
WillowtheWhisp |
Please don't beat me with a stick. I'm sure most GMs, and players, are sick of seeing the Warforged by now. And really, their immunities are pretty disgusting. That said, they're a really cool race, because who doesn't want to be a robot? Or, if a GM is feeling particularly nasty, why not send a party of Warforged after your PCs?
In any case, below is a pretty hefty conversion I've been working on for the Warforged. Any advice, critiques, or any sort of comment really, would be much appreciated! (Also, ignore the RP listings; I started off using the Pathfinder Race Creation page on the pfsrd, but quickly realized that it wouldn't be sufficient.) Be prepared for a read, because it's pretty long, and is definitely due for some compacting...
Size Medium 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers Weakness (+2 Con, +2 Int, -4 Cha) -1 RP
Languages Linguist 1 RP
Racial Traits
Defense Racial Traits
Warforged Immunities: Because the Warforged are living constructs, they do not need to eat, drink, breath, or sleep. Additionally, they are immune to poison, bleed, and cannot be sickened or nauseated. They also do not become fatigued. Their minds and bodies are also foreign to most, granting them a +2 racial bonus to saves vs. mind effecting enchantment spells or spell-like abilities and hold or paralysis effects.
Light Fortification: Warforged are made entirely of inorganic material. Because of this, they gain a 25% change to resist sneak attack damage and critical strikes. This bonus does not stack with class abilities, or feats, but does stack with magically enchanted items with Fortification.
Plating: Warforged bodies are more resilient to damage, granting them a +2 Natural Armor bonus to AC. Their plating is integrated with their body, so it does not grant them any armor penalties or arcane spell failure chance.
Offense Racial Traits
Slam: The Warforged begin play with a primary Slam attack that deals 1d4 damage.
Senses Racial Traits
Low-Light Vision
Weakness/Other Racial Traits
Inorganic Creature: Because the Warforged are not organic, they do not heal naturally. The Heal skill does not apply to them, instead using Knowledge (Engineering) to repair their bodies. Additionally, they do not repair damage as quickly as living creatures, so any damage that would be healed by resting is reduced by half, to a minimum of one (this number is always rounded down). Positive and Negative energy effects have only 50% effectiveness upon Warforged, including Cure/Inflict Wounds spells, Channel Energy, and Lay on Hands. However, they are healed normally by spells that repair damage to objects, but also take twice as much damage from spells that harm or destroy object.
Bulky: Because Warforged have already built in armor, via their plating, they are unable to normally wear other types of armor. Armor can be grafted to their bodies however, through the use of Craft (Armorsmith) or the Craft Construct feat. If the armor is non magical, it will always take a day to graft onto the Warforged. In the case of the armor being enchanted, a character using Craft (Armorsmith) must succeed at a DC equal to 10 + Caster Level of the magical armor (3 x Enhancement Bonus, or Ability Cost, whichever is highest). If the Armorsmith Succeeds at the DC, he follows the time taken rules, as used by the Craft Construct Feat. If the Warforged is grafting to himself, he automatically gains a +1 for every two character levels to his Craft (Armorsmith) check, though it takes twice as long for him to graft to himself. Failing the check has no other penalties other than requiring that the Armorsmith wait a day before another attempt can be made. An additional cost is always involved when grafting, due to need of extra material; this is equal to 1/4 the cost of the item itself (the base cost, not the cost used when crafting the item, via Craft Magical Armor). A Warforged may begin play with any mundane armor already grafted to his body, as long as its cost does not exceed 1,000 GP, and does not need to pay its cost. However, armor check penalties and arcane spell failure still apply, and the Warforged takes an additional -1 to ACP for Light armor, -2 to Medium, and -3 for Heavy, due to the added weight on top of his normal plating. If the armor desired exceeds 1,000 GP in cost, the difference must be paid, though it must still be mundane.
Made of Metal: Since the Warforged is made of metal, he also takes a -4 penalty to all Swim checks, due to a lack of air present to allow buoyancy. He is also unable to use druid class features due being made of metal.
Organless: While having a lack of organs means they are much less susceptible to certain types of damage or detrimental effects, Warforged do not benefit from items that require ingestion (or inhalation) to gain benefit from, such as spells like Dream Feast, or certain types of food. They can still use most potions (or extracts and mutagens) as normal, however, as it is not so much the act of consuming the item, so much as the presence of it in the body, that causes its effects.
Undying: A Warforged responds slightly differently from other living creatures when reduced to 0 hit points. A Warforged with 0 hit points is disabled, just like any living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. However, when his hit point total is negative, but not equal to or greater than his Constitution score, a Warforged is inert (instead of dying). He is unconscious and helpless, and he cannot perform any actions. However, an inert Warforged does not lose additional hit points (unless more damage is dealt to him). A Warforged, whose negative hit point total drops to or below his Constitution score, dies like any living creature. Finally, Warforged do not age and are immune to aging effects or spells.
Unnatural: Warforged suffer a –4 racial penalty on Handle Animal skill checks and Wild Empathy checks, and all animals the Warforged tries to make contact with, or otherwise interact with, begin at the Unfriendly disposition.
Alternative Racial Traits
Body of Wood: Instead of being made entirely of metal, the Warforged is instead made of partially living wood. This reduces their Natural Armor Bonus to +1. It also allows them to use Druid class abilities (though any armor they have grafted to their bodies must still be made of stone or wood of some kind). Additionally, they gain full benefit from positive energy abilities and spells (as well as full damage from negative energy), and still retain their ability to be healed by repairing spells (and are only damaged normally by object harming spells, rather than twice as much), though they still only heal half as much as living creatures while resting. They must also eat, drink and breath (and gain benefits normally through them), in order to maintain the parts of them that are still living, and are no longer immune to poison. Any spell that damages (or heals) plants also effects a Warforged with a Body of Wood as if they are a plant. This trait replaces, or changes, Warforged Immunities, Plating, Inorganic Creature, Made of Metal, and Organless.
Extra Slam: This Warforged is particular adept at combat, gaining an additional primary slam attack, giving them two 1d4 slam attacks. These slam attacks are not attached to any particular kind of limb, and can therefore be used with any part of the body, as per a Monk's Unarmed Strike. However, this Warforged has also sacrificed part of their natural protection in order to gain greater combat prowess. This ability replaces Slam and Light Fortification.
Spring Loaded Fist: Rather than have a slam attack, the Warforged may choose to have a single fist that can detach from their body, launched forth by an internal spring mechanism. The fist can also be retracted, due to being attached to a cord. Once per round, the Warforged may make a single melee attack (including touch attacks in the case of spells) as if they had a 30 ft. reach. This counts as an attack action (and therefore consumes a standard action), and cannot be used as part of a full attack action. The Warforged is also not counted as having reach, where threatened squares and attacks of opportunity apply. This cannot be used in conjunction with combat maneuvers, unless the appropriate feat is taken. Reloading the fist is a swift action.
Liquid Metal: Rather than have a rigid and defined body, this Warforged seems to be partially amorphous. They gain a +1 racial bonus to their CMD against Grapple and Trip attempts, and a +1 bonus to their CMB for Grapple and Trip Attempts. At 1st level, they may be treated as if they had the constrict ability, dealing 1d6 damage plus 1 1/2 times their strength bonus each round the grapple persists. At every two levels after their first, the Warforged gains an additional use of constrict. This ability replaces Plating.
Warforged Feats:
Rocket Fist
Requirements: BAB +11, Improved Bull Rush, Combat Expertise, Spring Loaded Fist Racial Trait
By augmenting the normal spring mechanism within their arm with some kind of combustive fuel, the Warforged is able to fire his hand with particularly explosive force. He may make a Bull Rush attempt against any creature within 60 ft. of him, by firing his fist at them. This action may not be taken during an attack of opportunity. When using this functionality, reloading his fist is not a swift action, as it is with Spring Loaded Fist; instead, it consumes a move action. In order to use this ability again, the fist must be refueled, requiring a full round action (though this does not consume an actual “item”, and does not have a monetary cost).
Coiled Fist
Requirements: BAB +11, Improved Grapple, Combat Expertise, Spring Loaded Fist Racial Trait
By adding additional lengths of cord, or rope, to their detachable fist, the Warforged may attempt a grapple attempt against any enemy targeted by his Spring Loaded Fist ability. He takes a -2 Penalty to his CMB for this maneuver due to his range. If he chooses to use this ability, reloading the fist takes a move action rather than a swift action. He may also attempt to reposition the grappled enemy, by pulling them closer to themselves; he may pull them 5 feet closer for every 5 points his CMB roll exceeds their CMD (this roll may be taken each turn). Pulling his foe is a swift action.
Mobile Cover
Requirements: Tower Shield Proficiency, BAB +7, Combat Expertise, Improved Shield Bash, Spring Loaded Fist Racial Trait
If a Warforged is holding a Tower Shield in his Spring Loaded Fist, he may launch it up to 30 ft. If the intended target is an object or person, treat this as a Shield Bash action against that enemy, dealing damage accordingly (though, note that the Warforged loses any AC bonus the shield would grant him, even with the Improved Shield Bash feat). The Warforged may also target a specific square within 30 ft.; if he has line of sight, and nothing is in the path, the Tower Shield is planted at that square. Any creature adjacent to the front or back of the shield may treat it as partial cover. Dislodging and returning the fist and shield to its owner requires a move action. If any creature is caught between the path of withdrawal of the shield (and hand) to the Warforged, the Warforged must make a Trip attempt against that creature, even if it is his ally. This provokes attacks of opportunity as normal, unless the Warforged has the Improved Trip feat.
Gatling Gears
Requirements: Combat Reflexes, Dex 14, BAB +9, Spring Loaded Fist Racial Trait
The Warforged can now use his Spring Loaded fist to make attacks of opportunity against creatures with 30 ft. of him. By replacing the regular reloading feature of his Spring Loaded Fist, reloading it now takes a free action (though any feat that requires a move action to reload the fist still requires a move action). For every two attacks of opportunity Combat Reflexes allows him, he gains one use of this feat per round, each use consuming two of his attacks of opportunity.
Medium Fortification
Requirements: Character Level 7th, Light Fortification Racial Trait
By bolstering his built in defenses, the Warforged now has 50% resistance to sneak attacks and critical strikes. This bonus does not stack with class features or other feats, and replaces the fortification granted by Light Fortification. It still stacks with magically enchanted items that grant Fortification.
Heavy Fortification
Requirements: Character Level 15th, Light Fortification Racial Trait, Medium Fortification Feat
By bolstering his built in defenses, the Warforged now has 75% resistance to sneak attacks and critical strikes. This bonus does not stack with class features or other feats, and replaces the fortification granted by Light Fortification, and Medium Fortification. It still stacks with magically enchanted items that grant Fortification.
I took inspiration, and in some places directly used material from several other Warforged Conversions, so I'd like to credit them here.
Sources:
Pathfinder Eberron Conversion.
Draco Druid's Conversion.