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Bladeforged

Bladeforged Iconic

Favored class: Paladin
Str 0
Dex -2
Con +2
Int 0
Wis -2
Cha 0

Automatic Feats 5

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • You are not considered to be wearing armor. You have a 5% arcane spell failure chance.
  • Warforged have a 25% immunity to critical hits and sneak attacks.
  • Warforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, and paralysis effects except those which physically hold them in place. You are immune to ability score damage from natural poisons and natural diseases, but are vulnerable to those that specifically affect wood or metal. You gain a +10 racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save). If you transform into a different type of creature, you will lose these benefits until you return to your Warforged form.
  • Bladeforged
    The devout of the Lord of Blades gain the rare benefit of meeting their god personally.

    Your deep faith increases the strength of your Aura of Good, giving +2 Armor Class and +1 to all saving throws.
    Blade Absorption: You take -10% Slashing damage. When you take Slashing damage, you gain +1 stacking PRR for three seconds (up to +20 PRR). Stacks fade 1 at a time as metal bits fall off.

    Your positive healing is reduced -10% compared to other Warforged (-5% starting positive damage vulnerability).

    Your combat abilities on behalf of the Warforged race grants you the following magic as you gain Paladin spell levels:

    Repair Light Damage
    Repair Moderate Damage
    Mass Repair Light Damage
    Repair Serious Damage
    Mass Repair Moderate Damage
    Repair Critical Damage
    Mass Repair Serious Damage
  • Warforged
    You are considered Warforged. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.

Selectable Feats 11

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Adamantine Body also Warforged
    Docents you equip provide armor equivalent to Full Plate. This is treated as metallic heavy armor. You have damage reduction 2/adamantine, a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus.
  • Requires Child of the Lord of Blades
    You follow the Lord of Blades. You gain +2 to attack and damage rolls with greatswords.
  • Bladesworn Transformation also Warforged
    You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to become a juggernaut of destruction for 24 seconds plus 6 seconds per Religious Lore feat you have.

    While transformed, you have a +4 profane bonus to Strength, a +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, a +10 enhancement bonus to Will saves against mind-affecting magic, and proficiency in all simple and martial weapons. Your base attack bonus is equal to your character level. You lose your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.
  • Cleric of the Lord of Blades also Warforged
    You are a cleric of the Lord of Blades. You have +1 to hit with greatswords.
  • You follow the Lord of Blades. You are proficient with Greatswords and they are considered a Favored Weapon for you. You gain +1 to hit with Favored Weapons.
  • Improved Damage Reduction also Warforged
    You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine.
  • Improved Fortification also Warforged
    Requires BAB +6
    Improves your warforged fortification, granting you immunity to sneak attacks and extra damage from critical hits. However, you lose the ability to be healed by spells from the healing subschool, such as cure light wounds.
  • Mithral Body also Warforged
    Docents you equip provide armor equivalent to Chainmail. This is treated as metallic light armor. You have a 15% arcane spell failure chance, -1 armor check penalty to certain skills, and a +5 maximum dexterity bonus.
  • Mithral Fluidity also Warforged
    Requires Mithral Body
    The maximum Dex bonus you have is increased by 1, and the armor check penalties are decreased by 1.
  • Paladin of the Lord of Blades also Warforged
    You are a paladin of the Lord of Blades. You have +1 to hit with greatswords.
  • Search the Soul also Warforged
    You are seeking guidance to new paths of Faith. Passive: You gain +3 to the Concentration skill.

    As this Feat has no particular required Deity, while you have this feat (and assuming you meet all other requirements), you can exchange your Deity with a Feat Exchange (using normal Feat Exchange rules and costs).

Enhancements Full tree →

The Bladeforged tree. Hover a cell for what it does; the full page has every rank and description.

Communion of Sentinels 0/2
Communion of Sentinels
Ranks: 2 Cost: 2 AP Requires: 1 AP
+1 to Fortitude and Will saving throws.
+1 to Listen, Search, and Spot checks.
Repair Systems 0/3
Repair Systems
Ranks: 3 Cost: 1 AP Requires: 1 AP
Choose whether to embrace your construct nature, or strive for humanity.
Inscribed Armor 0/3
Inscribed Armor
Ranks: 3 Cost: 1 AP Requires: 1 AP
Reduces your body's inherent arcane spell failure by 5%.
Construct Toughness 0/1
Construct Toughness
Ranks: 1 Cost: 2 AP Requires: 1 AP
You gain 10 hit points.
Construct Stability 0/3
Construct Stability
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain +1 to the Repair skill and +2 to the Balance skill.
Communion of Scribing 0/3
Communion of Scribing
Ranks: 3 Cost: 2 AP Requires: 5 AP
Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.

D&D Dice: Repairs constructs 10 hp per caster level (max 150).
Warforged Tactics 0/3
Warforged Tactics
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to the DC’s of your Tactical abilities.
Great Weapon Aptitude 0/3
Great Weapon Aptitude
Ranks: 3 Cost: 1 AP Requires: 5 AP
+5% Strikethrough Chance
Fearsome Prescence 0/1
Fearsome Prescence
Ranks: 1 Cost: 1 AP Requires: 5 AP
Enemies damaged by your melee attacks are Shaken for 6 seconds. Repeated damage extends the duration.

Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Damage Reduction 0/3
Damage Reduction
Ranks: 3 Cost: 1 AP Requires: 5 AP
You gain damage reduction 1/Adamantine, or improve your existing damage reduction by 1/Adamantine.
Communion of Warding 0/3
Communion of Warding
Ranks: 3 Cost: 2 AP Requires: 10 AP
Adamantine Durability: Grants +4 Physical Resistance Rating.
Brute Fighting 0/3
Brute Fighting
Ranks: 3 Cost: 1 AP Requires: 10 AP
Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
Improved Power Attack 0/3
Improved Power Attack
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your Power Attack feat does 1 additional point of bonus damage but also has an additional -1 to your attack bonus.
Construct Toughness 0/1
Construct Toughness
Ranks: 1 Cost: 2 AP Requires: 10 AP
You gain 10 hit points.
Communion of Handling 0/1
Communion of Handling
Ranks: 1 Cost: 1 AP Requires: 15 AP
Your attached weapon becomes Adamantine, bypassing Adamantine damage reduction, and gains Racial Seeker: 2.

Racial Seeker: Grants a bonus to confirm critical hits and a bonus to critical hit damage (before weapon multipliers). This stacks with other sources of Seeker except Racial.
Weapon Attachment 0/1
Weapon Attachment
Ranks: 1 Cost: 1 AP Requires: 15 AP
Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5\ damage.
Warforged Resolve 0/1
Warforged Resolve
Ranks: 1 Cost: 1 AP Requires: 15 AP
Action Boost: You gain temporary hit points equal to your Repair Skill. If you are below half health, you gain a +2 bonus to all saving throws while these temporary hit points last.
Power of the Forge 0/1
Power of the Forge
Ranks: 1 Cost: 1 AP Requires: 15 AP
+20% Action Boost bonus to weapon damage for 20 seconds.
+30 Action Boost bonus to Universal Spell Power for 20 seconds.
+4 Action Boost bonus to all Saving Throws for 20 seconds.
+10 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds.
Soulbound Plating 0/1
Soulbound Plating
Ranks: 1 Cost: 2 AP Requires: 15 AP
You have become one with your metallic flesh. +5% Quality bonus to Maximum Hit Points.
Core Enhancements
Improved Fortification 0/1
Improved Fortification
Ranks: 1 Cost: 1 AP
Your base fortification is increased to 50%.
Warforged Constitution 0/1
Warforged Constitution
Ranks: 1 Cost: 2 AP
+1 Constitution
Improved Fortification 0/1
Improved Fortification
Ranks: 1 Cost: 1 AP
Your base fortification is increased to 75%.
Warforged Constitution 0/1
Warforged Constitution
Ranks: 1 Cost: 2 AP
+1 Constitution
Improved Fortification 0/1
Improved Fortification
Ranks: 1 Cost: 1 AP
Your base fortification is increased to 100%.

Iconic Past Life

What a completed life as this iconic leaves behind. It stacks up to three times.

  • Iconic Past Life Stance: +10 Repair Spell Power per stack of this Past Life feat.

    Passive bonus: +5% Fortification per stack of this Past Life feat. This feat can be stacked up to three times.