- 1 Racial Traits
- 2 Favoured Class Bonuses
- 3 Racial Feats
- 3.1 Advanced Construction
- 3.2 Construct Lock
- 3.3 Fortification, Natural
- 3.4 Improved Damage Reduction
- 3.5 Jaws of Death
- 3.6 Master Construction
- 3.7 Masterwork Weaponry
- 3.8 Mithral Fluidity
- 3.9 Resistant Armor
- 3.10 Second Slam [Combat]
- 3.11 Spiked Body
- 3.12 Tracery, Adamantine
- 3.13 Tracery, Cold Iron
- 3.14 Tracery, Mithral
- 4 Warforged Racial Archetypes
- 5 References
- Ability Adjustments: +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.
- Construct (Living Construct): Warforged are living constructs.
- Senses: low light vision, darkvision (60 feet).
- Size: Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Warforged have a base speed of 30 feet, though this may be altered by different types of armor (see below).
- 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.
- Light armor provides a +2 armor bonus, no armor check penalty (ACP), +7 max dexterity bonus to AC, and 10% arcane spell failure chance.
- 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.
- 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.
- 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.
- Slam: Warforged gain a slam attack as a primary natural attack, dealing 1d4 points of damage.
- Focused Training: Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.
- Endurance: Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.
- Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores can choose any languages they want.
Alternate Racial Traits
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
Favoured Class Bonuses
- Alchemist: Add +1/2 to bomb damage.
- Barbarian: Add +1/2 to damage against Constructs and objects.
- Fighter: Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.
- Gunslinger: The gunslinger gains +1/3 points of grit.
- 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.
- Paladin: The paladin gains +1/3 DR/adamantine, or one chosen existing DR increases by 1/3.
All such feats have the Prerequisite of being a Warforged, though some might be able to be adapted for other Living Constructs.
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.
- 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.
- 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 [one step]. Additionally you gain a +2 on saves against all Necromancy and Negative energy effects.
- 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.
- 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 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.
- 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.
- 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.
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.
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.
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.
Your knowledge of construct nature allows you to deal extra damage or immobilise such foes.
Prerequisite: Base attack bonus +2
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.
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.
Your artificial nature allows you to ignore precision hits that would cripple fully organic beings.
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.
Improved Damage Reduction
You gain damage reduction or improve your existing damage reduction.
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.
Jaws of Death
Gnashing teeth and a powerful set of jaws allow you to bite foes.
Benefit: You gain a Bite attack, as per the Jaws of Death racial trait. Additionally, you also gain a +2 racial bonus to Intimidate.
Prerequisite: Warforged, Advanced Construction feat
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.
- 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.
- 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.
- 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).
- 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.
- 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.
- Mithral: You gain a +2 bonus to Initiative checks, and as a free action you may act as if Hasted for a number of rounds per day equal to your character level, though these rounds do not need to be consecutive.
Your body is made of more refined, high quality metal, making them possible for magical enhancement.
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.
Your movements are smoother and more fluid than those of other warforged.
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.
Your body is specially treated to resist elemental damage, whether through adapted measures, or through rare unguents.
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.
Second Slam [Combat]
You have learned to use your form to the utmost, and can make improved slam attacks.
Prerequisites: Warforged, base attack bonus +6
Benefit: You gain a second Slam attack, and the base damage of your Slam attacks increases to 1d6 damage.
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.
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.
Adamantine tracery or runes cover your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some internal attacks.
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.
Tracery, Cold Iron
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.
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.
Mithral tracery or runes run through your body, allowing you to overcome the supernatural defenses of certain creatures and speeding your reaction times.
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.
Warforged Racial Archetypes
Warforged from Revolutionary planets, or those who have gone insane, may wish to look at the Rageforged data on other sites.