Darius Finch

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* Starfinder Society GM. 22 posts (130 including aliases). No reviews. No lists. 1 wishlist. 4 Organized Play characters. 2 aliases.


Scarab Sages

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Hey all,

I wanted to share my Warforged conversion. Its partly custom work and partly using the Advanced Race Guide. It works out to be an advanced raced (23-25ish points, give or take depending on how you view my changes to the construct sub-type). It is not expected to be a common type of race at all, and was created as a monk though i tried to make the Living Construct subtype flexible to accommodate other variants. I view them in the world as artifacts and one-off rarities. Hand crafted for specific purposes.

(Living Construct sub-type)
+2 Strength, +2 Intelligence, -2 Charisma: Warforged are built for strength and learn quickly but have a hard time interacting with others.

Medium: Warforged are medium sized creatures, gaining no bonus or penalty based on size.

Normal Speed: Warforged have a base speed of 30 ft.

Low-Light Vision: Warforged can see twice as far as normal in conditions of dim light.

Darkvision 60 Feet: Warforged can see in the dark up to 60 feet.

Immunities: Sleep-Effects, Fatigue, Exhaustion, Sickness, Poison, Disease, Bleed and Non-Lethal Damage. Warforged to not grow tired or suffer from "organic" frailties.

Shut-Down: A Warforged that is reduced to 0 or fewer HP auto-stabilizes and shuts down. It will not reactivate until repaired to positive HP.

Cannot Heal Naturally: Warforged cannot heal damage naturally and receive only 50% effect from divine healing. They receive full benefits from Mend and Make Whole however and the use of the Craft Construct feat.

Crafted Body: Warforged are crafted from strong but mundane elements. As such, they are affected by spells that manipulate such elements. Warforged take damage from spells such as Heat/Chill Metal and are repelled by Repel Metal/Stone/Wood. Spells such as Stone Shape or Warp Wood slow a Warforged as per the Slow spell, but otherwise do not harm them.

Resist Ability Damage: Warforged are never permanently harmed by ability drain. All ability damage is treated as temporary and heals at a rate of 1D6 per 24 hrs. Furthermore, if a stat is ever reduced to 0, the Warforged shuts down as if reduced to 0 HP but are not destroyed. Healing happens naturally, but the Warforged does not reactivate until all damage to the stat is healed.

Protected Mind: Warforged are immune to Charm and Compulsion effect, but not to other mind affecting spells such as Illusions or Fear.

Singular Body: Warforged can only be raised from the dead if their body is available. Should a Warforged be destroyed, at least 65% of his original body must be used in repair/reconstruction. This repair must be completed by someone with the Craft Construct feat as if creating a new construct. Then the spell to call his soul back from beyond may be cast normally. Should his body be disintegrated, nothing short of Wish may bring him back from death.

Tireless: Warforged do not need to breathe, eat, or sleep unless they want to gain some beneficial effect from one of these activities. This means that they may still drink potions or eat food to benefit from their effects and can sleep in order to regain spells, but neither activity is required to survive or stay in good help.

Hardened Body: Being made of hardwood, stone, and metal provides the Warforged with a +2 to Natural Armor.

*edited for typos*