2 Dexterity, -2 Strength, -2 Wisdom, -2 Charisma ::Size: Small (+1 AC, +1 to Attack Rolls, 4 to Hide, -4 to grapple, lifting & carrying limits are 3/4 those of Medium character) ::Base Land Speed: 20 feet ::Living Construct: See the Warforged above. ::Composite Plating: See the Warforged above. ::Light Fortification: See the Warforged above. ::[[Favored Class]]: [[Rogue]] So, yeah, whilst the Living Construct, Composite Plating and Light Fortification traits technically mean you aren't as squishy as a [[gnome]] or a [[halfling]]... you basically suck, with that 20ft speed in particular making you absolutely terrible at actually scouting things out ahead of the party. ====Charger==== Because, sometimes, you just want to play a Mechani-Kong! ::Ability Score Modifiers: +10 Strength, +10 Constitution, –6 Intelligence, –4 Wisdom, –8 Charisma ::Size: Large (-1 AC, -1 to attack rolls, -4 to Hide, +4 to grapple checks, double lifting and carrying limits) ::Base Speed 30ft (20ft) ::Space/Reach: 10ft/10ft ::Natural Weapons: 2 slams (1d8). ::Racial Hit Dice: A warforged charger begins with four levels of construct, which provide 4d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +1. ::Racial Skills: A warforged charger’s construct levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skill is Jump. ::Racial Feats: A warforged charger’s construct levels give it two feats. It also receives Adamantine Body and Powerful Charge as bonus feats. ::Living Construct: See the Warforged above. ::Composite Plating: See the Warforged above. ::Adamantine Plating (Ex): Due to having the Adamantine Body feat, a Warforged Charger's Composite Plating has altered bonuses and penalties; +8 AC, Damage Reduction 2/Adamantine, 35% arcane spell failure chance, maximum Dexterity bonus +1, -5 armor check penalty, -10ft speed penalty. It otherwise functions as Composite Plating. ::Moderate Fortification: As Light Fortification, except the chance to nullify a critical hit or sneak attack is 75%. ::Adamantine Fists (Ex): A warforged charger's Slam attacks count as being made with Adamantine weapons, meaning they ignore object hardness. ::[[Favored Class]]: [[Fighter]]. ::[[Level Adjustment]]: +4. Whilst you're still pretty slow, you are a ''juggernaut'' in battle, so apart from the whole [[Linear Warriors, Quadratic Wizards]] thing that 3e has going on, you're a pretty damn good beatstick. Definitely more worthwhile than the Scout! ====Psiforged==== This is the simplest Warforged variant to play, as the mechanics are thus: take the Standard Warforged race above, then take the Character Creation ONLY racial feat "Psiforged Body". That's it. You're done. Take a [[psionics]] class and then try not to get too disappointed. What does Psiforged Body actually do? Well, you get +1 psionic power point at 1st level, even if you don't take a psionic class, and your body now functions like a cognizance cyrstal, letting you store (1 + (1 per 2 character levels)) psionic power points for later usage. That's it. ===4e=== ::Ability scores: +2 Constitution, +2 Intelligence or +2 Strength ::Size: Medium ::Speed: 6 squares. ::Vision: Normal ::Languages: Common ::Skill Bonuses: +2 Endurance, +2 Intimidate. ::Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally. ::Unsleeping Watcher: You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. ::Warforged Mind: You have a +1 racial bonus to your Will. ::Warforged Resilience: You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10. ::Warforged Resolve: Encounter minor Racial. You gain 3+1/2 level THP (And 3+1/2 level HP when bloodied) and can make a saving throw. This statline makes Warforged ideal for a great many roles, including frontliners like [[Fighter]]s or [[Barbarian]]s and Supporters, most especially the [[Artificer]] (which was also introduced in the Eberron Campaign Setting). In regards of feats, the majority of them fall under one of two groups: Those that improve the racial power, and those that synergize with alchemical item powers and drive in how much warforged artificers work. They also possess two [[Paragon Path]]s, Warforged Juggernaut and Warforged Lifeseeker, and are the only race with a PP set on emulating them, the Self-Forged. ===5e=== [[5e|Fifth Edition]] is rather peculiar to talk about for warforged because there are three very different statlines to use for warforged: The original stats from the Eberron [[Unearthed Arcana]], the stats from Keith Baker's ''Wayfinder's Guide to Eberron'', and Wizards' own official ''Eberron: Rising from the Last War''. ====Unearthed Arcana==== ::Ability Scores: Str +1; Con +1 ::Size: Medium ::Speed: 30 ft. ::Composite Plating: +1 to Armor Class. ::Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.<br />Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. ::Languages: Common and one other language of your choice. This particular statline, while unremarkable, does give them the well-renowned durability of being a living robot, ideal for Fighters and Barbarians, though other classes can definitely find benefits. ====Wayfinder's Guide to Eberron==== The ''WGE'' stats, however, give a much grander means to build Warforged PCs, mainly by giving three different frames to work from. All warforged, however, maintain the following abilities: ::Ability Scores: All Warforged have Con +1 ::Size: Medium ::Warforged Resilience: Immunities everywhere: You cant go to sleep or be fatigued and you get advantage on poison resistance checks with resistance to poison. ::Sentry's Rest: When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. ::Integrated Protection: At the end of a long rest, you can choose between three different forms of armor to wear. But in exchange, you gain no benefit from wearing armor, not even magical benefits. :::Darkwood Core: Counts as unarmored. AC 11 + Dex Mod + Proficiency Mod (If proficient in light armor) :::Composite Plating: Requires proficiency in medium armor. AC 13 + Dex Mod (Max 2) + Proficiency Mod :::Heavy Plating: Requires proficiency in heavy armor and gives disadvantage on stealth checks. AC 16 + Proficiency Mod ::Languages: Common '''Envoy''' ::Ability Scores: Choose any two +1 ::Speed: 30 ft. ::Specialized Design: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. ::Integrated Tool: Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. '''Juggernaut''' ::Ability Scores: Str +2 ::Speed: 30 ft. ::Iron Fists: Your unarmed strike deals 1d4 + your Strength modifier bludgeoning damage ::Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift '''Skirmisher''' ::Ability Scores: Dex +2 ::Speed: 35 ft. ::Graceful: You are proficient in Acrobatics ::Light Step: When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. This all makes the new version of Warforged at an incredibly powerful and possibly OP tier for a race, least of all because of the variety. Really, all classes have an ideal subrace to work with with a possible second if you feel up for it. The real breaking feature is the plating. There are no other races, let alone other means period to get AC as high as a warforged's (not counting a [[tortle]] hiding in his shell). For comparison, A Warforged fighter with Heavy Plating already sits at a comfy AC 18 at level 1, a score inaccessible by comparable fighters since the only non-magical armor available is the absurdly-expensive plate armor and a starting fighter is stuck with AC 16 chain mail (or 17 if they sank all 200 starting gold into a suit of splint armor and no weapons). Even non-heavy armor users can't compete, as an elf rogue with maxed-out dex (Let's say 20 due to a good roll) and studded leather can only reach AC 17. By Level 10, that heavy Warforged is now at AC 20, a level only attainable by magical +2 plate armor with no other recourse to match such a thing, and that gap grows ever wider as the levels pass. Also, the internal balance is shot. Setting aside any and all questions of which stats are best (even though everyone and their dog knows [[Dexterity]] blows most other stats out of the water this edition), Skirmisher gets a speed boost, a useful skill, and a situational power that is at least thematic and flavorful, Envoy is basically a variant human who doesn't get to pick his free feat but gets a beast of a feat-equivalent in exchange, and Juggernaut is, while propped up by the race’s powerful chassis, a comical example of exactly how overvalued natural weapons and Powerful Build are in every race designed this edition. However, the specific wording of Integrated Protection somewhat balances the AC issue, gaining no benifits from wearing armor extends to magical effects on armor as well, so while you do max out at 22 AC with integrated protection you get no use out of magic armor such as Armor of Invulnerability or any form of resistance armor. tl;dr WGE Warforged require some extremely generous magic item-gifting and perhaps a means to control the scaling AC (Maybe banning the proficiency bonus altogether from the non-darkwood ones? Maybe halving Proficiency Bonus to AC?), which is on-brand for ‘’Eberron’’ but a bit at odds with 5E's philosophy of miserly magical item-gifting. ====Eberron: Rising from the Last War==== ::Ability Scores: Con +2, choose any +1 ::Size: Medium ::Speed: 30 ft ::Warforged Resilience: Immunities everywhere: You cant go to sleep or be fatigued and you get advantage on poison resistance checks with resistance to poison. ::Sentry's Rest: When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. ::Integrated Protection: All Warforged add +1 to AC. This can stack to any other armor that they have proficiency in, which they can integrate with over the span of 1 hour. Once integrated, this armor cannot be forcibly removed. ::Specialized Design: Gain proficiency in one skill and one set of tools. ::Languages: Common + one other This version of the statline acts more like an improvement to the Eberron UA version's versatility than any nerfing of the WGE version. As one can see, this version can play more nicely with comparative builds without looking like the far-and-away superior choice and doesn't trigger the ire of anyone who follows 5E's limited item-gifting. Though that comes at the cost of improving any class' central stat beyond that +1, the proficiencies and armor bonus are capable of offsetting that weakness. And yes, subraces were removed. But alas, they once again have the short end of the stick, as Tasha's Caldron of Everything came out with a new rule where [[What|''Everyone'' can move around ''both'' of their ability bonuses]].
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