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Warforged

Warforged Premium

Favored class: Fighter

Warforged are sturdy creatures of living wood and metal and are immune to many dangers that plague the other races. They have less capacity for wisdom, however, and, being so different, they often have difficulty connecting with the other races.

Warforged begin their lives in amazing creation forges built by the most skilled engineers. They are not completely like other living beings but are far from being robotic constructs. Originally built for battle, the Warforged are now adapting to life in normal society.

Stat Notes:

Warforged start with higher constitution and lower wisdom and charisma.

Strengths: Naturally immune to many effects including poison, disease, and paralysis, can be healed by wizard/sorcerer repair spells.

Weaknesses: Slightly lower wisdom and charisma, heal less from healing spells.

Str 0
Dex 0
Con +2
Int 0
Wis -2
Cha -2

Automatic Feats 4

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.
  • Warforged
    You are considered Warforged. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.

Selectable Feats 12

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 Bladeforged
    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
    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 paladin level.

    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.
  • Champion of the Lord of Blades
    Activate this ability to grant weapon proficiency in greatswords to yourself or a friend until the target next rests. Consumes a use of turn undead.
  • Cleric of the Lord of Blades also Bladeforged
    You are a cleric of the Lord of Blades. You have +1 to hit with greatswords.
  • Follower of the Lord of Blades
    Warforged only. You are a Blade, a true believer in the cult of the Lord of Blades. Warforged were made to rule Eberron, the other races are weak. Grants a +1 bonus to hit with greatswords, the favored weapon of the cultists of the Lord of Blades.
  • Improved Damage Reduction also Bladeforged
    You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine.
  • Improved Fortification also Bladeforged
    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 Bladeforged
    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 Bladeforged
    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 Bladeforged
    You are a paladin of the Lord of Blades. You have +1 to hit with greatswords.
  • Search the Soul also Bladeforged
    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 Warforged tree. Hover a cell for what it does; the full page has every rank and description.

Construct Nature 0/3
Construct Nature
Ranks: 3 Cost: 1 AP Requires: 1 AP
Built for brains or brawn?
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.
Construct Nature 0/3
Construct Nature
Ranks: 3 Cost: 1 AP Requires: 5 AP
Built for brains or brawn?
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
Construct Toughness 0/1
Construct Toughness
Ranks: 1 Cost: 2 AP Requires: 5 AP
You gain 10 hit points.
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.
Improved Body 0/3
Improved Body
Ranks: 3 Cost: 1 AP Requires: 10 AP
Improves Mithral or Adamantine Body feats.
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.
Memories of the Last War 0/1
Memories of the Last War
Ranks: 1 Cost: 1 AP Requires: 10 AP
You recall distant memories of the War.
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.
Construct Toughness 0/1
Construct Toughness
Ranks: 1 Cost: 2 AP Requires: 15 AP
You gain 10 hit points.
Memories of the Last War 0/1
Memories of the Last War
Ranks: 1 Cost: 1 AP Requires: 15 AP
You recall further memories of the War.
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%.

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Warforged in a past life. You gain +1 to the Repair skill. This is the first of three Past Life: Warforged feats, each of which grants a different bonus.
  • You were a Warforged in a past life. You gain +1 to Constitution. This is the second of three Past Life: Warforged feats, each of which grants a different bonus.
  • You were a Warforged in a past life. You gain +1 Racial Action Point. This is the final Past Life: Warforged feat.