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====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!
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