http://www.rilmani.org/w/api.php?action=feedcontributions&user=Ambi&feedformat=atomTimaresh - User contributions [en]2024-03-29T04:58:37ZUser contributionsMediaWiki 1.39.3http://www.rilmani.org/w/index.php?title=Lizardfolk/pf&diff=3817Lizardfolk/pf2017-05-06T01:12:51Z<p>Ambi: edit of Draconic Heritage and Lizard KQ to be more worthwhile</p>
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<div>==Racial Traits==<br />
* '''+2 Strength, +2 Constitution:''' Lizardfolk are sturdy and strong.<br />
* '''Medium:''' Lizardfolk are Medium creatures and have no bonuses or penalties due to their size.<br />
* '''Normal Speed:''' Base speed of 30 feet.<br />
* '''Tough Scales:''' Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.<br />
* '''Swim:''' Lizardfolk have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks<br />
* '''Hold Breath:''' Lizardfolk can hold their breath for a number of rounds equal to four times their constitution score before risking drowning or suffocating.<br />
* '''Claws:''' Lizardfolk possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.<br />
* '''Four-legged:''' Lizardfolk are equally comfortable on two legs or four. A lizardfolk on all fours gains a 10ft racial bonus to their base movement speed and is treated as having the Run feat. Dropping to all fours is a free action that does not provoke attacks of opportunity; standing back up is a move action that does. A prone lizardfolk still needs to stand back up to return to a four-legged stance (provoking attacks of opportunity), but it also retains the option of crawling as normal. While running on all fours hands cannot be used for any other purposes.<br />
* '''Languages:''' Lizardfolk start speaking Draconic. Lizardfolk with a high Intelligence score can choose from Common, Kobold, Sylvan, Infernal, Elven<br />
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<br />
===Alternate Racial Traits===<br />
* '''Pragmatic:''' Some lizardfolk develop a more ruthless way of thinking, weighing everything mechanically. These lizardfolk are usually referred to as 'Cold-Blooded' by other races, or even their own kind. These lizardfolk gain a +2 racial bonus to Intelligence and take a -2 penalty to Charisma.<br />
* '''Well Balanced:''' Some lizardfolk are better adapted for marshy territory, such lizardfolk gain a +2 bonus to Acrobatics and can move through Swamp terrain at their base speed, regardless of natural difficult terrain. Magically altered terrain affects them normally. This replaces Tough Scales.<br />
* '''Rock Lizard:''' Lizardfolk in rocky terrain have sucker pads or hooked claws for clinging onto rocks, rather than webbed feet and specialised tails. They receive a Climb Speed of 20ft and a +8 racial bonus to Climb checks. This replaces the Swim trait.<br />
* '''Desert Monitor:''' These heat-enduring gain Endurance as a bonus feat, receiving a +4 bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This replaces the Swim racial trait.<br />
* '''Sea-scale:''' Building communities or outposts along coastlines or even underwater, some Lizardfolk are almost completely adapted to aquatic conditions, gaining the Amphibious subtype and the ability to breathe underwater. This replaces the Four-legged racial trait.<br />
* '''Poison Dusk:''' Some Lizardfolk are smaller than their brethren and have an innate knack for poison. These Lizardfolk are of small size, with +2 Dexterity and +2 Constitution, are skilled in Poison Use and never risk poisoning themselves. This replaces Hold Breath, Medium size, and lizardfolk racial ability modifiers.<br />
* '''Camouflage:''' Some lizardfolk are adapted for a particular environment, their skin or scales giving them a +4 racial bonus to Stealth and Survival checks while in their adapted terrain. Adapted terrain must be chosen at first level, and once chosen cannot be changed. This replaces the Tough Scales racial trait.<br />
* '''Venomous bite:''' Lizardfolk with this trait gain a Primary Bite attack dealing 1d3 damage on a successful hit, which can also deliver a lethal toxin. This venom can also be used to coat a weapon, and is applied as a swift action. This can be used a number of times per day equal to the lizardfolk's constitution modifier (minimum 1/day). This replaces the Claws racial trait.<br />
'''Lizardfolk Venom''': Injury; ''save'' Fort DC10 + 1/2 HD + Con modifier; ''frequency'' 1/round for 6 rounds; ''effect'' 1d2 Str; ''cure'' 1 save.<br />
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==Draconic Lizardfolk==<br />
Some Lizardfolk are less distantly related to dragons than others, with their heritage showing mainly in a stronger force of personality, but also in their draconic resistance and elemental breath.<br />
* '''+2 Strength, +2 Charisma:''' Just as strong and more charismatic, but slightly less hardy. This alters the lizardfolk racial ability modifiers.<br />
* '''Dragon:''' Draconic lizardfolk's creature type changes to Dragon and they gain Darkvision 60ft, but do not gain Immunity to magical paralysis and sleep effects.<br />
* '''Elemental Resistance:''' As part of their Draconic heritage these lizardfolk gain Resistance 5 + their HD to their corresponding element, as defined by the type of dragon they descend from. This replaces the Tough Scales racial trait.<br />
* '''Breath Weapon:''' Once per day these lizardfolk can make a supernatural breath attack that deals HDd6 elemental damage in a 15ft cone or 20ft line. The nature and shape of this attack depends on the draconic heritage of the lizardfolk. All creatures within the area must make a Reflex save for half damage, DC10 + 1/2 the user's HD + the user's constitution modifier. <br />
* Draconic Lizardfolk lose the Swim and Hold Breath racial traits.<br />
'''Draconic Lizardfolk are otherwise identical to standard lizardfolk, with +0 LA'''<br />
<br />
==Blackscale Lizardfolk==<br />
In particularly harsh areas lizardfolk adapt to be larger and stronger in order to survive. The generally darker pigmentation of these lizardfolk lends itself to their name.<br />
* '''+4 Strength, -2 Dexterity, +2 Constitution:''' Strong and hardy, but their size makes them less agile than regular lizardfolk.<br />
* '''Large:''' Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Blackscale's claws increase in damage to 1d6 each.<br />
* '''Reach:''' Their size grants Blackscales a 10ft reach with wielded weapons or natural attacks.<br />
* '''Mighty Jaws:''' If they didn't already have one, a Blackscale gains a bite attack dealing 1d6 damage.<br />
* '''Powerful Tail:''' Blackscales can use their tails to make attacks of opportunity, dealing 1d10 damage + 1 1/2 their Strength modifier on a successful attack.<br />
'''Blackscale Lizardfolk are otherwise identical to standard lizardfolk, with +1 LA'''<br />
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==Lizard Kings/Queens==<br />
Some lizardfolk have fiendish blood, which can express itself similarly to tieflings, save more pronounced. Such lizardfolk often have fiendish colouration or patterns on their scales, and wings which they can use to propel themselves, if not very gracefully. Such lizardfolk often assume command, seeing their heritage as right of leadership.<br />
* '''Outsider(native):''' Lizard KQ creature type changes to Outsider.<br />
* '''Darkvision:''' Lizard KQ gain Darkvision, and can see perfectly in the dark to a range of 60ft.<br />
* '''Fiendish Resistances:''' Lizard KQ gain Resistance to Cold, Fire and Electricity equal to their HD.<br />
* '''Spell-like Ability:''' Lizard KQ can cast Darkness 1/day, using their HD as CL.<br />
* '''Wings:''' Lizard KQ have a pair of wings, granting them a fly speed of 30ft(clumsy). These wings are useless for making natural attacks with.<br />
'''Lizard Kings/Queens are otherwise identical to standard lizardfolk, with +1 LA'''<br />
* '''Spellhide:''' Some Lizard KQ have hide that is resistant to spells, rather than the elements. These Lizard KQ gain SR equal to 6 + their HD. This replace the Fiendish Resistances trait.</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3738Warforged/pf2017-04-08T18:04:07Z<p>Ambi: /* Alternate Racial Traits */</p>
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<div>==Racial Traits==<br />
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* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal. Also note that this does not grant proficiency with your chosen armor weight.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
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===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. This ability replaces the Focused Training racial trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
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==Favoured Class Bonuses==<br />
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* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
All such feats have the Prerequisite of being a Warforged, though some might be able to be adapted for other Living Constructs.<br />
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====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You may gain either a Bite attack dealing 1d8 damage, or 2 Claw attacks dealing 1d6 damage, or if you already have one of these natural attacks, you may increase the damage by [[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack one step]]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, applying only to harmful spells. You can lower this spell resistance for 1 round as a free action. You also gain a +2 bonus on saves vs enchantments.<br />
* '''Crystalline:''' Crafted out of Psionically-resonant crystal, your body is a natural capacitor for Psionic energy. You may use your Constitution score in place of his primary manifesting score if higher, for purposes of Power DC's and bonus Power Points. Additionally, you can store up to your Character level in power points in your own body, as a [http://www.d20pfsrd.com/psionics-unleashed/equipment/psionic-items/cognizance-crystals cognizance crystal]. Your body is, however, considered to be made of stone, wood, metal and crystal, making you vulnerable to shatter and similar effects, taking 50% extra Sonic damage.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures. Additionally, you heal HP and ability damage as a living creature.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
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'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
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====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
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'''Prerequisite:''' Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
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====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
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====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Benefit:''' You gain damage reduction 2/adamantine or improve your existing damage reduction by 2. This feat can be taken multiple times, and the effects stack.<br />
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====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait. Additionally, you also gain a +2 racial bonus to Intimidate.<br />
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====Master Construction====<br />
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'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You may gain a Bite or 2 Claw attacks as per the Advanced feat, or upgrade damage by one step. You also gain Immunity to all Necromancy effects, though you are healed by Negative energy and damaged by Positive energy as an undead creature.<br />
* '''Cold Iron:''' Your SR increases to 11 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Crystalline:''' You are able to channel your resonant psionic power as a relay, to empower or dampen other powers in your vicinity. You may use Power Points from your internal reservoir to modify a power used within 30ft of you, as an immediate action. You may add Power Points, even in excess of the powers natural maximum, or you may detract your points spent from those used to manifest the power, weakening it. If this takes it below the PP needed to manifest the power, the power fails, though PP spent are still used up. You may only spend power points up to half of your character level in this manner. <br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to your character level, though these rounds do not need to be consecutive.<br />
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====Masterwork Weaponry====<br />
<br />
Your body is made of more refined, high quality metal, making them possible for magical enhancement.<br />
<br />
'''Benefit:''' All of your natural weapons are considered masterwork quality, granting a +1 enhancement bonus to attack rolls. This also makes each one of your natural weapons able to be enhanced magically, as though they were masterwork manufactured weapons.<br />
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====Mithral Fluidity====<br />
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Your movements are smoother and more fluid than those of other warforged.<br />
<br />
'''Benefit:''' Increase the max Dexterity bonus granted by your armor plating by 2, and reduce armor check penalties by 1. You may take this feat more than once, its effects stack, though you cannot reduce armor check penalties to less than +0.<br />
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====Resistant Armor====<br />
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Your body is specially treated to resist elemental damage, whether through adapted measures, or through rare unguents.<br />
<br />
'''Benefit:''' Choose one energy type (acid, cold, electricity, fire, or sonic). You gain Resistance 10+your character level to that element. You may take this feat multiple times, selecting a different energy type each time.<br />
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====Second Slam [Combat]====<br />
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You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
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Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
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====Tracery, Adamantine====<br />
<br />
Adamantine tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as Adamantine weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Fortitude saves.<br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Mithral====<br />
<br />
Mithral tracery or runes run through your body, allowing you to overcome the supernatural defenses of certain creatures and speeding your reaction times.<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Reflex saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
Warforged from Revolutionary planets, or those who have gone insane, may wish to look at the [http://3bb3ron.wikidot.com/rageforged Rageforged] data on other sites.<br />
<br />
==References==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* [http://www.angelfire.com/realm3/migdalia/Feats-Warforged.html Warforged feats]<br />
* [http://www.giantitp.com/forums/showthread.php?81222-A-few-Warforged-Feats A few Warforged feats]<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
* {{cite|Players guide to Eberron|pp.150-151}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Tsnng/pf&diff=3681Tsnng/pf2015-05-26T00:44:05Z<p>Ambi: /* Racial Traits */</p>
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<div>==Racial Traits==<br />
* '''+2 Strength, +2 Intelligence, -2 Constitution:''' Tsnng are strong and brilliant, but brittle.<br />
* '''Medium:''' Medium creatures receive no bonuses or penalties due to their size.<br />
* '''Outsider(native):''' Tsnng are outsiders native to the Plane of Mineral.<br />
* '''Darkvision(60ft):''' Tsnng can see perfectly in darkness up to a range of 60 feet.<br />
* '''Gem-like body:''' Their construction gives Tsnng a +2 Natural Armor bonus.<br />
* '''Sharp Fingers:''' All Tsnng have two claw attacks dealing 1d4 damage on a successful attack.<br />
* '''Elongation:''' As a full round action, warrior Tsnng can alter their claws into spear-like protrusions dealing 3d4 damage with a 19-20/x2 critical range. When in this form Tsnng cannot hold anything or use their hands for any other purpose, including Somatic spellcasting.<br />
<br />
===Alternate Racial Traits===<br />
* '''Tsnng Wizardry:''' Tsnng spellcasters can use their body similar to some enchanted rings or gems, giving them twice the bonus spells per day due to High ability scores that they would usually receive. This replace the Elongation racial trait.<br />
* '''Crystalline Body:''' Some Tsnng have a greater refractory index than others, granting them a +2 to AC vs Rays, and the ability to Deflect a single ray 1/day as per the deflect arrows feat. This replaces the gem-like body racial trait.<br />
<br />
==References==<br />
* [http://www.lomion.de/cmm/tsnng.php Conversion from this 2e source]</div>Ambihttp://www.rilmani.org/w/index.php?title=Garden_of_Delights&diff=3674Garden of Delights2015-03-14T04:54:15Z<p>Ambi: fixing &mdash</p>
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<div>One of the few open areas within the [[Dis (city)|City of Dis]], the Garden of Delights looks extraordinarily out of place within its walls; enough so to certainly draw the interest of any travelers in the city that don't already know better. Unlike the rest of the city, the Garden is covered by a dome built from bricks of pure [[dao]]-crafted sandstone, with only a pair of well-filigreed wooden doors offering entrance. Upon a knock, the doors are opened, a pair of comely servants &mdash; always of the preferred race, gender, and general appearance of the one knocking &mdash; beckon the guest within. Inside is a paradise for all senses; an idyllic garden that seems far too large for its building, the perfect temperature and perfect weather at all times. Foods and drinks of any variety, scents to beckon thoughts away from troubles, frolicking sprites and fairies bounding from tree to tree or lake to lake.<br />
<br />
It's all false, of course. At first, it was far more basic, merely the illusion of a single efreeti seeking to entice treasures from guests. Even as basic as it was, however, it was so successful that it soon drew the eye of [[Dispater]] for its potential towards corruption. Today, an entire troupe of efreet have been paid far more than they would ever get from such a ploy to together run a far more engrossing Garden, with the aid of a half-dozen [[imp]]s to add to the illusion's verisimilitude &mdash; the servants and fairies seen throughout. While focus and concentration can pierce the illusion, it is crafted specifically to break whatever focus a person can muster, and to enwrap them in an unbreakable spell of their own doing. ''After a minute of uninterrupted study, a DC 25 Will save can reveal the illusory nature of the Garden's contents. Even then, a DC 30 Will save is needed to raise the motivation to leave. Only one check of each can be made per day, and every day spent within the Garden adds a -1 penalty to the next attempt.''<br />
<br />
It is more than a mere trap, of course. Those who seem amenable to corruption are nudged in that direction by the Garden's imps and eventually set off with promises of future delights. Those who seem more firm in their devotion to righteousness are left to revel in the Garden, slowly starving and dehydrating themselves on the illusory food and drink that still seems to satiate them. And those that serve Dispater are simply barred from entering outright on threat of punishment, as they certainly must have better things to do with their time than revel.<br />
<br />
==Reference==<br />
<br />
* {{cite|Fiendish Codex II: Tyrants of the Nine Hells|pg.43}}<br />
<br />
[[Category:Baator]]<br />
[[Category:Illusion]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Dis_(city)&diff=3673Dis (city)2015-03-14T04:51:22Z<p>Ambi: sp</p>
<hr />
<div>{{Infobox City|<br />
pop = 30000000 |<br />
race = 97% [[baatezu]], 2% [[tiefling]], 1% other |<br />
al = LE |<br />
gov = overlord |<br />
qual = abundant, cruel watch, insular, legendary marketplace, planned community, racial enclave (baatezu) |<br />
plane = Baator |<br />
layer = Dis (layer){{!}}Dis |<br />
npc = [[Dispater]], Lord of the Second |<br />
}}<br />
<br />
The Endless Iron City, Dis stands in competition with [[Jangling Hiter]] for the title of gateway to [[Baator]], receiving nearly twice as much trade but far less traffic. Despite its naturally inhospitable nature, many outsiders have sought trade with the baatezu here even before their exile from Hiter, as many more devils and their kin (and usually of far greater prominence) can be found here. Though [[Baatorian green steel|green steel]] is mined amongst the plains of [[Avernus]], it is here that it is refined, and it is here that the finest examples and the greatest quality products can be found. Others come to Dis above Hiter seeking the aid of its [[kocrachon]] surgeons, the most skilled of baatezu architects, the service of Baator's countless mercenary troupes, or even simply to seek business somewhere with true solid land.<br />
<br />
Not to say that Dis is harmless to mortalkind, of course. On the ground, for every inch of its iron bears the heat of the plane in full, its substance broiling to the touch; many have been disfigured or even killed by simply a misstep and a tumble into a wall or street. Its arrangement makes such incidents far more common than they ought, for it is rare the walkway in Dis that spans more than two men across, but for the main thoroughfares on which caravans make their way. Despite the constant trade, there are few marketplaces or open regions, as its ruler seeks all to be on constant guard, and to never forget the weight of oppression that all mortals ought feel under the eyes of the baatezu. Travelers quickly learn to watch their shoulders, and slaves quickly learn to watch their masters, for it only takes one nudge or lash to leave a permanent mark on the unwary. All of its iron holds this heat, and all of its constructions and walkways are naught but pure iron by decree of Dispater, for it is his symbol and he would see nothing else rise from the ground. Its perfection is his eternal goal, his foremen driving slaves to tear down entire city blocks only to build them anew in novel arrangements, forever seeking that one perfect design that will capture the vision in his mind of what his city could be.<br />
<br />
Some may seek to avoid this danger by taking to the air, but in doing so they risk an entirely separate, far more mundane threat. The air of Dis is thick with a choking smog, the result of smoke pouring out from the endless smelting needed to keep up with its constant construction, lending the sky within its walls an even deeper green hue than without. Only near the Iron Tower itself is the air clear enough to not choke the winged; in the rest of the city, only the baatezu and the fiendish birds that call the city home dare take flight without a breathing aid of some manner.<br />
<br />
Of course, the ever-shifting streets also mean that only a native can navigate within the city for long, and many make good business hiring themselves out as guides to the constant inflow of travelers; though of course, this being Baator, one must always watch any deal made with a local. The further from the Tower, the more rapid this construction, meaning that the best real estate is to be found directly in his shadow where Dispater can not so easily spy it. Near the walls (for despite its endless expanse, a devoted traveler can still reach the city walls with focus), it is said that there may be entire neighborhoods lost to the City from such construction, all ways in or out cut off and those within left to fend for themselves; it is true that there are no obvious slums in Dis, and many think it is nothing more than Dispater's careful eye that leads them all to be simply walled away and left to rot.<br />
<br />
==Government==<br />
<br />
The ultimate power in Dis is Dispater, ruling from the Iron Tower at the center of the city, ever-ordering the deconstruction and reconstruction of its streets. When busy with other matters, however, power falls to his provost, [[Biffant]]. Though no more benign than Dispater, when he directs the city the slave troupes may at least ease their trials, for he has little of the aesthetic obsession that so grips his master. Such times rarely last more than a day or two, unfortunately for them.<br />
<br />
==Sites==<br />
<br />
* The [[Garden of Delights]]<br />
* [[God Street]]<br />
* The [[Iron Tower]]<br />
* [[Mentiri]]<br />
<br />
==Residents==<br />
<br />
* [[Arbal]] {{NPC|planar|n|imp|||LE}}<br />
* [[Ballitu]] {{NPC|planar|n|imp|||LE}}<br />
* [[Brod]] {{NPC|planar|m|malebranche|||LE}}<br />
* [[Khula Chombrice]] {{NPC|planar|f|elf|fighter 5|Sensates|LN}}<br />
* [[Naella Chombrice]] {{NPC|planar|f|elf|rogue 6|Sensates|LN}}<br />
* [[Ferkul]] {{NPC|planar|m|malebranche|||LE}}<br />
* [[Goyriss]] {{NPC|planar|m|cornugon|||LE}}<br />
* [[Hath-Pi]] {{NPC|planar|n|imp|||LE}}<br />
* "King" [[Hejj]] {{NPC|planar|m|tiefling|rogue 7, wizard 4|Fated|LE}}<br />
* [[Izea]] {{NPC|planar|m|osyluth|||LE}}<br />
* [[Kri'ik]] {{NPC|planar|m|pit fiend|HD 13||LE}}<br />
* [[Kul]] {{NPC|planar|m|malebranche|||LE}}<br />
* [[Olaf]] the Sheep-Eater {{NPC|planar|m|dwarf|expert 10||LE}}<br />
<br />
===Baatezu Nobility===<br />
<br />
* Archduke [[Dispater]], Lord of the Second<br />
* Duchess [[Lilis]], consort of Dispater {{NPC|planar|f|noble baatezu|||LE}}<br />
* Duke [[Arioch]], the Iron Avenger {{NPC|planar|n|noble baatezu|||LE}}<br />
* Duke [[Biffant]], provost of the Iron City {{NPC|planar|n|noble baatezu|||LE}}<br />
* Duke [[Titivilus]], nuncio of Dispater {{NPC|planar|m|noble baatezu|||LE}}<br />
<br />
===Armies of the Blood War===<br />
<br />
* [[Zimimar]] of the [[Dark Eight]]<br />
* General [[Alocer]] {{NPC|planar|n|noble baatezu|||LE}}<br />
* General [[Bitru]] {{NPC|planar|n|noble baatezu|||LE}}<br />
* General [[Merodach]] {{NPC|planar|n|noble baatezu|||LE}}<br />
* [[Ustyhrin-ja]], lady of the erinyes of Dis {{NPC|planar|f|erinyes|fighter 1, Disciple of Dispater 10||LE}}<br />
<br />
===City Government===<br />
<br />
* Foreman [[Sauraphine]] {{NPC|planar|f|erinyes|||LE}}<br />
* Foreman [[Quitchel]] {{NPC|planar|n|spinagon|||LE}}<br />
* Collector [[Calbalk]] {{NPC|planar|n|cornugon|||LE}}<br />
<br />
===City Guard===<br />
<br />
* [[Baalug]] {{NPC|planar|n|cornugon|HD 10||LE}}<br />
* [[Charddek]] {{NPC|planar|m|osyluth|||LE}}<br />
* [[Jal'haya]] {{NPC|planar|m|red abishai|HD 6+3||LE}}<br />
<br />
===Slaves===<br />
<br />
* [[Rubbio Finncleve]] {{NPC|prime|m|human|rogue 1|Athar|N}}<br />
<br />
==References==<br />
<br />
* {{cite|Book of Vile Darkness|pp.145-148}}<br />
* {{cite|Dragon #75 - The Nine Hells: Part I|pp.21-24}}<br />
* {{cite|Fiendish Codex II: Tyrants of the Nine Hells|pp.41-45,125}}<br />
* {{cite|Fires of Dis}}<br />
* {{cite|Manual of the Planes (3e)|pg.117}}<br />
* {{cite|Planes of Law - Baator|pg.17}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Dis_(city)&diff=3672Dis (city)2015-03-14T04:50:39Z<p>Ambi: /* Government */ wrong name</p>
<hr />
<div>{{Infobox City|<br />
pop = 30000000 |<br />
race = 97% [[baatezu]], 2% [[tiefling]], 1% other |<br />
al = LE |<br />
gov = overlord |<br />
qual = abundant, cruel watch, insular, legendary marketplace, planned community, racial enclave (baatezu) |<br />
plane = Baator |<br />
layer = Dis (layer){{!}}Dis |<br />
npc = [[Dispater]], Lord of the Second |<br />
}}<br />
<br />
The Endless Iron City, Dis stands in competition with [[Jangling Hiter]] for the title of gateway to [[Baator]], receiving nearly twice as much trade but far less traffic. Despite its naturally inhospitable nature, many outsiders have sought trade with the baatezu here even before their exile from Hiter, as many more devils and their kin (and usually of far greater prominence) can be found here. Though [[Baatorian green steel|green steel]] is mined amongst the plains of [[Avernus]], it is here that it is refined, and it is here that the finest examples and the greatest quality products can be found. Others come to Dis above Hiter seeking the aid of its [[kocrachon]] surgeons, the most skilled of baatezu architects, the service of Baator's countless mercenary troupes, or even simply to seek business somewhere with true solid land.<br />
<br />
Not to say that Dis is harmless to mortalkind, of course. On the ground, for every inch of its iron bears the heat of the plane in full, its substance broiling to the touch; many have been disfigured or even killed by simply a misstep and a tumble into a wall or street. Its arrangement makes such incidents far more common than they ought, for it is rare the walkway in Dis that spans more than two men across, but for the main thoroughfares on which caravans make their way. Despite the constant trade, there are few marketplaces or open regions, as its ruler seeks all to be on constant guard, and to never forget the weight of oppression that all mortals ought feel under the eyes of the baatezu. Travelers quickly learn to watch their shoulders, and slaves quickly learn to watch their masters, for it only takes one nudge or lash to leave a permanent mark on the unwary. All of its iron holds this heat, and all of its constructions and walkways are naught but pure iron by decree of Dispater, for it is his symbol and he would see nothing else rise from thr ground. Its perfection is his eternal goal, his foremen driving slaves to tear down entire city blocks only to build them anew in novel arrangements, forever seeking that one perfect design that will capture the vision in his mind of what his city could be.<br />
<br />
Some may seek to avoid this danger by taking to the air, but in doing so they risk an entirely separate, far more mundane threat. The air of Dis is thick with a choking smog, the result of smoke pouring out from the endless smelting needed to keep up with its constant construction, lending the sky within its walls an even deeper green hue than without. Only near the Iron Tower itself is the air clear enough to not choke the winged; in the rest of the city, only the baatezu and the fiendish birds that call the city home dare take flight without a breathing aid of some manner.<br />
<br />
Of course, the ever-shifting streets also mean that only a native can navigate within the city for long, and many make good business hiring themselves out as guides to the constant inflow of travelers; though of course, this being Baator, one must always watch any deal made with a local. The further from the Tower, the more rapid this construction, meaning that the best real estate is to be found directly in his shadow where Dispater can not so easily spy it. Near the walls (for despite its endless expanse, a devoted traveler can still reach the city walls with focus), it is said that there may be entire neighborhoods lost to the City from such construction, all ways in or out cut off and those within left to fend for themselves; it is true that there are no obvious slums in Dis, and many think it is nothing more than Dispater's careful eye that leads them all to be simply walled away and left to rot.<br />
<br />
==Government==<br />
<br />
The ultimate power in Dis is Dispater, ruling from the Iron Tower at the center of the city, ever-ordering the deconstruction and reconstruction of its streets. When busy with other matters, however, power falls to his provost, [[Biffant]]. Though no more benign than Dispater, when he directs the city the slave troupes may at least ease their trials, for he has little of the aesthetic obsession that so grips his master. Such times rarely last more than a day or two, unfortunately for them.<br />
<br />
==Sites==<br />
<br />
* The [[Garden of Delights]]<br />
* [[God Street]]<br />
* The [[Iron Tower]]<br />
* [[Mentiri]]<br />
<br />
==Residents==<br />
<br />
* [[Arbal]] {{NPC|planar|n|imp|||LE}}<br />
* [[Ballitu]] {{NPC|planar|n|imp|||LE}}<br />
* [[Brod]] {{NPC|planar|m|malebranche|||LE}}<br />
* [[Khula Chombrice]] {{NPC|planar|f|elf|fighter 5|Sensates|LN}}<br />
* [[Naella Chombrice]] {{NPC|planar|f|elf|rogue 6|Sensates|LN}}<br />
* [[Ferkul]] {{NPC|planar|m|malebranche|||LE}}<br />
* [[Goyriss]] {{NPC|planar|m|cornugon|||LE}}<br />
* [[Hath-Pi]] {{NPC|planar|n|imp|||LE}}<br />
* "King" [[Hejj]] {{NPC|planar|m|tiefling|rogue 7, wizard 4|Fated|LE}}<br />
* [[Izea]] {{NPC|planar|m|osyluth|||LE}}<br />
* [[Kri'ik]] {{NPC|planar|m|pit fiend|HD 13||LE}}<br />
* [[Kul]] {{NPC|planar|m|malebranche|||LE}}<br />
* [[Olaf]] the Sheep-Eater {{NPC|planar|m|dwarf|expert 10||LE}}<br />
<br />
===Baatezu Nobility===<br />
<br />
* Archduke [[Dispater]], Lord of the Second<br />
* Duchess [[Lilis]], consort of Dispater {{NPC|planar|f|noble baatezu|||LE}}<br />
* Duke [[Arioch]], the Iron Avenger {{NPC|planar|n|noble baatezu|||LE}}<br />
* Duke [[Biffant]], provost of the Iron City {{NPC|planar|n|noble baatezu|||LE}}<br />
* Duke [[Titivilus]], nuncio of Dispater {{NPC|planar|m|noble baatezu|||LE}}<br />
<br />
===Armies of the Blood War===<br />
<br />
* [[Zimimar]] of the [[Dark Eight]]<br />
* General [[Alocer]] {{NPC|planar|n|noble baatezu|||LE}}<br />
* General [[Bitru]] {{NPC|planar|n|noble baatezu|||LE}}<br />
* General [[Merodach]] {{NPC|planar|n|noble baatezu|||LE}}<br />
* [[Ustyhrin-ja]], lady of the erinyes of Dis {{NPC|planar|f|erinyes|fighter 1, Disciple of Dispater 10||LE}}<br />
<br />
===City Government===<br />
<br />
* Foreman [[Sauraphine]] {{NPC|planar|f|erinyes|||LE}}<br />
* Foreman [[Quitchel]] {{NPC|planar|n|spinagon|||LE}}<br />
* Collector [[Calbalk]] {{NPC|planar|n|cornugon|||LE}}<br />
<br />
===City Guard===<br />
<br />
* [[Baalug]] {{NPC|planar|n|cornugon|HD 10||LE}}<br />
* [[Charddek]] {{NPC|planar|m|osyluth|||LE}}<br />
* [[Jal'haya]] {{NPC|planar|m|red abishai|HD 6+3||LE}}<br />
<br />
===Slaves===<br />
<br />
* [[Rubbio Finncleve]] {{NPC|prime|m|human|rogue 1|Athar|N}}<br />
<br />
==References==<br />
<br />
* {{cite|Book of Vile Darkness|pp.145-148}}<br />
* {{cite|Dragon #75 - The Nine Hells: Part I|pp.21-24}}<br />
* {{cite|Fiendish Codex II: Tyrants of the Nine Hells|pp.41-45,125}}<br />
* {{cite|Fires of Dis}}<br />
* {{cite|Manual of the Planes (3e)|pg.117}}<br />
* {{cite|Planes of Law - Baator|pg.17}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Baatorian&diff=3623Baatorian2015-02-15T05:21:32Z<p>Ambi: </p>
<hr />
<div>Accounts of the [[Pact Primeval]] and [[Asmodeus]]' first arrival on [[Baator]] say that it was a featureless plain, devoid of inhabitants - but it's well known that [[Baatezu|devils]] are liars, and their claims are contradicted by scattered evidence that Baator was once home to a completely separate race of beings.<br />
<br />
__TOC__<br />
<br />
==Ecology & Appearance==<br />
<br />
It is common knowledge that Baatezu reproduce through the twisting of [[larva|larvae]] into [[lemure]]s, "young" baatezu who then ascend through the ranks. What is much less known, however, is that larvae left untransformed on the plane instead transform into [[nupperibo]]. Interestingly, this is also the default state in which Devils killed outside of Baator reform into. The Baatezu pass this off as a form of dead-end demotion, a disgrace for dying - in truth this may be a natural effect of the plane, for the nupperibo are supposedly the larval form of Baator's original inhabitants, whom the baatezu are said to have supplanted and scoured from almost all records.<br />
<br />
As you might imagine, this makes any concrete details on the baatorians, if they did exist, extremely hard to pin down. Most sources describe them as formless creatures more akin to slimes or abberations than the humanoid shapes that most outsiders resemble, or even as entirely noncorporeal entities, existing only as abstract concepts of primal terror that occasionally manifest in the deepest and darkest recesses of the Lower Planes. They agree, however, that the baatorians were extremely hard to kill, possessed of great regenerative properties; traits that are still evident in nupperibo, forming another link of evidence. Some few of the sources suggest a resistance to divine and scrying magic, perhaps explaning why fiends reformed as nupperibo must be located manually, and perhaps the reason why Asmodeus had been banished to Baator in the first place.<br />
<br />
Their creation and purpose is likewise murky: one theory that has gained traction among scholars of Fiendish History is that the myth of baatezu and [[tanar'ri]] originating from the runoffs of Law and Chaos from the [[yugoloth]]s' purge by the [[Heart of Darkness]] could instead be applicable to the baatorians and the [[obyrith]], and the myth has simply warped over time to remain applicable. Individual Yugoloths are remarkably unhelpful when questioned on this, as per usual.<br />
<br />
==Extant Examples==<br />
<br />
It's hard to pin down whether any of these supposed creatures currently exist - the apparent long "gestation period" for nupperibo means observing a creature for the time needed to mature is impractical, though such a drawback would not deter the yugoloths and their arcanoscientists, given that they are immortal and (as a rule) extremely patient. The yugoloths also engage in sporadic trading of nupperibo, similar to the larvae trade between [[night hag]]s and fiends, even though there are much more efficient trade goods and food stores.<br />
<br />
The most likely places to find baatorians, of course, would be in Baator, even though it is filled with Devils nowadays, and resembles a giant military base more than a Plane. Any potential civilisations or creatures would be hard-pressed to exist under the cast-iron glare of the baatezu, though there are a few places and phenomena of interest.<br />
<br />
Adventurers and miners within the deepest recesses of [[Maladomini]] have reported shapeless creatures, indestructible masses that breathe in light and breathe out darkness, with some of the more aggressive examples breathing in life instead of light. Similar rumours float around [[Malbolge]], and the terrible screams that occasionally echo from deep caverns around the layer - though oddly only [[tiefling]]s and fiends appear able to hear them.<br />
<br />
More observably, a canny cutter can sometimes spy strange things in the glaciers of [[Cania]]: snapshots of battles between baatezu and [[archon]]s, sometimes with unrecognisable creatures caught in the fray. Of greater interest to scholars are the buildings, ranging from simple to elaborate, all seemingly carved or shaped from solid stone, and almost all incorporating alien geometries. Planar merchants extracting frozen commodities from the [[Paraelemental Plane of Ice]] have reported similar phenomena, possibly contamination from crossplanar connections originating from sufficiently large Canian glaciers; one especially crackpot theory is that [[the Sleeping Ones]] are in fact ancient Baatorians (or perhaps even their gods).<br />
<br />
The last and least searchable place where Baatorians might be found is on the [[Prime Material Plane]] itself. Scattered accounts of the supposed ousting of Baator by the baatezu say that some of the ancient evil fled to the farthest reaches of the Prime and buried itself, or was thrown there by Asmodeus and his army of devils. So far expeditions to the Prime have proved fruitless - there are simply too many worlds, and scrying has continued to be ineffective in locating signs of baatorians. The most promising lead so far is a cult from the either the prime world of [[Oerth]] or [[Toril]] - accounts vary - dedicated to the worship of "[[Zargon|Zargon the Returner]]", though this cult seems to have vanished from all records.<br />
<br />
==References==<br />
<br />
*{{cite|Elder Evils|pp.144-148}}<br />
*{{cite|Fiendish Codex I: Hordes of the Abyss|pg.107}} <br />
*{{cite|Faces of Evil: The Fiends|pp.12-14}} <br />
*{{cite|Hellbound: The Blood War - War Games|pp.74-75}}<br />
*{{cite|Manual of the Planes (3e)|pp.121-122}}<br />
*{{cite|Tales from the Infinite Staircase|pg.127}}<br />
*{{cite|The Inner Planes|pg.72}}<br />
*{{cite|The Lost City}}<br />
<br />
[[Category:Creatures]]<br />
[[Category:Baator]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Baatorian&diff=3616Baatorian2015-02-13T05:11:36Z<p>Ambi: added extant examples and references</p>
<hr />
<div>Accounts of the [[Pact Primeval]] and [[Asmodeus]]' first arrival on [[Baator]] say that it was a featureless plain, devoid of inhabitants - but it's well known that [[Baatezu|Devils]] are liars, and their claims are contradicted by scattered evidence that Baator was once home to a completely separate race of beings.<br />
<br />
==Ecology & Appearance==<br />
<br />
It is common knowledge that Baatezu reproduce through the twisting of larvae into Lemures, "young" Baatezu who then ascend through the ranks. What is much more secret however, is that larvae left untransformed on the plane instead transform into [[Nupperibo]]. Interestingly, this is also the default state in which Devils killed outside of Baator reform into. The Baatezu pass this off as a form of dead-end demotion, a disgrace for dying - in truth this may be a natural effect of the plane, for the Nupperibo are supposedly the larval form of Baator's original inhabitants, who the Baatezu supplanted and scoured from almost all records.<br />
<br />
As you might imagine, this makes any concrete details on the Baatorians extremely hard to pin down. Sources describe them as formless creatures more akin to slimes or abberations than the humanoid shapes that most outsiders resemble, or as noncorporeal entities entirely, existing only as abstract concepts of primal terror, that manifest occasionally in the deepest darkest recesses of the lower planes. What is concretely known is that the Baatorians were extremely hard to kill, possessed of great regenerative properties - traits that are still evident in Nupperibo, forming another link of evidence. Another rumoured property is a resistance to Divine and/or scrying magic, an explanation for why Fiends reformed as Nupperibo must be located manually.<br />
<br />
Their creation and purpose is likewise murky; one theory that has gained traction among scholars of Fiendish History is that the myth of Baatezu and [[Tanar'ri]] originating from the runoffs of Law and Chaos when the [[Yugoloth]]s purged themselves using the [[Heart of Darkness]] could instead be applicable to the Baatorians and the [[Obyrinth]], and the myth has simply warped over time to remain applicable. Individual Yugoloths are remarkably unhelpful when questioned on this, as per usual.<br />
<br />
==Extant Examples==<br />
<br />
It's hard to pin down whether any of these supposed creatures currently exist - the apparent long "gestation period" for Nupperibo means observing a creature for the time needed to mature is impractical, though such a drawback would not deter the Yugoloths and their arcanoscientists, given that they are immortal and (as a rule) extremely patient. The Yugoloths also engage in sporadic trading of Nupperibo, similar to the larvae trade between Night Hags and Fiends, even though there are much more efficient trade goods and food stores.<br />
<br />
The most likely places to find Baatorians, of course, would be in Baator - even though it is filled with Devils nowadays, and resembles a giant military base more than a Plane. Any potential civilisations or creatures would be hard-pressed to exist under the cast-iron glare of the Baatezu, though there are a few places and phenomena of interest;<br />
<br />
Adventurers and miners within the deepest recesses of [[Maladomni]] have reported shapeless creatures, indestructible masses that breathe in light and breathe out darkness, some of the more aggressive examples breathing in life instead of light. Similar rumours float around [[Malbolge]], and occasionally terrible screams echo from deep caverns around the layer - though oddly only [[Tiefling]]s and Fiends appear able to hear them.<br />
<br />
More observably, a canny cutter can sometimes spy strange things in the glaciers of [[Cania]]: snapshots of battles between Baatezu and [[Archons]], sometimes with unrecognisable creatures caught in the fray. Of greater interest to scholars are the buildings - ranging from simple to elaborate, all seemingly carved or shaped from solid stone, and almost all incorporating alien geometries. Planar merchants extracting frozen commodities from the [[Paraelemental Plane of Ice]] have reported similar things, possibly contamination from [[planar vortices]] from sufficiently large glaciers, one crackpot theory among crackpots is that [[the Sleeping Ones]] are infact ancient Baatorians (or their Gods).<br />
<br />
The last and least searchable place where Baatorians might be found is on the [[Prime Material Plane]] itself. Accounts of the supposed ousting of Baator by the Baatezu say that some of the ancient evil fled to the farthest reaches of the prime and burief itself, or was thrown there by Asmodeus and his army of devils. So far expeditions to the Prime has proved fruitless - there are simply too many worlds, and scrying seems oddly ineffective in locating Baatorians. The most promising lead so far is a cult from the prime world of [[Greyhawk]] or [[Faerun]] - accounts vary - dedicated to the worship of [[Zargon|"Zargon the Returner]]", though it seems to have vanished from all records.<br />
<br />
==References==<br />
<br />
*{{cite|Fiendish Codex I|pg.107}} <br />
*{{cite|Faces of Evil|pp.12-14}} <br />
*{{cite|Hellbound: War Games|pp.74-75}}<br />
*{{cite|Manual of the Planes (3e)|pp.121-122}}<br />
*{{cite|Tales from the Infinite Staircase|pg.127}}<br />
*{{cite|The Lost City|Module}}<br />
*{{cite|The Inner Planes|pg.72}}<br />
*{{cite|Elder Evils|pp.144-148}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Baatorian&diff=3615Baatorian2015-02-12T07:56:47Z<p>Ambi: </p>
<hr />
<div>Accounts of the [[Pact Primeval]] and [[Asmodeus]]' first arrival on [[Baator]] say that it was a featureless plain, devoid of inhabitants - but it's well known that [[Baatezu|Devils]] are liars, and their claims are contradicted by scattered evidence that Baator was once home to a completely separate race of beings.<br />
<br />
==Ecology & Appearance==<br />
<br />
It is common knowledge that Baatezu reproduce through the twisting of larvae into Lemures, "young" Baatezu who then ascend through the ranks. What is much more secret however, is that larvae left untransformed on the plane instead transform into [[Nupperibo]]. Interestingly, this is also the default state in which Devils killed outside of Baator reform into. The Baatezu pass this off as a form of dead-end demotion, a disgrace for dying - in truth this may be a natural effect of the plane, for the Nupperibo are supposedly the larval form of Baator's original inhabitants, who the Baatezu supplanted and scoured from almost all records.<br />
<br />
As you might imagine, this makes any concrete details on the Baatorians extremely hard to pin down. Sources describe them as formless creatures more akin to slimes or abberations than the humanoid shapes that most outsiders resemble, or as noncorporeal entities entirely, existing only as abstract concepts of primal terror, that manifest occasionally in the deepest darkest recesses of the lower planes. What is concretely known is that the Baatorians were extremely hard to kill, possessed of great regenerative properties - traits that are still evident in Nupperibo, forming another link of evidence.<br />
<br />
Their creation and purpose is likewise murky; one theory that has gained traction among scholars of Fiendish History is that the myth of Baatezu and [[Tanar'ri]] originating from the runoffs of Law and Chaos when the [[Yugoloth]]s purged themselves using the [[Heart of Darkness]] could instead be applicable to the Baatorians and the [[Obyrinth]], and the myth has simply warped over time to remain applicable. Individual Yugoloths are remarkably unhelpful when questioned on this, as per usual.<br />
<br />
==Extant Examples==<br />
<br />
<br />
<br />
==References==</div>Ambihttp://www.rilmani.org/w/index.php?title=Baatorian&diff=3614Baatorian2015-02-12T07:55:19Z<p>Ambi: Created page, first draft, will finish shortly</p>
<hr />
<div>Accounts of the [[Pact Primeval]] and [[Asmodeus]]' first arrival on [[Baator]] say that it was a featureless plain, devoid of inhabitants - but it's well known that [[Baatezu|Devils]] are liars, and their claims are contradicted by scattered evidence that Baator was once home to a completely separate race of beings.<br />
<br />
==Ecology & Appearance==<br />
<br />
It is well known that Baatezu reproduce through the twisting of larvae into Lemures, "young" Baatezu who then ascend through the ranks. What is much less well known, is that larvae left untransformed on the plane instead transform into [[Nupperibo]]. Interestingly, this is also the default state in which Devils killed outside of Baator reform into. The Baatezu pass this off as a form of dead-end demotion, a disgrace for dying - in truth this may be a natural effect of the plane, for the Nupperibo are supposedly the larval form of Baator's original inhabitants, who the Baatezu supplanted and scoured from almost all records.<br />
<br />
As you might imagine, this makes any concrete details on the Baatorians extremely hard to pin down. Sources describe them as formless creatures more akin to slimes or abberations than the humanoid shapes that most outsiders resemble, or as noncorporeal entities entirely, existing only as abstract concepts of primal terror, that manifest occasionally in the deepest darkest recesses of the lower planes. What is concretely known is that the Baatorians were extremely hard to kill, possessed of great regenerative properties - traits that are still evident in Nupperibo, forming another link of evidence.<br />
<br />
Their creation and purpose is likewise murky; one theory that has gained traction among scholars of Fiendish History is that the myth of Baatezu and [[Tanar'ri]] originating from the runoffs of Law and Chaos when the [[Yugoloth]]s purged themselves using the [[Heart of Darkness]] could instead be applicable to the Baatorians and the [[Obyrinth]], and the myth has simply warped over time to remain applicable. Individual Yugoloths are remarkably unhelpful when questioned on this, as per usual.<br />
<br />
==Extant Examples==<br />
<br />
<br />
<br />
==References==</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3609Warforged/pf2015-01-15T15:45:21Z<p>Ambi: /* Master Construction */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal. Also note that this does not grant proficiency with your chosen armor weight.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. This ability replaces the Focused Training racial trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
All such feats have the Prerequisite of being a Warforged, though some might be able to be adapted for other Living Constructs.<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You may gain either a Bite attack dealing 1d8 damage, or 2 Claw attacks dealing 1d6 damage, or if you already have one of these natural attacks, you may increase the damage by [[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack one step]]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, applying only to harmful spells. You can lower this spell resistance for 1 round as a free action. You also gain a +2 bonus on saves vs enchantments.<br />
* '''Crystalline:''' Crafted out of Psionically-resonant crystal, your body is a natural capacitor for Psionic energy. You may use your Constitution score in place of his primary manifesting score if higher, for purposes of Power DC's and bonus Power Points. Additionally, you can store up to your Character level in power points in your own body, as a [http://www.d20pfsrd.com/psionics-unleashed/equipment/psionic-items/cognizance-crystals cognizance crystal]. Your body is, however, considered to be made of stone, wood, metal and crystal, making you vulnerable to shatter and similar effects, taking 50% extra Sonic damage.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures. Additionally, you heal HP and ability damage as a living creature.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Benefit:''' You gain damage reduction 2/adamantine or improve your existing damage reduction by 2. This feat can be taken multiple times, and the effects stack.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait. Additionally, you also gain a +2 racial bonus to Intimidate.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You may gain a Bite or 2 Claw attacks as per the Advanced feat, or upgrade damage by one step. You also gain Immunity to all Necromancy effects, though you are healed by Negative energy and damaged by Positive energy as an undead creature.<br />
* '''Cold Iron:''' Your SR increases to 11 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Crystalline:''' You are able to channel your resonant psionic power as a relay, to empower or dampen other powers in your vicinity. You may use Power Points from your internal reservoir to modify a power used within 30ft of you, as an immediate action. You may add Power Points, even in excess of the powers natural maximum, or you may detract your points spent from those used to manifest the power, weakening it. If this takes it below the PP needed to manifest the power, the power fails, though PP spent are still used up. You may only spend power points up to half of your character level in this manner. <br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to your character level, though these rounds do not need to be consecutive.<br />
<br />
====Masterwork Weaponry====<br />
<br />
Your body is made of more refined, high quality metal, making them possible for magical enhancement.<br />
<br />
'''Benefit:''' All of your natural weapons are considered masterwork quality, granting a +1 enhancement bonus to attack rolls. This also makes each one of your natural weapons able to be enhanced magically, as though they were masterwork manufactured weapons.<br />
<br />
====Mithral Fluidity====<br />
<br />
Your movements are smoother and more fluid than those of other warforged.<br />
<br />
'''Benefit:''' Increase the max Dexterity bonus granted by your armor plating by 2, and reduce armor check penalties by 1. You may take this feat more than once, its effects stack, though you cannot reduce armor check penalties to less than +0.<br />
<br />
====Resistant Armor====<br />
<br />
Your body is specially treated to resist elemental damage, whether through adapted measures, or through rare unguents.<br />
<br />
'''Benefit:''' Choose one energy type (acid, cold, electricity, fire, or sonic). You gain Resistance 10+your character level to that element. You may take this feat multiple times, selecting a different energy type each time.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Adamantine====<br />
<br />
Adamantine tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as Adamantine weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Fortitude saves.<br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Mithral====<br />
<br />
Mithral tracery or runes run through your body, allowing you to overcome the supernatural defenses of certain creatures and speeding your reaction times.<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Reflex saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
Warforged from Revolutionary planets, or those who have gone insane, may wish to look at the [http://3bb3ron.wikidot.com/rageforged Rageforged] data on other sites.<br />
<br />
==References==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* [http://www.angelfire.com/realm3/migdalia/Feats-Warforged.html Warforged feats]<br />
* [http://www.giantitp.com/forums/showthread.php?81222-A-few-Warforged-Feats A few Warforged feats]<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
* {{cite|Players guide to Eberron|pp.150-151}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3608Warforged/pf2015-01-15T15:44:07Z<p>Ambi: /* Advanced Construction */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal. Also note that this does not grant proficiency with your chosen armor weight.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. This ability replaces the Focused Training racial trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
All such feats have the Prerequisite of being a Warforged, though some might be able to be adapted for other Living Constructs.<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You may gain either a Bite attack dealing 1d8 damage, or 2 Claw attacks dealing 1d6 damage, or if you already have one of these natural attacks, you may increase the damage by [[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack one step]]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, applying only to harmful spells. You can lower this spell resistance for 1 round as a free action. You also gain a +2 bonus on saves vs enchantments.<br />
* '''Crystalline:''' Crafted out of Psionically-resonant crystal, your body is a natural capacitor for Psionic energy. You may use your Constitution score in place of his primary manifesting score if higher, for purposes of Power DC's and bonus Power Points. Additionally, you can store up to your Character level in power points in your own body, as a [http://www.d20pfsrd.com/psionics-unleashed/equipment/psionic-items/cognizance-crystals cognizance crystal]. Your body is, however, considered to be made of stone, wood, metal and crystal, making you vulnerable to shatter and similar effects, taking 50% extra Sonic damage.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures. Additionally, you heal HP and ability damage as a living creature.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Benefit:''' You gain damage reduction 2/adamantine or improve your existing damage reduction by 2. This feat can be taken multiple times, and the effects stack.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait. Additionally, you also gain a +2 racial bonus to Intimidate.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You may gain a Bite or 2 Claw attacks as per the Advanced feat, or upgrade damage by one step. You also gain Immunity to all Necromancy effects, though you are healed by Negative energy and damaged by Positive energy as an undead creature.<br />
* '''Cold Iron:''' Your SR increases to 11 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Crystalline:''' You are able to channel your resonant psionic power as a relay, to empower or dampen other powers in your vicinity. You may use Power Points from your internal reservoir to modify a power used within 30ft of you, as an immediate action. You may add Power Points, even in excess of the powers natural maximum, or you may detract your points spent from those used to manifest the power, weakening it. If this takes it below the PP needed to manifest the power, the power fails, though PP spent are still used up. You may only spend power points up to half of your character level in this manner. <br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down), though these rounds do not need to be consecutive.<br />
<br />
====Masterwork Weaponry====<br />
<br />
Your body is made of more refined, high quality metal, making them possible for magical enhancement.<br />
<br />
'''Benefit:''' All of your natural weapons are considered masterwork quality, granting a +1 enhancement bonus to attack rolls. This also makes each one of your natural weapons able to be enhanced magically, as though they were masterwork manufactured weapons.<br />
<br />
====Mithral Fluidity====<br />
<br />
Your movements are smoother and more fluid than those of other warforged.<br />
<br />
'''Benefit:''' Increase the max Dexterity bonus granted by your armor plating by 2, and reduce armor check penalties by 1. You may take this feat more than once, its effects stack, though you cannot reduce armor check penalties to less than +0.<br />
<br />
====Resistant Armor====<br />
<br />
Your body is specially treated to resist elemental damage, whether through adapted measures, or through rare unguents.<br />
<br />
'''Benefit:''' Choose one energy type (acid, cold, electricity, fire, or sonic). You gain Resistance 10+your character level to that element. You may take this feat multiple times, selecting a different energy type each time.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Adamantine====<br />
<br />
Adamantine tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as Adamantine weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Fortitude saves.<br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Mithral====<br />
<br />
Mithral tracery or runes run through your body, allowing you to overcome the supernatural defenses of certain creatures and speeding your reaction times.<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Reflex saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
Warforged from Revolutionary planets, or those who have gone insane, may wish to look at the [http://3bb3ron.wikidot.com/rageforged Rageforged] data on other sites.<br />
<br />
==References==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* [http://www.angelfire.com/realm3/migdalia/Feats-Warforged.html Warforged feats]<br />
* [http://www.giantitp.com/forums/showthread.php?81222-A-few-Warforged-Feats A few Warforged feats]<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
* {{cite|Players guide to Eberron|pp.150-151}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3607Warforged/pf2015-01-15T15:34:46Z<p>Ambi: added new feats, altered Bone construction, added Crystalline construction</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal. Also note that this does not grant proficiency with your chosen armor weight.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. This ability replaces the Focused Training racial trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
All such feats have the Prerequisite of being a Warforged, though some might be able to be adapted for other Living Constructs.<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You may gain either a Bite attack dealing 1d8 damage, or 2 Claw attacks dealing 1d6 damage, or if you already have one of these natural attacks, you may increase the damage by [[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack one step]]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, applying only to harmful spells. You can lower this spell resistance for 1 round as a free action. You also gain a +2 bonus on saves vs enchantments.<br />
* '''Crystalline:''' Forged out of Psionically-resonant crystal, your body is a natural capacitor for Psionic energy. You may use your Constitution score in place of his primary manifesting score if higher, for purposes of Power DC's and bonus Power Points. Additionally, you can store up to your Character level in power points in your own body, as a [http://www.d20pfsrd.com/psionics-unleashed/equipment/psionic-items/cognizance-crystals cognizance crystal]. Your body is, however, considered to be made of stone, wood, metal and crystal, making you vulnerable to shatter and similar effects, taking 50% extra Sonic damage.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures. Additionally, you heal HP and ability damage as a living creature.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Benefit:''' You gain damage reduction 2/adamantine or improve your existing damage reduction by 2. This feat can be taken multiple times, and the effects stack.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait. Additionally, you also gain a +2 racial bonus to Intimidate.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You may gain a Bite or 2 Claw attacks as per the Advanced feat, or upgrade damage by one step. You also gain Immunity to all Necromancy effects, though you are healed by Negative energy and damaged by Positive energy as an undead creature.<br />
* '''Cold Iron:''' Your SR increases to 11 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Crystalline:''' You are able to channel your resonant psionic power as a relay, to empower or dampen other powers in your vicinity. You may use Power Points from your internal reservoir to modify a power used within 30ft of you, as an immediate action. You may add Power Points, even in excess of the powers natural maximum, or you may detract your points spent from those used to manifest the power, weakening it. If this takes it below the PP needed to manifest the power, the power fails, though PP spent are still used up. You may only spend power points up to half of your character level in this manner. <br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down), though these rounds do not need to be consecutive.<br />
<br />
====Masterwork Weaponry====<br />
<br />
Your body is made of more refined, high quality metal, making them possible for magical enhancement.<br />
<br />
'''Benefit:''' All of your natural weapons are considered masterwork quality, granting a +1 enhancement bonus to attack rolls. This also makes each one of your natural weapons able to be enhanced magically, as though they were masterwork manufactured weapons.<br />
<br />
====Mithral Fluidity====<br />
<br />
Your movements are smoother and more fluid than those of other warforged.<br />
<br />
'''Benefit:''' Increase the max Dexterity bonus granted by your armor plating by 2, and reduce armor check penalties by 1. You may take this feat more than once, its effects stack, though you cannot reduce armor check penalties to less than +0.<br />
<br />
====Resistant Armor====<br />
<br />
Your body is specially treated to resist elemental damage, whether through adapted measures, or through rare unguents.<br />
<br />
'''Benefit:''' Choose one energy type (acid, cold, electricity, fire, or sonic). You gain Resistance 10+your character level to that element. You may take this feat multiple times, selecting a different energy type each time.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Adamantine====<br />
<br />
Adamantine tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as Adamantine weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Fortitude saves.<br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Mithral====<br />
<br />
Mithral tracery or runes run through your body, allowing you to overcome the supernatural defenses of certain creatures and speeding your reaction times.<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Reflex saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
Warforged from Revolutionary planets, or those who have gone insane, may wish to look at the [http://3bb3ron.wikidot.com/rageforged Rageforged] data on other sites.<br />
<br />
==References==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* [http://www.angelfire.com/realm3/migdalia/Feats-Warforged.html Warforged feats]<br />
* [http://www.giantitp.com/forums/showthread.php?81222-A-few-Warforged-Feats A few Warforged feats]<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
* {{cite|Players guide to Eberron|pp.150-151}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Living_Construct/pf&diff=3606Living Construct/pf2015-01-15T14:16:37Z<p>Ambi: /* Traits */</p>
<hr />
<div>==Features== <br />
Living Constructs have the following features.<br />
*A Living Construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.<br />
==Traits==<br />
A Living Construct possesses the following traits.<br />
*Like other constructs, a Living Construct has low-light vision and Darkvision with a range of 60ft.<br />
*Unlike other constructs, a Living Construct has a Constitution score.<br />
*Unlike other constructs, a Living Construct is not immune to mind-affecting spells and abilities.<br />
*Unlike other constructs, Living Construct are subject to nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. <br />
*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.<br />
*Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Additionally, living constructs do not age, but may slowly wear down over time.<br />
*A Living Construct cannot heal damage naturally, and must be healed magically, or through the use of the Craft skill to repair them. Unless inert, living constructs can repair themselves provided they have the tools and materials to do so. An 8 hour craft check heals the check result in HP, half that for a 4 hour check, and 1/4 check result for a 2 hour repair session. Repairs shorter than 2 hours have corresponding fractional effect, or no effect if the GM rules that insufficient time for repairs are available. Repairing ability damage is a DC25 Craft check, with an additional 1 point of Ability damage healed for every 5 points with which you exceed the DC.<br />
*A Living Construct responds slightly differently from other living creatures when reduced to 0 hit points. A Living Construct 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 –Constitution score, a Living Construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Living Construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. Living Constructs with hit points less than -Constitution score are destroyed, and must be either repaired extensively, or raised if too badly damaged to repair. <br />
*As a living construct, a Living Construct can be raised or resurrected.<br />
*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 heroes’ feast and potions, and must rest for 8 hours before preparing spells or regaining spent spell slots.</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3605Warforged/pf2015-01-15T12:20:29Z<p>Ambi: /* Improved Damage Reduction */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal. Also note that this does not grant proficiency with your chosen armor weight.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You may gain either a Bite attack dealing 1d8 damage, or 2 Claw attacks dealing 1d6 damage, or if you already have one of these natural attacks, you may increase the damage by [[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack one step]]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, applying only to harmful spells. You can lower this spell resistance for 1 round as a free action. You also gain a +2 bonus on saves vs enchantments.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 2/adamantine or improve your existing damage reduction by 2. This feat can be taken multiple times, and the effects stack.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You may gain a Bite or 2 Claw attacks as per the Advanced feat, or upgrade damage by one step. You also gain Immunity to all Necromancy effects, though you are healed by Negative energy and damaged by Positive energy as an undead creature.<br />
* '''Cold Iron:''' Your SR increases to 11 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down), though these rounds do not need to be consecutive.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3604Warforged/pf2015-01-15T12:14:06Z<p>Ambi: /* Racial Traits */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal. Also note that this does not grant proficiency with your chosen armor weight.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You may gain either a Bite attack dealing 1d8 damage, or 2 Claw attacks dealing 1d6 damage, or if you already have one of these natural attacks, you may increase the damage by [[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack one step]]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, applying only to harmful spells. You can lower this spell resistance for 1 round as a free action. You also gain a +2 bonus on saves vs enchantments.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You may gain a Bite or 2 Claw attacks as per the Advanced feat, or upgrade damage by one step. You also gain Immunity to all Necromancy effects, though you are healed by Negative energy and damaged by Positive energy as an undead creature.<br />
* '''Cold Iron:''' Your SR increases to 11 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down), though these rounds do not need to be consecutive.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3603Warforged/pf2015-01-15T12:11:54Z<p>Ambi: Changes to Advanced and Master construction feats</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You may gain either a Bite attack dealing 1d8 damage, or 2 Claw attacks dealing 1d6 damage, or if you already have one of these natural attacks, you may increase the damage by [[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack one step]]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, applying only to harmful spells. You can lower this spell resistance for 1 round as a free action. You also gain a +2 bonus on saves vs enchantments.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You may gain a Bite or 2 Claw attacks as per the Advanced feat, or upgrade damage by one step. You also gain Immunity to all Necromancy effects, though you are healed by Negative energy and damaged by Positive energy as an undead creature.<br />
* '''Cold Iron:''' Your SR increases to 11 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down), though these rounds do not need to be consecutive.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3602Warforged/pf2015-01-12T13:47:41Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you harder to harm. You gain DR3/adamantine, as though you were wearing Adamantine Heavy armor. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level, which can be lowered for one round as a free action.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You may also gain a pair of claw attacks dealing 1d6 base damage, or a bite attack dealing 1d8 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and as a free action you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down), though these rounds do not need to be consecutive.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged_Archetypes&diff=3601Warforged Archetypes2015-01-11T23:13:08Z<p>Ambi: /* References */</p>
<hr />
<div>Warforged have racial archetypes, usually tied to their martial purpose, but not necessarily.<br />
<br />
==Soldier of the Last War (Fighter archetype)==<br />
<br />
''To many, the words "warforged" and "fighter" seem almost synonymous. Built to serve as soldiers, warforged are indeed singularly suited to the persuit of the combat arts. The warforged fighter who gives up some of that class's range of options, however, gains a stability in combat and a greater command of his construct body''<br />
<br />
===Battle Hardened (Ex)===<br />
A warforged fighter is crafted for battle, ready to act at a moment's notice. They gain a bonus to initiative checks equal to their Bravery bonus on saves against fear effects.<br />
<br />
This ability replaces the bonus combat feat gained at 1st level.<br />
<br />
===Bonus Warforged Feat===<br />
A warforged fighter can select any warforged feet for which they meet the prerequisites in place of a bonus combat feat.<br />
<br />
This ability modifiers the fighter bonus feats class feature.<br />
<br />
===Body as Weapon (Ex)===<br />
At 5th level, a warforged fighter gains a +1 bonus on attack and damage rolls on any of his natural attacks, or with any weapon attached as a warforged component or integrated weapon. <br />
They also add this bonus on any CMB checks made with these weapons, or to their CMD against manouvres using these weapons.<br />
This bonus increases by +1 every four levels thereafter.<br />
<br />
This ability replaces Weapon Training I.<br />
<br />
==Machina ex Deus (Paladin archetype)==<br />
''The rare warforged who takes up a paladin's path likely follows no deity. With no assurance of divinity or even the existence of their own souls, warforged paladins often follow a simple faith of good will. Believing in the necessity for just and benign behaviour and the benefits of living in such a fashion, these warforged paladins can gain abilities uncommon for the class and unique to their race.''<br />
<br />
===Smite Construct (Su)===<br />
A warforged paladin can use their smite evil ability against a construct, gaining a bonus on their attack and damage rolls as if smiting an evil creature, regardless of the construct's alignment.<br />
<br />
This ability modifies the Smite Evil class feature.<br />
<br />
===Durable Will (Su)===<br />
At 2nd level, a warforged paladin gains a bonus equal to their Constitution bonus (if positive) on Will saves.<br />
<br />
This replaces Divine Grace.<br />
<br />
===Repair Damage (Su)===<br />
Beginning at 2nd level, a warforged paladin can repair damage dealt to any Construct or living construct (including themselves) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Constitution modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets themselves, in which case it is a swift action. A paladin only needs one free hand to use this ability.<br />
<br />
Alternatively, a warforged paladin can use this ability on living creature, however it only heals half the HP it would normally. Unlike Lay on Hands, this ability cannot be used to deal damage to undead.<br />
<br />
This ability replaces the standard Lay on Hands ability.<br />
<br />
===Immunity to Stunning (Ex)===<br />
From 3rd level on, a warforged paladin cannot be stunned.<br />
This ability replaces Divine Health.<br />
<br />
==References==<br />
*{{cite|Races of Eberron|pp.129-132}}<br />
<br />
[[Category:Mechanics]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged_Archetypes&diff=3600Warforged Archetypes2015-01-11T23:12:46Z<p>Ambi: added citation</p>
<hr />
<div>Warforged have racial archetypes, usually tied to their martial purpose, but not necessarily.<br />
<br />
==Soldier of the Last War (Fighter archetype)==<br />
<br />
''To many, the words "warforged" and "fighter" seem almost synonymous. Built to serve as soldiers, warforged are indeed singularly suited to the persuit of the combat arts. The warforged fighter who gives up some of that class's range of options, however, gains a stability in combat and a greater command of his construct body''<br />
<br />
===Battle Hardened (Ex)===<br />
A warforged fighter is crafted for battle, ready to act at a moment's notice. They gain a bonus to initiative checks equal to their Bravery bonus on saves against fear effects.<br />
<br />
This ability replaces the bonus combat feat gained at 1st level.<br />
<br />
===Bonus Warforged Feat===<br />
A warforged fighter can select any warforged feet for which they meet the prerequisites in place of a bonus combat feat.<br />
<br />
This ability modifiers the fighter bonus feats class feature.<br />
<br />
===Body as Weapon (Ex)===<br />
At 5th level, a warforged fighter gains a +1 bonus on attack and damage rolls on any of his natural attacks, or with any weapon attached as a warforged component or integrated weapon. <br />
They also add this bonus on any CMB checks made with these weapons, or to their CMD against manouvres using these weapons.<br />
This bonus increases by +1 every four levels thereafter.<br />
<br />
This ability replaces Weapon Training I.<br />
<br />
==Machina ex Deus (Paladin archetype)==<br />
''The rare warforged who takes up a paladin's path likely follows no deity. With no assurance of divinity or even the existence of their own souls, warforged paladins often follow a simple faith of good will. Believing in the necessity for just and benign behaviour and the benefits of living in such a fashion, these warforged paladins can gain abilities uncommon for the class and unique to their race.''<br />
<br />
===Smite Construct (Su)===<br />
A warforged paladin can use their smite evil ability against a construct, gaining a bonus on their attack and damage rolls as if smiting an evil creature, regardless of the construct's alignment.<br />
<br />
This ability modifies the Smite Evil class feature.<br />
<br />
===Durable Will (Su)===<br />
At 2nd level, a warforged paladin gains a bonus equal to their Constitution bonus (if positive) on Will saves.<br />
<br />
This replaces Divine Grace.<br />
<br />
===Repair Damage (Su)===<br />
Beginning at 2nd level, a warforged paladin can repair damage dealt to any Construct or living construct (including themselves) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Constitution modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets themselves, in which case it is a swift action. A paladin only needs one free hand to use this ability.<br />
<br />
Alternatively, a warforged paladin can use this ability on living creature, however it only heals half the HP it would normally. Unlike Lay on Hands, this ability cannot be used to deal damage to undead.<br />
<br />
This ability replaces the standard Lay on Hands ability.<br />
<br />
===Immunity to Stunning (Ex)===<br />
From 3rd level on, a warforged paladin cannot be stunned.<br />
This ability replaces Divine Health.<br />
<br />
==References==<br />
{{cite|Races of Eberron|pp.129-132}}<br />
<br />
[[Category:Mechanics]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged&diff=3599Warforged2015-01-11T23:10:09Z<p>Ambi: </p>
<hr />
<div>{{creature}}<br />
One of the most common examples of so-called "[[Living Construct]]s", and seemingly the easiest to create (easy being a relative term, of course), warforged are common on many Prime worlds as the first example of an intelligent, self-aware and self-directed construct race.<br />
<br />
Rare even on the [[Prime]], warforged are almost never seen on the planes. When they are encountered, it can be just about anywhere with civilization; unlike other living constructs such as [[modron]]s, warforged seem to not necessarily have any particular inclination towards law.<br />
<br />
==History==<br />
<br />
Although arisen on a dozen different worlds, the history of warforged tends to always fall along similar lines, most prominently evidenced by the world of [[Eberron]]. These beings are almost always first developed on magic-rich worlds with high quantities of natural, relatively-easily-accessible mithril deposits. When first designed, they are intended as nothing more than unintelligent weapons of war or servants, simplifications of [[golem]]s designed to be quickly produced and sent out to fight battles without risking mortal lives, or serve high-class mortals without the need of room, board, or salary. From there, they grow more elaborate, designed to accept more and more complicated commands without further direction. Eventually, they reach a tipping point where the complexity of their enchantments is sufficient to spawn true sentience.<br />
<br />
From here, the path on different worlds varies, falling most often into one of two categories. On some, once the sentience of warforged is established definitively, emancipation is soon to follow, with warforged being held as equals to biological life. For worlds such as these, warforged tend to accept their status without much quarrel with their creators; although some do see themselves as superior beings and attempt overthrow, these tend to be a small (if occasionally successful) minority. On others, however, warforged are kept as a servile caste and treated as property despite their will, forced to maintain their roles as soldiers or slaves. Overthrow and even genocide are more common on these worlds, with either all but a slim number of warforged being destroyed, or the warforged successfully defeating and destroying their creators.<br />
<br />
Warforged that emerge onto the planes can do so from either of these sorts, although most often from the former due to feelings of xenophobia common within those of the second class. Still, there has yet been no recorded attempts at the creation of warforged by a planar civilization, possibly due to the lack of pressures that tend to bring about their creation. Even the most war-torn regions and cultures have not taken this step, according to most largely thanks to the wide availabilty of mercenaries for hire.<br />
<br />
==Culture==<br />
<br />
Due to the nature of their existence, there is no true general culture of warforged, although some characteristics do seem to recur regularly. Many warforged show a tendancy for introspection and philosophy in large part as a result of their nature as a race created by mortals; this status leads many to ponder the nature of their existence, and what it means with regard to life and sentience as a whole. Those first created as weapons of war do tend to be slightly more combative, and those as servants slightly more domestic, but warforged show the breadth of interests of any intelligent race.<br />
<br />
Warforged-exclusive settlements tend to be rare outside those worlds with successful revolutions. For those worlds where equality took hold, warforged tend to be eager to integrate themselves with biological life, rather than sequestering themselves away. Occasionally worlds with failed revolutions will have underground settlements where warforged seek to escape the tyranny of their enslavement, but such settlements are quickly dispersed or destroyed when discovered. Those warforged settlements that ''do'' form tend not to be especially different from any other town on first appearance, but of course they usually lack for farms, inns, taverns, and other businesses biological beings would take for granted in any other city.<br />
<br />
This is not to say, of course, that the warforged mindset is identical to that of biological beings. Self-discovery being a major part of any warforged, most seek to compensate for a lack of biological imperatives by seeking out personal meaning, either moving from goal to goal or choosing a single overencompassing objective they wish to work towards throughout their life. This self-discovery also expresses itself in psychological ways. Although created without gender or orientation, some warforged end up drifting towards a position in both aspects as their minds develop, in both personal identification and expression. Similarly, body modification is quite common among warforged, their physical form usually designed for customization from the start due to differing needs of their original duties; many feel their "base" form does a poor job of representing themselves, and choose to have their form modified to better express themselves as individuals.<br />
<br />
==Ecology==<br />
<br />
With no need for food, water, sleep, or even air, warforged have little interaction with the ecosystem in any innate manner. However, many take advantage of their status in order to better care for the natural world without infringing on it, able to support an environment without needing anything from it whatsoever.<br />
<br />
The animate force of a warforged instead derives from the arcane matrix incorporated into their form that makes up their essence. Warforged are almost universally formed of alchemically treated woven wood supported by a mithril skeleton, usually held in place by and protected by plates of external armor, most often either mithril or adamantine; the flexibility of the wood provides an excellent simulacrum to living tissue, while the natural arcane conductivity of mithril seems to allow for more complicated directives to be put into place without collapse of the aura. This alone, however, is not enough to bring about the spark of individuality necessary for even the warforged precursor constructs; unlocking this is necessary to uncover the means of constructing warforged, and tends to be jealously guarded by those that do develop the means to accomplish it.<br />
<br />
Warforged can possess all the senses of any mortal, but only sight and hearing are usually to a similar degree as that of biological races. Touch varies from as sensitive as an average human to a mere close approximation through pressure and a general sense of adjacency. Taste is barely present, more so in those originally intended as domestic servants, but usually expresses as nothing more than a way of determining if food is rotten, contaminated, or blatantly poisoned. Smell is almost always the weakest due to the lack of a respitory system, but (in a manner reversed compared to most biologicals) can be approximated to slight degree as a side effect of taste. All these latter senses, of course, can be improved through body customization to human levels or better; such modifications are among the most popular for warforged.<br />
<br />
Due to their non-biological nature, warforged have no means of naturally healing severe damage; any wounds they suffer must be repaired either magically or by a well-trained artisan artificer, wood-worker, or smith. Bruising of the wood or the effects of temperature extremes, however, can be healed over time as the natural enchantments slowly restore the warforged to its proper form. As any being, a warforged can be knocked unconscious or even killed; unlike some living constructs, they can be restored to life as any biological being. This, however, is considered by many as no proof for the presence of a true soul, as no warforged petitioners have ever been recorded.<br />
<br />
==Appearance==<br />
<br />
Warforged tend to be similar in height and build to the race that created them; most often either humans or elves. As mentioned above, they consist of braided wood around a mithril skeleton, usually held by an exoskeleton of mithril or adamantine. Their eyes are pure, flawless gemstones about the size of a normal humanoid's eyes, most often emerald but potentially any variety. These eyes usually glow with an internal light so long as the warforged is conscious. Some warforged show maker's marks or the like on their components, while others bear no such markings.<br />
<br />
Basic warforged faces tend to be minimally expressive compared to humanoids; some compensate with emoting, others ignore the problem and speak normally. Body modification is occasionally pursued in order to improve breadth of expression, although such warforged still tend to be a bit stiff compared to biologicals.<br />
<br />
While some warforged choose to go without clothing, finding it unnecessary, others wear clothing as any mortal &mdash; both to better fit in amongst mortals and out of an appreciation of the personal aesthetics. Some even choose to wear wigs, although this is less common.<br />
<br />
==References==<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
<br />
[[Category:Playable]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged_Archetypes&diff=3598Warforged Archetypes2015-01-11T23:07:26Z<p>Ambi: created page, added Warforged Paladin and Fighter racial substitution levels as racial archetypes, updated to Pathfinder mechanics</p>
<hr />
<div>Warforged have racial archetypes, usually tied to their martial purpose, but not necessarily.<br />
<br />
==Soldier of the Last War (Fighter archetype)==<br />
<br />
''To many, the words "warforged" and "fighter" seem almost synonymous. Built to serve as soldiers, warforged are indeed singularly suited to the persuit of the combat arts. The warforged fighter who gives up some of that class's range of options, however, gains a stability in combat and a greater command of his construct body''<br />
<br />
===Battle Hardened (Ex)===<br />
A warforged fighter is crafted for battle, ready to act at a moment's notice. They gain a bonus to initiative checks equal to their Bravery bonus on saves against fear effects.<br />
<br />
This ability replaces the bonus combat feat gained at 1st level.<br />
<br />
===Bonus Warforged Feat===<br />
A warforged fighter can select any warforged feet for which they meet the prerequisites in place of a bonus combat feat.<br />
<br />
This ability modifiers the fighter bonus feats class feature.<br />
<br />
===Body as Weapon (Ex)===<br />
At 5th level, a warforged fighter gains a +1 bonus on attack and damage rolls on any of his natural attacks, or with any weapon attached as a warforged component or integrated weapon. <br />
They also add this bonus on any CMB checks made with these weapons, or to their CMD against manouvres using these weapons.<br />
This bonus increases by +1 every four levels thereafter.<br />
<br />
This ability replaces Weapon Training I.<br />
<br />
==Machina ex Deus (Paladin archetype)==<br />
''The rare warforged who takes up a paladin's path likely follows no deity. With no assurance of divinity or even the existence of their own souls, warforged paladins often follow a simple faith of good will. Believing in the necessity for just and benign behaviour and the benefits of living in such a fashion, these warforged paladins can gain abilities uncommon for the class and unique to their race.''<br />
<br />
===Smite Construct (Su)===<br />
A warforged paladin can use their smite evil ability against a construct, gaining a bonus on their attack and damage rolls as if smiting an evil creature, regardless of the construct's alignment.<br />
<br />
This ability modifies the Smite Evil class feature.<br />
<br />
===Durable Will (Su)===<br />
At 2nd level, a warforged paladin gains a bonus equal to their Constitution bonus (if positive) on Will saves.<br />
<br />
This replaces Divine Grace.<br />
<br />
===Repair Damage (Su)===<br />
Beginning at 2nd level, a warforged paladin can repair damage dealt to any Construct or living construct (including themselves) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Constitution modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets themselves, in which case it is a swift action. A paladin only needs one free hand to use this ability.<br />
<br />
Alternatively, a warforged paladin can use this ability on living creature, however it only heals half the HP it would normally. Unlike Lay on Hands, this ability cannot be used to deal damage to undead.<br />
<br />
This ability replaces the standard Lay on Hands ability.<br />
<br />
===Immunity to Stunning (Ex)===<br />
From 3rd level on, a warforged paladin cannot be stunned.<br />
This ability replaces Divine Health.<br />
<br />
<br />
[[Category:Mechanics]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3597Warforged/pf2015-01-11T22:10:04Z<p>Ambi: /* Warforged Racial Archetypes */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You may also gain a pair of claw attacks dealing 1d6 base damage, or a bite attack dealing 1d8 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down).<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[[Warforged Archetypes|Link to page.]]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Living_Construct&diff=3596Living Construct2015-01-11T20:28:14Z<p>Ambi: </p>
<hr />
<div>{{creature}}<br />
Living Constructs are relatively rare on the planes, being a special variety of an already uncommon type of creature. In short, they are Constructs that have sentience and free will, and that combine aspects of both constructs and living creatures. <br />
<br />
Since, like constructs, they are created, this usually means their creation entails powerful and complex enchantments, usually on the magical scale of deities or artifacts.<br />
==History==<br />
Probably the most common living construct on the planes, and also the oldest, are the [[modron]]s. The exact origin, both method and date, are unknown to scholars at this time and are likely to remain such, due to the general difficulty of interacting with modrons in a sensible manner.<br />
<br />
The other main living construct "race" are [[warforged]], though they are much more commonly encountered on their Prime worlds of origin, the most well known of which being [[Eberron]]. Warforged of other primes are also sometimes found on the planes, but the impetus to create them has yet to be reached due to various environmental factors.<br />
<br />
Other than the two main races, living constructs can occur on an individual basis, none really widespread enough to count as a independent species. To the consternation of scholars, this is usually a coincidental occurance &emdash golems that develop sentience over a millenia-long existance, freakish magical transmutations, or deific fancy &emdash though some great crafters are reported to have created living constructs of their own, usually as a lifetime endeavour.<br />
<br />
==Ecology==<br />
The most notable features of living constructs are those arising from their construct heritage. They have no need to sleep, eat, breathe, and are not affected by mortal frails such as poison, tiring, or old age, though they suffer from wear and tear over the ages. This remarkable durability comes offset with a price: unlike living creatures, they do not heal naturally, so while they are more resistant to harm, injuries are much more long-lasting and harder to fix with curative magic.<br />
Indeed, many encounters with living constructs are initiated when a planeswalker finds and repairs a battered construct from critical or almost-destroyed condition.<br />
<br />
The other main feature of such races, is that they do not reproduce naturally. Being constructs, they must be created, and so far there have arisen many different means of creation. The primary means is through artifacts, such as the Creation Forges of Eberron which allow for mass production of warforged to fight in their war. Individual living constructs can have wildly varying origins, from deific curses or boons to wild magic effects to mad alchemy gone horribly right. The creation of the modrons is a mystery; some claim [[Primus]] creates them, others say that the [[Energy Pool]] is an incredible powerful artifact that keeps their numbers constant.<br />
<br />
==References==<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
* {{cite|Dragon #354 - Return of the Modrons|pp.35-49}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Living_Construct&diff=3595Living Construct2015-01-11T20:15:07Z<p>Ambi: </p>
<hr />
<div>{{creature}}<br />
Living Constructs are relatively rare on the planes, being a rare variety of an already uncommon type of creature. In short, they are Constructs that have sentience and free will, and that combine aspects of both constructs and living creatures. <br />
<br />
Since, like constructs, they are created, this usually means their creation entails powerful and complex enchantments, usually on the magical scale of deities or artifacts.<br />
==History==<br />
Probably the most common living construct on the planes, and also the oldest, are the [[Modron]]s. The exact origin, both method and date, are unknown to scholars at this time and are likely to remain such, due to the general difficulty of interacting with Modrons in a sensible manner.<br />
<br />
The other main living construct "race" are [[Warforged]], though they are much more commonly encountered on their Prime worlds of origin, the most well known of which being [[Eberron]]. Warforged of other primes are also sometimes found on the planes, but the impetus to create them has yet to be reached due to various environmental factors.<br />
<br />
Other than the two main races, other living constructs can occur on an individual basis, none really widespread enough to count as a independent species. To the consternation of scholars, this is usually a coincidental occurance - golems that develop sentience over a millenia-long existance, freakish magical transmutations, or deific fancy - though some great crafters are reported to have created living constructs of their own, usually as a lifetime endeavour.<br />
<br />
==Ecology==<br />
The most notable features of living constructs are those arising from their construct heritage. They have no need to sleep, eat, breathe, and are not affected by mortal frails such as poison, tiring, or old age, though they suffer from wear and tear over the ages. This remarkable durability comes offset with a price - unlike living creatures, they do not heal naturally, so while they are more resistant to harm, injuries are much more long-lasting and harder to fix with curative magic.<br />
Indeed, many encounters with living constructs are initiated whenever a planeswalker finds and repairs a battered construct from critical or almost-destroyed condition.<br />
<br />
The other main feature of such races, is that they do not reproduce naturally. Being constructs, they must be created, and so far there have arisen many different means of creation. The primary means is through artifacts, such as the Creation Forges of Eberron which allow for mass production of Warforged to fight in their war. Individual living constructs can have wildly varying origins, from deific curses or boons, or wild magic effects. The creation of the Modrons is a mystery; some claim [[Primus]] creates them, others say that the [[Energy Pool]] is an incredible powerful artifact that keeps their numbers constant.<br />
<br />
==References==<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
* {{cite|Dragon #354 - Return of the Modrons|pp.35-49}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Living_Construct/pf&diff=3594Living Construct/pf2015-01-11T20:10:42Z<p>Ambi: created page, altered living construct stats from dragon magazine article, added rules for repairing warforged tweaked slightly to be more forgiving. Standard was 8 hour check healing result-15 in HP.</p>
<hr />
<div>==Features== <br />
Living Constructs have the following features.<br />
*A Living Construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.<br />
==Traits==<br />
A Living Construct possesses the following traits.<br />
*Like other constructs, a Living Construct has low-light vision and Darkvision with a range of 60ft.<br />
*Unlike other constructs, a Living Construct has a Constitution score.<br />
*Unlike other constructs, a Living Construct is not immune to mind-affecting spells and abilities.<br />
*Unlike other constructs, Living Construct are subject to nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. <br />
*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.<br />
*Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Additionally, living constructs do not age, but may slowly wear down over time.<br />
*A Living Construct cannot heal damage naturally, and must be healed magically, or through the use of the Craft skill to repair them. Unless inert, living constructs can repair themselves provided they have the tools and materials to do so. A 4 hour craft check heals the check result in HP, half that for a 2 hour check, and 1/4 check result for a 1 hour repair session. Repairs shorter than 1 hour have corresponding fractional effect, or no effect if the GM rules that insufficient time for repairs are available.<br />
*A Living Construct responds slightly differently from other living creatures when reduced to 0 hit points. A Living Construct 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 –Constitution score, a Living Construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Living Construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. Living Constructs with hit points less than -Constitution score are destroyed, and must be either repaired extensively, or raised if too badly damaged to repair. <br />
*As a living construct, a Living Construct can be raised or resurrected.<br />
*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 heroes’ feast and potions, and must rest for 8 hours before preparing spells or regaining spent spell slots.</div>Ambihttp://www.rilmani.org/w/index.php?title=Rogue_Modron/pf&diff=3593Rogue Modron/pf2015-01-11T19:44:52Z<p>Ambi: /* Racial Traits */ removed Level Adjustment, added link to Living Construct page</p>
<hr />
<div>==Racial Traits==<br />
* '''+2 Constitution, +2 Intelligence, -2 Charisma, -2 Dexterity:''' Rogue modrons have structured and keen minds, and solid but boxlike bodies.<br />
* '''Medium:''' As medium creatures Rogue Modrons gain no bonuses or penalties from their size.<br />
* '''Construct(living):''' Rogue Modrons have the [[Living Construct]] type.<br />
* '''Normal Speed:''' Despite some rogue modrons retaining vestigial wings, these do not grant them any capability of flight. Modrons have a base land speed of 30 feet.<br />
* '''Observant:''' Rogue Modrons gain a +2 racial bonus to Perception.<br />
* '''Hard Shell:''' Rogue Modrons retain their hard outer shell, granting them a +2 natural armor bonus and Resistance 5 to Acid, Cold and Fire.<br />
* '''Surprise Vulnerability:''' Due to their lawful nature, even rogue modrons find it hard to deal with surprises, and are treated as flat-footed until the first round of combat.<br />
* '''Modron Resistance:''' Rogue Modrons retain a portion of their former immunities, granting them a +2 to saves vs Illusions and mind-affecting effects.<br />
* '''Awkward Proportions:''' Due to their shape, rogue modrons cannot wear standard armor or clothing, requiring it to be custom made to them.<br />
* '''Languages:''' Rogue Modrons begin speaking Common and Modron. Modrons with high intelligence scores can choose from the following bonus languages; Celestial, Gnome, Infernal, Moigni.</div>Ambihttp://www.rilmani.org/w/index.php?title=Living_Construct&diff=3592Living Construct2015-01-11T19:43:41Z<p>Ambi: Created page, made links to Modrons and Warforged articles, speculation on origin of Modrons and potential individual Living Constructs</p>
<hr />
<div>{{creature}}<br />
Living Constructs are relatively rare on the planes, being a rare variety of an already uncommon type of creature. In short, they are Constructs that have sentience and free will, and that combine aspects of both constructs and living creatures. <br />
<br />
Since, like constructs, they are created, this usually means their creation entails powerful and complex enchantments, usually on the magical scale of deities or artifacts.<br />
==History==<br />
Probably the most common living construct on the planes, and also the oldest, are the [[Modron]]s. The exact origin, both method and date, are unknown to scholars at this time and are likely to remain such, due to the general difficulty of interacting with Modrons in a sensible manner.<br />
<br />
The other main living construct "race" are [[Warforged]], though they are much more commonly encountered on their Prime worlds of origin, the most well known of which being [[Ebberon]]. Warforged of other primes are also sometimes found on the planes, but the impetus to create them has yet to be reached due to various environmental factors.<br />
<br />
Other than the two main races, other living constructs can occur on an individual basis, none really widespread enough to count as a independent species. To the consternation of scholars, this is usually a coincidental occurance - golems that develop sentience over a millenia-long existance, freakish magical transmutations, or deific fancy - though some great crafters are reported to have created living constructs of their own, usually as a lifetime endeavour.<br />
<br />
==Ecology==<br />
The most notable features of living constructs are those arising from their construct heritage. They have no need to sleep, eat, breathe, and are not affected by mortal frails such as poison, tiring, or old age, though they suffer from wear and tear over the ages. This remarkable durability comes offset with a price - unlike living creatures, they do not heal naturally, so while they are more resistant to harm, injuries are much more long-lasting and harder to fix with curative magic.<br />
Indeed, many encounters with living constructs are initiated whenever a planeswalker finds and repairs a battered construct from critical or almost-destroyed condition.<br />
<br />
The other main feature of such races, is that they do not reproduce naturally. Being constructs, they must be created, and so far there have arisen many different means of creation. The primary means is through artifacts, such as the Creation Forges of Eberron which allow for mass production of Warforged to fight in their war. Individual living constructs can have wildly varying origins, from deific curses or boons, or wild magic effects. The creation of the Modrons is a mystery; some claim [[Primus]] creates them, others say that the [[Energy Pool]] is an incredible powerful artifact that keeps their numbers constant.<br />
<br />
==References==<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
* {{cite|Dragon #354 - Return of the Modrons|pp.35-49}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3591Warforged/pf2015-01-11T19:22:24Z<p>Ambi: /* Master Construction */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You may also gain a pair of claw attacks dealing 1d6 base damage, or a bite attack dealing 1d8 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down).<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3590Warforged/pf2015-01-11T19:10:24Z<p>Ambi: /* Advanced Construction */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level.<br />
<br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You gain a pair of claw attacks dealing 1d4 base damage, and a bite attack dealing 1d6 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down). <br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3589Warforged/pf2015-01-11T19:09:52Z<p>Ambi: /* Advanced Construction */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level. <br />
Gaining this feat during play, retraining this feat, or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
Also, for Druids, taking the Adamantine, Cold Iron, or Mithral special materials causes their armor plating to be considered metal, which would be unfortunate since it cannot be removed.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You gain a pair of claw attacks dealing 1d4 base damage, and a bite attack dealing 1d6 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down). <br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3588Warforged/pf2015-01-11T18:56:02Z<p>Ambi: /* Favoured Class Bonuses */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level. Retraining this feat or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You gain a pair of claw attacks dealing 1d4 base damage, and a bite attack dealing 1d6 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down). <br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3587Warforged/pf2015-01-11T18:55:00Z<p>Ambi: /* Racial Traits */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level. Retraining this feat or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You gain a pair of claw attacks dealing 1d4 base damage, and a bite attack dealing 1d6 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down). <br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged&diff=3586Warforged2015-01-11T16:41:06Z<p>Ambi: </p>
<hr />
<div>{{creature}}<br />
One of the most common examples of so-called "[[living construct]]s", and seemingly the easiest to create (easy being a relative term, of course), warforged are common on many Prime worlds as the first example of an intelligent, self-aware and self-directed construct race.<br />
<br />
Rare even on the [[Prime]], warforged are almost never seen on the planes. When they are encountered, it can be just about anywhere with civilization; unlike other living constructs such as [[modron]]s, warforged seem to not necessarily have any particular inclination towards law.<br />
<br />
==History==<br />
<br />
Although arisen on a dozen different worlds, the history of warforged tends to always fall along similar lines, most prominently evidenced by the world of [[Eberron]]. These beings are almost always first developed on magic-rich worlds with high quantities of natural, relatively-easily-accessible mithril deposits. When first designed, they are intended as nothing more than unintelligent weapons of war or servants, simplifications of [[golem]]s designed to be quickly produced and sent out to fight battles without risking mortal lives, or serve high-class mortals without the need of room, board, or salary. From there, they grow more elaborate, designed to accept more and more complicated commands without further direction. Eventually, they reach a tipping point where the complexity of their enchantments is sufficient to spawn true sentience.<br />
<br />
From here, the path on different worlds varies, falling most often into one of two categories. On some, once the sentience of warforged is established definitively, emancipation is soon to follow, with warforged being held as equals to biological life. For worlds such as these, warforged tend to accept their status without much quarrel with their creators; although some do see themselves as superior beings and attempt overthrow, these tend to be a small (if occasionally successful) minority. On others, however, warforged are kept as a servile caste and treated as property despite their will, forced to maintain their roles as soldiers or slaves. Overthrow and even genocide are more common on these worlds, with either all but a slim number of warforged being destroyed, or the warforged successfully defeating and destroying their creators.<br />
<br />
Warforged that emerge onto the planes can do so from either of these sorts, although most often from the former due to feelings of xenophobia common within those of the second class. Still, there has yet been no recorded attempts at the creation of warforged by a planar civilization, possibly due to the lack of pressures that tend to bring about their creation. Even the most war-torn regions and cultures have not taken this step, according to most largely thanks to the wide availabilty of mercenaries for hire.<br />
<br />
==Culture==<br />
<br />
Due to the nature of their existence, there is no true general culture of warforged, although some characteristics do seem to recur regularly. Many warforged show a tendancy for introspection and philosophy in large part as a result of their nature as a race created by mortals; this status leads many to ponder the nature of their existence, and what it means with regard to life and sentience as a whole. Those first created as weapons of war do tend to be slightly more combative, and those as servants slightly more domestic, but warforged show the breadth of interests of any intelligent race.<br />
<br />
Warforged-exclusive settlements tend to be rare outside those worlds with successful revolutions. For those worlds where equality took hold, warforged tend to be eager to integrate themselves with biological life, rather than sequestering themselves away. Occasionally worlds with failed revolutions will have underground settlements where warforged seek to escape the tyranny of their enslavement, but such settlements are quickly dispersed or destroyed when discovered. Those warforged settlements that ''do'' form tend not to be especially different from any other town on first appearance, but of course they usually lack for farms, inns, taverns, and other businesses biological beings would take for granted in any other city.<br />
<br />
This is not to say, of course, that the warforged mindset is identical to that of biological beings. Self-discovery being a major part of any warforged, most seek to compensate for a lack of biological imperatives by seeking out personal meaning, either moving from goal to goal or choosing a single overencompassing objective they wish to work towards throughout their life. This self-discovery also expresses itself in psychological ways. Although created without gender or orientation, some warforged end up drifting towards a position in both aspects as their minds develop, in both personal identification and expression. Similarly, body modification is quite common among warforged, their physical form usually designed for customization from the start due to differing needs of their original duties; many feel their "base" form does a poor job of representing themselves, and choose to have their form modified to better express themselves as individuals.<br />
<br />
==Ecology==<br />
<br />
With no need for food, water, sleep, or even air, warforged have little interaction with the ecosystem in any innate manner. However, many take advantage of their status in order to better care for the natural world without infringing on it, able to support an environment without needing anything from it whatsoever.<br />
<br />
The animate force of a warforged instead derives from the arcane matrix incorporated into their form that makes up their essence. Warforged are almost universally formed of alchemically treated woven wood supported by a mithril skeleton, usually held in place by and protected by plates of external armor, most often either mithril or adamantine; the flexibility of the wood provides an excellent simulacrum to living tissue, while the natural arcane conductivity of mithril seems to allow for more complicated directives to be put into place without collapse of the aura. This alone, however, is not enough to bring about the spark of individuality necessary for even the warforged precursor constructs; unlocking this is necessary to uncover the means of constructing warforged, and tends to be jealously guarded by those that do develop the means to accomplish it.<br />
<br />
Warforged can possess all the senses of any mortal, but only sight and hearing are usually to a similar degree as that of biological races. Touch varies from as sensitive as an average human to a mere close approximation through pressure and a general sense of adjacency. Taste is barely present, more so in those originally intended as domestic servants, but usually expresses as nothing more than a way of determining if food is rotten, contaminated, or blatantly poisoned. Smell is almost always the weakest due to the lack of a respitory system, but (in a manner reversed compared to most biologicals) can be approximated to slight degree as a side effect of taste. All these latter senses, of course, can be improved through body customization to human levels or better; such modifications are among the most popular for warforged.<br />
<br />
Due to their non-biological nature, warforged have no means of naturally healing severe damage; any wounds they suffer must be repaired either magically or by a well-trained artisan artificer, wood-worker, or smith. Bruising of the wood or the effects of temperature extremes, however, can be healed over time as the natural enchantments slowly restore the warforged to its proper form. As any being, a warforged can be knocked unconscious or even killed; unlike some living constructs, they can be restored to life as any biological being. This, however, is considered by many as no proof for the presence of a true soul, as no warforged petitioners have ever been recorded.<br />
<br />
==Appearance==<br />
<br />
Warforged tend to be similar in height and build to the race that created them; most often either humans or elves. As mentioned above, they consist of braided wood around a mithril skeleton, usually held by an exoskeleton of mithril or adamantine. Their eyes are pure, flawless gemstones about the size of a normal humanoid's eyes, most often emerald but potentially any variety. These eyes usually glow with an internal light so long as the warforged is conscious. Some warforged show maker's marks or the like on their components, while others bear no such markings.<br />
<br />
Basic warforged faces tend to be minimally expressive compared to humanoids; some compensate with emoting, others ignore the problem and speak normally. Body modification is occasionally pursued in order to improve breadth of expression, although such warforged still tend to be a bit stiff compared to biologicals.<br />
<br />
While some warforged choose to go without clothing, finding it unnecessary, others wear clothing as any mortal &mdash; both to better fit in amongst mortals and out of an appreciation of the personal aesthetics. Some even choose to wear wigs, although this is less common.<br />
<br />
==References==<br />
* {{cite|Eberron Campaign Setting|pp.20-24}}<br />
* {{cite|Races of Eberron|pp.7-24}}<br />
<br />
[[Category:Playable]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3585Warforged/pf2015-01-11T16:24:24Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing base movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing base movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
===Alternate Racial Traits===<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level. Retraining this feat or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You gain a pair of claw attacks dealing 1d4 base damage, and a bite attack dealing 1d6 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down). <br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3584Warforged/pf2015-01-11T16:01:23Z<p>Ambi: removed previous Composite plating, fixed up formatting, condensed -Body feats into Advanced Construction feat, and added new materials, added Master Construction feat. May need revision for balance on those two new feats.</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below. Any class abilities or feats that allow you to ignore or reduce arcane spell failure chance from regular armor work as normal.<br />
** '''Light armor''' provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** '''Medium armor''' provides a +5 armor bonus, -3 ACP, +4 max dex bonus, and 20% arcane spell failure chance, as well as reducing base movement speed to 20ft.<br />
** '''Heavy armor''' provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 30% arcane spell failure chance, as well as reducing base movement speed to 20ft.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Built for War:''' Created to serve as heavily armoured shock troopers, the armor bonus from your plating increases by +1. Weighed down by the heavier plating, your base speed is 20ft per round, but is never modified by armor or encumbrance. This ability replaces Focused Training, and modifies the Composite Plating trait.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Focused Training, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine, or existing DR increases by 1/3.<br />
<br />
==Racial Feats==<br />
<br />
====Advanced Construction====<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You are constructed from unusual materials, granting you one of the following benefits. Once chosen, you may not change this benefit without retraining this feat.<br />
* '''Adamantine:''' Your body is ultra-hard, constructed of extremely dense metal, making you both harder to harm and your punches more devastating. You gain DR, as though your armor plating were made out of Adamantine. Light armor grants DR1/admantine, Medium DR2/adamantine, and Heavy DR3/adamantine. <br />
* '''Bone:''' Created from the remains of other creatures, you may be fashioned to resemble a giant predator of old, or to resemble certain undead. You gain a +2 bonus to Intimidate check, and a +10 bonus to Disguise checks made to appear as an undead creature. Additionally, you are healed by Negative energy, and damaged by Positive energy, though you still only take half from either. Repair spells work normally.<br />
* '''Cold Iron:''' You are forged with magic-resistant cold iron, granting you a measure of protection against many spells. You gain Spell Resistance equal to 6 + your character level.<br />
* '''Ironwood:''' Fashioned mostly out of wood, such warforged are typically associated with Druidic circles and elvish smiths, and tend to resemble treants or dryads somewhat. You gain full benefit from Positive energy or Conjuration(healing) spells, though likewise full damage from Negative energy, and are no longer vulnerable to attacks which target metal or stone creatures.<br />
* '''Mithral:''' Crafted from lighter-than-steel Mithral, you are much lighter than your armor would normally be. Your plating is treated as one step lighter for all purposes except its AC bonus, with Light armor counting as Unarmoured.<br />
<br />
'''Notes:''' This feat replaces the -Body warforged feats from Eberron campaign setting and Races of Eberron, and should count as the appropriate feat for prestige class prerequisites if using material from Eberron 3.5 books. Going by that, some GMs may require this feat to be taken at first level. Retraining this feat or changing the benefit gained should necessarily involve having the armor, or indeed much of the warforged's body replaced, and should not be done lightly or quickly - it takes somewhere between 5 and 20 days, during which time the Warforged is treated as Unarmoured or unconscious depending on the depth of work.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Master Construction====<br />
<br />
'''Prerequisite:''' Warforged, Advanced Construction feat<br />
<br />
'''Benefit:''' Upgrades, or increased training and experience allow you to make increased use of your unusual composition, granting you increased benefits from the material you selected for the Advanced Construction feat.<br />
* '''Adamantine:''' Increase the DR gained from your armor by 2. Additionally, your Natural Attacks and Unarmed Strike deal damage as though you were a size larger.<br />
* '''Bone:''' You now take full healing from Negative energy, though also full damage from Positive energy. You gain a pair of claw attacks dealing 1d4 base damage, and a bite attack dealing 1d6 damage. If you already have claw or bite attacks from another source, increase their base damage by one step.<br />
* '''Cold Iron:''' Your SR increases to 9 + character level, and once per day you may roll twice and take the higher on a save against a magical effect (Spell, Supernatural, or Spell-like ability).<br />
* '''Ironwood:''' You gain Fast Healing 1, and can extrude thorns which cause 1d4+your Constitution modifier damage to any creature grappling you, or striking you with a hand-held or natural weapon. Reach weapons do not endanger their wielders in this way.<br />
* '''Mithral:''' You gain a +2 bonus to Initiative checks, and you may act as if [http://www.d20pfsrd.com/magic/all-spells/h/haste Hasted] for a number of rounds per day equal to half your character level (rounded down). <br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3583Warforged/pf2015-01-10T01:56:46Z<p>Ambi: changed Composite Plating racial trait, left old text in article for comparison, not settled yet. Will write up Advanced Construction shortly</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' A warforged may choose their type of Armor Plating at first level. This plating is not natural armor, and gives an armor bonus to AC, occupying the same space on the body as a suit of armor or a robe, and thus preventing them from being worn at the same time. This armor can be enchanted as normal, though the warforged must of course be present for the entire time necessary. This armor is not treated as being made out of metal for purposes of spells or class features, though this is only true for the standard ceramic-like composite armor, and alternate materials (see Advanced Construction feat below) can give differing benefits and penalties. For warforged without any armor plating, see the Unarmoured Body alternate racial trait below.<br />
** Light armor provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.<br />
** Medium armor provides a +5 armor bonus, -2 ACP, +4 max dex bonus, and 25% arcane spell failure chance.<br />
** Heavy armor provides a +8 armor bonus, -5 ACP, +1 max dex bonus, and 35% arcane spell failure chance.<br />
/The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant them. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This armor is treated as being made out of metal for purposes of spells, but not class features./<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy metal armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance. Due to this counting as heavy armor, the warforged's base speed is reduced to 20ft.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance. This armor is treated as being wooden, for purposes of spells and class features. Additionally, unlike most living constructs, you receive full healing from spells of the Healing subtype (such as Cure spells) and from Positive energy, though you also take full damage from Negative energy and Inflict spells.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light metal armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3582Warforged/pf2015-01-10T01:30:41Z<p>Ambi: Additional Feats, and updating of stats, added section for racial archetypes - will complete once articles are created.</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant them. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This armor is treated as being made out of metal for purposes of spells, but not class features.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/3 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/3 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy metal armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance. Due to this counting as heavy armor, the warforged's base speed is reduced to 20ft.<br />
<br />
====Construct Lock====<br />
<br />
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.<br />
<br />
'''Prerequisite:''' Warforged, Base attack bonus +2<br />
<br />
'''Benefit:''' You gain a +2 bonus on damage against all foes of the Construct type, and once per day you designate an attack before the roll as a Construct Lock. This functions as Stunning Fist, save that it only affects Constructs, and the Fortitude save DC to avoid being Stunned or Paralysed/Immobilised for one round is equal to 10 + 1/2 your character level + your Constitution modifier.<br />
<br />
'''Special:''' If you have the Stunning Fist feat, this feat instead allows you to affect Constructs with it, paralysing them for one round if they are immune to stunning. Additionally, you may use either Wisdom or Constitution to determine the Fortitude save DC to negate the attack.<br />
<br />
====Fortification, Natural====<br />
<br />
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain Fortification, as per the armor special ability, granting you a 25% that the extra damage from a critical hit or sneak attack is negated, and you only take regular damage. You can take this feat up to 3 times, the second and third time each increasing your chance of negating extra damage by 25%, as per Moderate and Heavy fortification.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance. This armor is treated as being wooden, for purposes of spells and class features. Additionally, unlike most living constructs, you receive full healing from spells of the Healing subtype (such as Cure spells) and from Positive energy, though you also take full damage from Negative energy and Inflict spells.<br />
<br />
====Jaws of Death====<br />
<br />
Gnashing teeth and a powerful set of jaws allow you to bite foes.<br />
<br />
'''Prerequisite:'''Warforged<br />
<br />
'''Benefit:''' You gain a Bite attack, as per the Jaws of Death racial trait.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light metal armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
====Second Slam [Combat]====<br />
<br />
You have learned to use your form to the utmost, and can make improved slam attacks.<br />
<br />
'''Prerequisites:''' Warforged, base attack bonus +6<br />
<br />
'''Benefit:''' You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Warforged Racial Archetypes==<br />
<br />
[to be added]<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3581Warforged/pf2015-01-09T08:47:16Z<p>Ambi: tbc</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are [[Living Construct|living constructs]]. <br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant them. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This armor is treated as being made out of metal for purposes of spells, but not class features.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d6 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' Fashioned with a huge jagged jaw, the warforged gains a bite attack as a primary natural weapon, dealing 1d8 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': This warforged is an earlier model, with more personality but less well-armoured. The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' More precise with their heavy fists than most, the warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/4 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/4 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy metal armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance. Due to this counting as heavy armor, the warforged's base speed is reduced to 20ft.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance. This armor is treated as being wooden, for purposes of spells and class features.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light metal armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some mind-affecting attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver runs through your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves.<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Mirror_Magus&diff=3580Mirror Magus2015-01-09T07:24:46Z<p>Ambi: /* Arcane Boost (Ex) */</p>
<hr />
<div>__NOTOC__<br />
The mirror magus is an archetype of the magus class, available to [[kamerel]] magi.<br />
<br />
''Mirror magi are the descendants of ancient kamerel traditions, born both of the restrictions forced upon them from their [[Outlands|Outlander]] homes and from their long-standing connection with the mysterious and little-understood [[Plane of Mirrors]].''<br />
<br />
==Class Features==<br />
<br />
In addition to the following class features, all class features of a mirror magus that would otherwise be (Su) are now (Ex) with regard to environmental conditions only.<br />
<br />
===Spells===<br />
<br />
A mirror magus has access only to 0 and 1st level spell slots; any higher spell slots a magus would gain instead give them one additional 1st-level spell slot. Any spells marked with an (F) require a specially crafted personal totem mirror to cast. This mirror is considered an additional Focus component to the spell. Such a mirror requires one week to properly form, and the rituals involved cause it to become as strong as steel. As such, many mirror magi incorporate theirs into bucklers, that they may always have them at hand.<br />
<br />
A mirror magus has the following alternate spell list:<br />
<br />
0—''arcane mark'' (F), ''dancing lights'' (F), ''daze'' (F), ''detect magic'', ''flare'' (F), ''ghost sound'', ''light'' (F), ''mage hand'', ''mending'', ''message'' (F), ''open/close'', ''prestidigitation'', ''read magic'', ''spark'' (F)<br />
<br />
1st—''abstemiousness'', ''alarm'', ''alter self'' (F), ''anticipate peril'' (F), ''[[bind the reflection]]'', ''blur'' (F), ''break'', ''burning gaze'', ''color spray'' (F), ''darkness'' (F), ''daze monster'' (F), ''dazzling blade'' (F), ''[[divide the mind]]'', ''enlarge person'', ''erase'' (F), ''expeditious retreat'', ''flare burst'' (F), ''forced quiet'', ''glitterdust'' (F), ''hairline fractures'', ''[[hold reflection]]'', ''hydraulic push'', ''hypnotism'' (F), ''lesser confusion'' (F), ''lock gaze'' (F), ''mage armor'' (F), ''magic weapon'' (F), ''mirror image'' (F), ''mirror strike'', ''misdirection'' (F), ''obscure object'' (F), ''[[pass into mirror]]'', ''[[preserve image]]'', ''reduce person'', ''[[scry mirror]]'', ''shatter'', ''shield'' (F), ''shocking grasp'', ''silent image'' (F), ''snowball'', ''[[spatial mirror]]'', ''[[strengthen glass]]'', ''[[the untraveled road]]'', ''[[transport mirror]]'', ''twisted space'' (F), ''unseen servant'' (F), ''vanish'' (F)<br />
<br />
===Reflect the Spell (Ex)===<br />
<br />
At 4th level, a mirror magus gains the ability to divide one of their spells in two, essentially allowing them to cast the same spell twice at once. This increases to three spells at 11th level, and four at 19th. All variables and numeric effects of the reflections are the same for each copy, and the target only need make a single spell resistance check or saving throw against all spells. The reflections can, however, be directed at separate targets or be directed at different areas.<br />
<br />
This ability replaces Spell Recall, Improved Spell Recall, and Greater Spell Access.<br />
<br />
===Arcane Boost (Ex)===<br />
<br />
At 7th level, a mirror magus can expend one point from their arcane pool to add a bonus to their spell DCs equal to CL/4 for a number of rounds equal to their Int bonus.<br />
<br />
This ability replaces Knowledge Pool.<br />
<br />
===Channel the Spire (Ex)===<br />
<br />
At 13th level, a mirror magus gains spell resistance. The value of the spell resistance varies from spell to spell, however, equal to four times the level of the spell being cast at them (including spell level adjustments for metamagic).<br />
<br />
This ability replaces Heavy Armor.<br />
<br />
===Magus Arcana===<br />
<br />
The following magus arcana complement the mirror magus archetype: empowered magic, maximize magic, reflection<br />
<br />
[[Category:Mechanics]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Automata&diff=3573Automata2014-10-20T03:02:28Z<p>Ambi: </p>
<hr />
<div>[[Category:Mechanus]]<br />
{{Infobox City|<br />
nameor = Automata - Above Ground |<br />
pop = 10000 |<br />
race = 59% [[human]], 10% [[dwarf]], 4% [[half-orc]], 4% [[hobgoblin]], 4% [[zenythri]], 3% [[orc]], 2% [[tiefling]], 1% [[aasimar]], 4% other |<br />
al = LN |<br />
gov = council |<br />
qual = academic, planned community, racially intolerant (any chaotic), strategic location |<br />
disad = |<br />
plane = Outlands |<br />
npc = '''Captain [[Arstimis]]''', head of the town guard {{NPC||m|githzerai|fighter 14|Harmonium|LN}}<br><br />
'''[[Pelnis]] the Clockmaker''', representative of the craftsmen guilds {{NPC|petitioner|m|human|expert 10||N}}<br><br />
'''[[Serafil]]''', representative of the city temples {{NPC||f|tiefling|cleric 10 ([[Lei Kung]])|Fraternity of Order|LN}} |<br />
}}<br />
{{Infobox City|<br />
nameor = Automata - Underground |<br />
pop = 10000 |<br />
race = 59% [[human]], 10% [[dwarf]], 4% [[half-orc]], 4% [[hobgoblin]], 4% [[zenythri]], 3% [[orc]], 2% [[tiefling]], 1% [[aasimar]], 4% other |<br />
al = LN |<br />
gov = secret syndicate |<br />
qual = notorious, prosperous, under-city, rumormongering citizens |<br />
disad = |<br />
plane = Outlands |<br />
npc = '''[[Leggis Scrog]]''', representative of lawbreakers and criminals {{NPC||m|githzerai|rogue 10|Revolutionary League|NE}}<br><br />
'''[[Ravis Corcuncewl]]''', representative of vagrants and bums {{NPC|petitioner|f|human|commoner 5||N}}<br><br />
'''[[Aurach]] the Fair''', representative of fiends and invaders {{NPC||f|baatezu (erinyes)|||LE}} |<br />
}}<br />
As the [[gate-town]] to [[Mechanus]], Automata stands as a monument to order, both its positive and negative aspects. Described by many as the most ordered city in the [[Outlands]], it's laid out along a perfect grid of 54-foot blocks between 6-foot streets broken only by Modron Way, the 60-foot-wide thoroughfare starting at the Gate to Mechanus and leading spireward towards the city's main entranceway. Even the days and nights here, affected by the proximity of Mechanus, are perfectly arranged, each lasting for precisely 12 hours before fading to the next. <br />
<br />
Indeed, if one were to describe the city in a single phrase, "meaningless regularity" would be a perfect candidate. The urban planning of the city is an excellent example of exactly that. By law, the buildings of Automata are all built to be nearly identical, constructed of the same grey-red stone with no building allowed to reach above four stories. They're all near-identical in appearance, with the only usual variation being for plot size and with a scant few exceptions vary from one to another only where necessity requires it. Blocks are assigned a specific purpose, and no building may be used on a given block for a different purpose than such. However, blocks are not placed within the town in any sort of sensible arrangement. The local overlap of purpose combined with the general inconvenience thus tends to wreak havoc on the local economy, and despite repeated petitions to the city's government, the Council of Order, there has never been even the slightest movement towards change.<br />
<br />
However, this is merely a single example of the ridiculous measures pursued in the name of union with Mechanus. Such foolish consistency marks the entire city, as high as the horrid bureaucracy of a government, and as low as the "uniform" willingly adopted by the numerous lawfully-inclined petitioners residing in Automata. All such efforts are directed at the singular goal of transitioning the city into Mechanus, but the sheer senselessness behind so much of it helps to ensure that it will never be accomplished, despite the best wishes of many of its citizens. Also contributing to the failure is the Council of Anarchy, a body mirroring the Council of Order that works to ensure its own existence by keeping Automata exactly where it is.<br />
<br />
==Government==<br />
<br />
The government of Automata consists of two branches, above and below. Above ground, the city is ruled by the Council of Order, a three-person body that ostensibly represents the needs of all the city's citizens. All three seats on the Council are elected positions, the first of which serves not only as a Council chair but also as captain of the town militia; at the moment, that position is occupied by Captain [[Arstimis]], a humorless [[githzerai]] and member of the [[Harmonium]]. The second seat is filled by an elected representative of the city's craftsmen guilds, currently occupied by [[Pelnis]] the Clockmaker of the Clockwork Guild. The third represents the city's religious bodies, and is currently occupied by [[Serafil]], a priestess of the god [[Lei Kung]]. These three bodies legally represent the whole of the city, and thus by city law any individual who does not fit in one of these three categories has no voice in the city government. Of course, the whole of the government cannot be run by merely three people; the rest of the governmental structure of the city is managed by the [[Fraternity of Order]] in service to the Council. Though they hold final say and can overrule any actions or decisions on the part of the Fraternity, they leave most matters to that faction, dealing only with issues they deem of sufficient importance to warrant their interference.<br />
<br />
Below ground, the Council of Anarchy rules. Also an elected three-person body, this council controls all illegal actions and endeavors in Automata. (In fact, the Council of Anarchy is codified in the city laws as the organization responsible for such, in hopes that by restricting illegal activities through legal procedures these activities could be minimized. This effort has obviously not worked especially well.) However, controlling all criminal activity in the city is merely their secondary priority; the chief pursuit of the Council of Anarchy is to prevent the slide of Automata into Mechanus. Though contrary to their legal purpose, this concerns few. Each of the three seats represents a specific cross-section of the Underground, much as the Council of Order. The first seat represents all criminal organizations and individuals, and serves as well as the Guildmaster for the Thieves' and Assassins' Guild. At present, this seat is held by [[Leggis Scrog]], a harsh man that constantly works to ensure no criminal activity goes on without his benefit. The second seat represents the vagrants, panhandlers, and dregs of society, and is currently held by [[Ravis Corcuncewl]], a former spice merchant that fell on hard times some years ago and lost everything. The third seat represents invaders and those that work contrary to the city; though considered by most as the Fiend seat, given that nearly all such efforts are from one fiendish race or another, officially any outside forces working against Automata's interests are represented by this seat. This seat is presently held by [[Aurach]] the Fair, an [[erinyes]] working to subvert the city as only a [[baatezu]] could.<br />
<br />
==The Underground==<br />
<br />
The literal underbelly of Automata, the Underground is a system of tunnels beneath the city streets, spread out across the whole breadth of the city. It's here that the majority of illegal activities are pursued, and criminals of all stripes and varieties can be found here. From mere revelry to the worst of the criminal element, anything frowned upon in the light of day is located in some nook or cranny of the Underground. Those who for one reason or another wish to avoid the laws of Automata tend to congregate below as well; not an insignificant number, as the laws of Automata are so plentiful and mind-numbing that it's quite easy to break them wholly by accident. Though officially recognized and known of by the town guard and most of the citizenry, most actions in the Underground are ignored so long as they remain underground. Out of sight, out of mind is the belief of most of those within Automata, who think that keeping lawbreakers "out" of the city can only help encourage their slide into Mechanus. They couldn't be more wrong, of course, but unfortunately this is realized by few, and any efforts to abolish the Underground are strongly fought in order to keep the criminal element from operating "within" the city.<br />
<br />
==Gate to Mechanus==<br />
<br />
The Gate to Mechanus is a massive toothed gear laying on its side in the center of town just in front of the Council of Order's main offices. Rotating without any apparent motive force, this gate is closely connected to Mechanus, more so than many gate-towns' portals. As a result of this, unlike many such portals, the Gate to Mechanus can connect to a variety of locations within that plane. The location to which it sends a person that uses it varies based on time of day, and the rotation of the gear mimics in some way the spot to which it is currently connected. Unfortunately, the correspondence is a complicated mathematical equivalence of some sort, understood only by the most learned. Thus for the safety and convenience of travelers (or so they say), the Council of Order has instituted an elaborate system of forms and permits to be followed, to ensure that those that wish to use the portal arrive exactly where they need to go. During the day, the portal is heavily guarded, with only those with the proper papers allowed to pass. At night, when the people of Automata are legally obligated to sleep, the sparser guard means there is a fairly heavy traffic amongst those wishing to avoid the reams of paperwork for one reason or another.<br />
<br />
==Sites==<br />
<br />
===Above Ground===<br />
<br />
* [[The Divine Machine]]<br />
* [[Automata#Gate to Mechanus|Gate to Mechanus]]<br />
* [[McGuvol's Stabling Establishment]]<br />
* ''[[Mona's Provisions]]''<br />
* Thandol's Smoked Meats<br />
<br />
===Underground===<br />
<br />
* [[Hokee]]'s Shop<br />
<br />
==Residents==<br />
<br />
===Above Ground===<br />
<br />
* Captain [[Arstimis]] {{NPC||m|githzerai|fighter 14|Harmonium|LN}}<br />
* ''[[Kimura Hoshi]] {{NPC||f|half-elf|cleric 5 ([[Kagutsuchi]])||CN}}''<br />
* [[Heiron Lifegiver]] {{NPC||m|half-elf|wizard 14||N}}<br />
* [[Loctus]] {{NPC|petitioner|m|human|bard 3||LN}}<br />
* ''[[Mona]] {{NPC|prime|f|halfling|expert 4||CN}}''<br />
* [[Muenscaal]] {{NPC||f|tiefling|fighter 3|Free League|N}}<br />
* [[Pelnis]] the Clockmaker {{NPC|petitioner|m|human|expert 13||N}}<br />
* [[Serafil]] {{NPC||f|tiefling|cleric 10 ([[Lei Kung]])|Fraternity of Order|LN}}<br />
* [[Thandol]] {{NPC|petitioner|m|human|commoner 1||LN}}<br />
* [[Tourlac]] {{NPC|petitioner|m|halfling|expert 6||N}}<br />
<br />
===Underground===<br />
<br />
* [[Aurach]] the Fair {{NPC||f|baatezu (erinyes)|||LE}}<br />
* [[Ravis Corcuncewl]] {{NPC|petitioner|f|human|aristocrat 6||N}}<br />
* ''[[Filatiere]] {{NPC||?|unknown|||??}}''<br />
* ''[[Geartooth]] {{NPC||n|rogue modron|expert 12||CN}}''<br />
* [[Jezrene]] the Quickeye {{NPC|prime|f|elf|wizard 6/rogue 7||NE}}<br />
* ''[[Amber Redclaw]]'' {{NPC||f|tiefling|expert 8|Doomguard|LE}}''<br />
* ''[[Sentar Redclaw]]'' {{NPC||m|tiefling|expert 7||LN}}''<br />
* [[Leggis Scrog]] {{NPC||m|githzerai|rogue 10|Revolutionary League|NE}}<br />
* ''[[Beryl Stormcloud]]'' {{NPC|prime|f|half-blue dragon|expert 3||LE}}<br />
* ''[[Delgen Stronghelm]] {{NPC||m|dwarf|expert 14||N}}''<br />
<br />
==Gallery==<br />
<br />
{{Gallery<br />
|title=Images of Automata<br />
|width=300<br />
|lines=3<br />
|File:AutomataMap.jpg|alt1=Map of Automata|A map of Automata with legend of major sites.<br />
|File:AutomataSquare.jpg|alt2=Automata's central square|A map of the central square of Automata, featuring the Gate to Mechanus and the Council of Order building.<br />
}}<br />
<br />
==Reference==<br />
<br />
* {{cite|The Great Modron March|pgs.14-15,17-21}}<br />
* {{cite|A Player's Primer to the Outlands|pp.8-9}}<br />
* {{cite|Planes of Law - Mechanus|pg.4}}<br />
* {{cite|Planescape Campaign Setting - Sigil and Beyond|pp.28-29}}</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3363Warforged/pf2014-01-30T00:47:57Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are living constructs.<br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Size:''' Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.<br />
* '''Base Speed:''' Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant them. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This armor is treated as being made out of metal, for purposes of spells and other class features.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
* '''Languages:''' Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/4 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/4 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance. Due to this counting as heavy armor, the warforged's base speed is reduced to 20ft.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance. This armor is treated as being wooden, for purpose spells and class features.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves against spells and spell-like abilities.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves against spells and spell-like abilities.<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3362Warforged/pf2014-01-30T00:43:02Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are living constructs.<br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant them. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This armor is treated as being made out of metal, for purposes of spells and other class features.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/4 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/4 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance. This armor is treated as being wooden, for purpose spells and class features.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves against spells and spell-like abilities.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves against spells and spell-like abilities.<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3361Warforged/pf2014-01-30T00:42:03Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are living constructs.<br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant them. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This armor is treated as being made out of metal, for purposes of spells and other class features.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/4 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/4 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance.<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance. This armor is treated as being wooden, for purpose spells and class features.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves against spells and spell-like abilities.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves against spells and spell-like abilities.<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3360Warforged/pf2014-01-30T00:41:05Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are living constructs.<br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant them. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. This armor is treated as being made out of metal, for purposes of spells and other class features.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/4 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/4 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance.<br />
<br />
<br />
====Improved Damage Reduction====<br />
<br />
You gain damage reduction or improve your existing damage reduction.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. This feat can be taken multiple times.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance. This armor is treated as being wooden, for purpose spells and class features.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
====Spiked Body====<br />
<br />
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 damage for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. These spikes are treated as both manufactured weapons and secondary natural attacks for enchantment and other purposes. <br />
<br />
====Tracery, Cold Iron====<br />
<br />
Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 racial bonus on Will saves against spells and spell-like abilities.<br />
<br />
====Tracery, Silver====<br />
<br />
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.<br />
<br />
'''Prerequisite:''' Warforged<br />
<br />
'''Benefit:''' Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 racial bonus on Fortitude saves against spells and spell-like abilities.<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3359Warforged/pf2014-01-30T00:24:45Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are living constructs.<br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects, taking 50% extra Sonic damage. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
* '''Alchemist:''' Add +1/2 to bomb damage.<br />
* '''Barbarian:''' Add +1/2 to damage against Constructs and objects.<br />
* '''Fighter:''' Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
* '''Gunslinger:''' The gunslinger gains +1/4 points of grit.<br />
* '''Magus:''' Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
* '''Paladin:''' The paladin gains +1/4 DR/adamantine.<br />
<br />
==Racial Feats==<br />
<br />
====Adamantine Body====<br />
<br />
At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +8 and you gain DR3/adamantine, however you are treated as if wearing heavy armor, and take a -5 armor check penalty, have a maximum dexterity bonus of +1, and suffer 35% arcane spell failure chance.<br />
<br />
====Ironwood Body====<br />
<br />
Your body is crafted with a layer of hard ironwood that cushions blows.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5, and you are treated as if wearing medium armor, taking a -3 armor check penalty, +4 maximum dexterity bonus, and 20% arcane spell failure chance.<br />
<br />
====Mithral Body====<br />
<br />
A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.<br />
<br />
'''Prerequisite:''' Warforged, 1st level only<br />
<br />
'''Benefit:''' Your armor bonus increases to +5 and you are still treated as if wearing light armor, however you take a -1 armor check penalty, +5 maximum dexterity bonus, and your arcane spell failure chance raises to 15%.<br />
<br />
<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]<br />
* Races of Eberron<br />
* Eberron Campaign Setting</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3358Warforged/pf2014-01-30T00:08:38Z<p>Ambi: </p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are living constructs.<br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Focused Training<br />
* '''Prototype''': The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects. This ability replaces Endurance as a bonus feat, and modifies the Composite Body trait.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
* '''Unarmoured Body:''' Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
'''Alchemist'''<br />
Add +1/2 to bomb damage.<br />
<br />
'''Barbarian'''<br />
Add +1/2 to damage against Constructs and objects.<br />
<br />
'''Fighter'''<br />
Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
<br />
'''Gunslinger''' <br />
The gunslinger gains +1/4 points of grit.<br />
<br />
'''Magus'''<br />
Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
<br />
'''Paladin'''<br />
The paladin gains +1/4 DR/adamantine.<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]</div>Ambihttp://www.rilmani.org/w/index.php?title=Warforged/pf&diff=3357Warforged/pf2014-01-30T00:04:11Z<p>Ambi: /* Racial Traits */</p>
<hr />
<div>==Racial Traits==<br />
<br />
* '''Ability Adjustments:''' +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.<br />
* '''Construct (Living Construct):''' Warforged are living constructs.<br />
* '''Senses:''' low light vision, darkvision (60 feet).<br />
* '''Composite Plating:''' The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.<br />
* '''Composite Body:''' Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.<br />
* '''Slam:''' Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.<br />
* '''Focused Training:''' Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.<br />
* '''Endurance:''' Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.<br />
<br />
==Alternate Racial Traits==<br />
<br />
* '''Body Double:''' Rather than combat, the warforged was created to resemble a specific creature of the same size category. He gains a +10 racial bonus on Disguise checks made to impersonate that creature. If the warforged has Plating he appears to be wearing normal armor, though it cannot be removed. This Disguise bonus is halved if he is reduced to 0 hp. Some warforged of this type are capable of sleeping, though they do not require it. This ability replaces Light Fortification.<br />
* '''Integrated Weapon:''' One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.<br />
* '''Jaws of Death:''' The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Light Fortification.<br />
* '''Prototype''': The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.<br />
* '''Psiforged:''' The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects. This ability replaces the normal warforged bonus to Constitution.<br />
* '''Second Slam:''' The warforged gains two slam attacks rather than one. This ability replaces Slam and Light Fortification.<br />
* '''Scout Model:''' The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.<br />
* '''Trained Fist:''' The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.<br />
<br />
==Favoured Class Bonuses==<br />
<br />
'''Alchemist'''<br />
Add +1/2 to bomb damage.<br />
<br />
'''Barbarian'''<br />
Add +1/2 to damage against Constructs and objects.<br />
<br />
'''Fighter'''<br />
Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.<br />
<br />
'''Gunslinger''' <br />
The gunslinger gains +1/4 points of grit.<br />
<br />
'''Magus'''<br />
Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.<br />
<br />
'''Paladin'''<br />
The paladin gains +1/4 DR/adamantine.<br />
<br />
==Reference==<br />
* [http://pf-eberron.wikidot.com/races:warforged Eberron in Pathfinder]</div>Ambihttp://www.rilmani.org/w/index.php?title=Noncanon:Blank&diff=3354Noncanon:Blank2014-01-25T16:51:42Z<p>Ambi: </p>
<hr />
<div>{{creature}}<br />
A scattered and aimless race, with no true name for themselves and no direction. <br />
<br />
Save for their race-wide addiction to Diamonds, they do not want for anything. This lack of direction and their relative rarity means that few among the planes have met, or even heard of them, though rumours and speculation of their nature among those who have are common.<br />
<br />
==History==<br />
Little is known about the history of their race, as they themselves have little in the way of community, or desire to record their own past. Magical attempts to discern their nature or origins have mostly failed, due to their innate resistance to Divination, though as their physical nature hints at their creation being artificial, some theorise that they may be an attempt to create a servile genie race. Efforts to even discern a name have also failed, with the moniker of "Blanks" being the only thing that has stuck, possibly due to their appearance.<br />
<br />
==Culture==<br />
Blanks do not have a culture to speak of, as all so far have been found isolated, and any blanks that have been talked to have not given any indication of a larger culture. Many of those talked to did not even believe there were others like them. It is hard to get any information from blanks, as they are largely non-communicative and resistant to bargaining - there is almost nothing they want or need. The only way to motivate most blanks is through the offer of diamonds, with most blanks being unwilling to do anything without the offer.<br />
<br />
==Ecology==<br />
Blanks do not age, sleep, eat, drink, and have not been documented to reproduce. When injured they do not seem to have any blood, though it has been noted that creatures such as leeches and vampires can still draw sustenance from them. When questioned the vampire revealed that their fluids did not have any flavour, tasting like thickened distilled water. Dissection of their bodies reveals no internal organs, skeletal structure, or anything beyond the flesh-like material that makes up their bodies.<br />
<br />
It has been hypothesized that whatever means powers their Wishing abilities also provides them with sustenance, allowing for them to fulfil bodily functions without any organs or means to do so. Whatever this means itself is has yet to be determined, though may be linked to their peculiar addiction to diamonds of any form. Reports of how they actually consume diamonds are varied, with some claiming that they grow mouths to eat them, or crush the diamonds into powder which is absorbed into their skin, or that the diamonds simply sink into them. Whatever the means reported, any that have tried to retrieve the consumed diamonds have proven unsuccessful, no remains of them being found inside the corpses of Blanks.<br />
<br />
==Appearance==<br />
The appearance of Blanks seems to vary widely, as they can appear to be of any humanoid race. They are not easily disguised, despite this, as they always have a monochromatic skin tone, and universally lack all physical features. It has been theorised that they take on the appearance of any humanoid race they spend time in proximity to, as a failed means of disguising or integrating themselves, or that they might have a mutable appearance that takes on traits of the observer. This mockery is only skin-deep however, as any claws, fur, or other features are nonfunction, and appear to be part of the same single fleshy mass. Naturally, this ability can make them disturbing to other creatures.<br />
<br />
==Racial Traits==<br />
* '''Ability Adjustments:''' Blank characters receive +2 racial bonus to Constitution. Their nature makes them hardy, but little else.<br />
* '''Medium:''' Blanks are medium creatures and receive no bonuses or penalty for their size.<br />
* '''Half-Construct:''' Blanks are a half-construct race, and as such cannot be raised or resurrected, and do not need to eat, drink or sleep unless they want to gain some benefit from the action. They also gain a +2 racial bonus on saves against disease, mind-affecting effects, poison, and effects which cause exhaustion or fatigue.<br />
* '''Slow speed:''' Blanks have a base movement speed of 20ft per round.<br />
* '''Spell-like abilities:''' Blanks may cast Wish (CL equal to HD) as an at-will spell-like ability. They may not use this ability to create diamonds of any sort. In addition, they have a Constant Nondetection effect on themselves.<br />
* '''Diamond Addiction:''' Blanks suffer an almost inbuilt addiction to diamonds, and must succeed on a DC10+their HD Will save to avoid consuming any that come into their possession. If they manage consume diamonds, they must then make a Fortitude save at the same difficulty to avoid succumbing to a severe addiction, as per the [http://www.d20pfsrd.com/gamemastering/afflictions/drugs pathfinder addiction rules].<br />
* '''Laziness:''' Blanks suffer a -4 penalty to initiative, as they are listless in nature.<br />
* '''Linguist:''' Blanks begin speaking common, and members with high intelligence scores can learn any other languages except secret languages such as Druidic.<br />
* '''Level Adjustment:''' Blanks have a LA of +2, thus while they are defined by their class levels, they are counted as being two levels higher than their actual level for WBL, XP gain/to next level, CR and effective character level.<br />
<br />
<br />
RP: 0+0+7+0+18+9-4-2+1 = 29<br />
<br />
<br />
[[Category:Playable]]<br />
[[Category:Noncanon]]<br />
[[Category:Joke]]</div>Ambihttp://www.rilmani.org/w/index.php?title=Noncanon:Blank&diff=3353Noncanon:Blank2014-01-25T16:37:04Z<p>Ambi: </p>
<hr />
<div>{{creature}}<br />
A scattered and aimless race, with no true name for themselves and no direction. <br />
<br />
Save for their race-wide addiction to Diamonds, they do not want for anything. This lack of direction and their relative rarity means that few among the planes have met, or even heard of them, though rumours and speculation of their nature among those who have are common.<br />
<br />
==History==<br />
Little is known about the history of their race, as they themselves have little in the way of community, or desire to record their own past. Magical attempts to discern their nature or origins have mostly failed, due to their innate resistance to Divination, though as their physical nature hints at their creation being artificial, some theorise that they may be an attempt to create a servile genie race. Efforts to even discern a name have also failed, with the moniker of "Blanks" being the only thing that has stuck, possibly due to their appearance.<br />
<br />
==Culture==<br />
Blanks do not have a culture to speak of, as all so far have been found isolated, and any blanks that have been talked to have not given any indication of a larger culture. Many of those talked to did not even believe there were others like them. It is hard to get any information from blanks, as they are largely non-communicative and resistant to bargaining - there is almost nothing they want or need. The only way to motivate most blanks is through the offer of diamonds, with most blanks being unwilling to do anything without the offer.<br />
<br />
==Ecology==<br />
Blanks do not age, sleep, eat, drink, and have not been documented to reproduce. When injured they do not seem to have any blood, though it has been noted that creatures such as leeches and vampires can still draw sustenance from them. When questioned the vampire revealed that their fluids did not have any flavour, tasting like thickened distilled water. Dissection of their bodies reveals no internal organs, skeleton structure, or anything beyond the flesh-like material that makes up their bodies.<br />
<br />
It has been hypothesized that whatever means powers their Wishing abilities also provides them with sustenance, allowing for them to fulfil bodily functions without any organs or means to do so. Whatever this means itself is has yet to be determined, though may be linked to their peculiar addiction to diamonds of any form. Reports of how they actually consume diamonds are varied, with some claiming that they grow mouths to eat them, or crush the diamonds into powder which is absorbed into their skin, or that the diamonds simply sink into them. Whatever the means reported, any that have tried to retrieve the consumed diamonds have proven unsuccessful, no remains of them being found inside the corpses of Blanks.<br />
<br />
==Appearance==<br />
The appearance of Blanks seems to vary widely, as they can appear to be of any humanoid race. They are not easily disguised, despite this, as they always have a monochromatic skin tone, and universally lack all physical features. It has been theorised that they take on the appearance of any humanoid race they spend time in proximity to, as a failed means of disguising or integrating themselves, or that they might have a mutable appearance that takes on traits of the observer. This mockery is only skin-deep however, as any claws, fur, or other features are nonfunction, and appear to be part of the same single fleshy mass. Naturally, this ability can make them disturbing to other creatures.<br />
<br />
==Racial Traits==<br />
* '''Ability Adjustments:''' Blank characters receive +2 racial bonus to Constitution. Their nature makes them hardy, but little else.<br />
* '''Medium:''' Blanks are medium creatures and receive no bonuses or penalty for their size.<br />
* '''Half-Construct:''' Blanks are a half-construct race, and as such cannot be raised or resurrected, and do not need to eat, drink or sleep unless they want to gain some benefit from the action. They also gain a +2 racial bonus on saves against disease, mind-affecting effects, poison, and effects which cause exhaustion or fatigue.<br />
* '''Slow speed:''' Blanks have a base movement speed of 20ft per round.<br />
* '''Spell-like abilities:''' Blanks may cast Wish (CL equal to HD) as an at-will spell-like ability. They may not use this ability to create diamonds of any sort. In addition, they have a Constant Nondetection effect on themselves.<br />
* '''Diamond Addiction:''' Blanks suffer an almost inbuilt addiction to diamonds, and must succeed on a DC10+their HD Will save to avoid consuming any that come into their possession. If they manage consume diamonds, they must then make a Fortitude save at the same difficulty to avoid succumbing to a severe addiction, as per the [http://www.d20pfsrd.com/gamemastering/afflictions/drugs pathfinder addiction rules].<br />
* '''Laziness:''' Blanks suffer a -4 penalty to initiative, as they are listless in nature.<br />
* '''Linguist:''' Blanks begin speaking common, and members with high intelligence scores can learn any other languages except secret languages such as Druidic.<br />
* '''Level Adjustment:''' Blanks have a LA of +2, thus while they are defined by their class levels, they are counted as being two levels higher than their actual level for WBL, XP gain/to next level, CR and effective character level.<br />
<br />
<br />
RP: 0+0+7+0+18+9-4-2+1 = 29<br />
<br />
<br />
[[Category:Playable]]<br />
[[Category:Noncanon]]<br />
[[Category:Joke]]</div>Ambi