Pathfinder & Warforged... ?


Homebrew and House Rules

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Sczarni

Ok i'm totaly new to pathfinder community so is there somewhere a convertion of the warforged race to the pathfinder system?

I love these!

Scarab Sages

I haven't seen anything personally, but I'll give it a crack:

Pathfinder Warforged Racial Traits:
+2 Con, +2 Int, -2 Wis (built tough, machine-like memory, no creativity)
All other traits remain unchanged.
Can choose any class as favored class.

Pathfinder Warforged Scout Racial Traits:
+2 Dex, +2 Int, -2 Str (built for speed, machine-like memory, small size)
All other traits remain unchanged.
Can choose any class as favored class.

{In Pathfinder all races gain +2 to a physical and a mental stat and -2 to one stat, except human-based which gain +2 to any one stat. The warforged are not overly powered compared to other PRPG races, so they don't need the double penalties. I figure a machine will have a higher Int than normal, but may lack perception of the real world (except the scout version).}


Vaahama wrote:

Ok i'm totaly new to pathfinder community so is there somewhere a convertion of the warforged race to the pathfinder system?

I love these!

There is a forum here specifically for conversions of 3.5 material in the pathfinder community section.

In my games we went with +2 Strength, +2 Constitution, -2 Wisdom for attribute bonuses and kept rest the same. Check out the conversion forums for more info on their other racial traits.


Jal Dorak wrote:


Pathfinder Warforged Racial Traits:
+2 Con, +2 Int, -2 Wis (built tough, machine-like memory, no creativity)
All other traits remain unchanged.
Can choose any class as favored class.

Pathfinder Warforged Scout Racial Traits:
+2 Dex, +2 Int, -2 Str (built for speed, machine-like memory, small size)
All other traits remain unchanged.
Can choose any class as favored class.

{In Pathfinder all races gain +2 to a physical and a mental stat and -2 to one stat, except human-based which gain +2 to any one stat. The warforged are not overly powered compared to other PRPG races, so they don't need the double penalties. I figure a machine will have a higher Int than normal, but may lack perception of the real world (except the scout version).}

This. I did it this way as well. As it brings them in like the PF standard and fits the race as for the Int being higher. Well they have 2 months at creation or so when they pick things up an an alarming rate. This is how your 2 year old warforged knows so much. They go though a time upon creation where they can pick up or learn anything in days, if not hours.

I felt that this would carry over a bit.


They get a +2 con, +2 to any score except constitution (this can also be used to negate the wis or cha penalty) -2 wis -2 cha

I know this does not follow the pattern of a +2 overall to stats, but their immunities more than make up for it, IMHO. I have never had a harder time being killed as a player or killing a pc as when they were a warforged.

I don't allow the +4 to con for what may be a balance reason. I will try it out later and I may change it but right now it seems like the right thing to do.


wraithstrike wrote:

They get a +2 con, +2 to any score except constitution (this can also be used to negate the wis or cha penalty) -2 wis -2 cha

I know this does not follow the pattern of a +2 overall to stats, but their immunities more than make up for it, IMHO. I have never had a harder time being killed as a player or killing a pc as when they were a warforged.

I don't allow the +4 to con for what may be a balance reason. I will try it out later and I may change it but right now it seems like the right thing to do.

Well the balancing factor is supposed to be the fact that they receive only half the healing from healing spells and effects. However, strategic players often have ways around this by stocking up on repair damage spells. Warforged artificers and arcane spellcasters do this all the time, but a warforged barbarian or fighter doesn't have that luxury.

Warforged are immune to normal poisons and disease, and this often means that they aren't challenged the same way as the fleshy races. But there is no reason why they wouldn't be susceptible to their own debilitating conditions. Instead of disease, what if they were infected by wood-rotting funguses? or a super corrosive lichen that starts to weaken their stone components?

They are particularly vulnerable to specific spells as well. Rusting Grasp and heat/chill metal for example. They are immune to paralysis but they can be held at bay by repel wood or repel wood and stone.

Granted its pretty much an advantage that most adventure challenges are aimed at races with normal weaknesses, but with a little work you can make sure that your warforged PC's aren't on easy street. In fact it can be really fun to get the short end of the stick and play up weird weaknesses when as a warforged, the Druid antagonist starts handing you an @sswuppin


I believe that Sean Reynolds mentioned on his site that Warforged should probably have been LA +1. In the Eberron games that my group plays, there's always at least one artificer and often more than one Warforged, so there's definitely something fishy going on.

Scarab Sages

Arakhor wrote:
I believe that Sean Reynolds mentioned on his site that Warforged should probably have been LA +1. In the Eberron games that my group plays, there's always at least one artificer and often more than one Warforged, so there's definitely something fishy going on.

I'd agree with that assessment. One reason among several I don't allow them in my games. But in PRPG the warforged is more comparable, and like the Aasimar it can do without a LA.

But don't get me started on Artificers. A wizard with an artificers monacle is bad enough...


Warforged are fine as they are. Just play them as they are written. They might still be a little stronger than the core races.

If you wanted to tweak their abilities I might suggest eliminating some of the benefits they get. Their immunities are quite nice.


Arakhor wrote:
I believe that Sean Reynolds mentioned on his site that Warforged should probably have been LA +1. In the Eberron games that my group plays, there's always at least one artificer and often more than one Warforged, so there's definitely something fishy going on.

I disagree with this. Sure warforged have some advantages, they have almost as many disadvantages. In some games they would be powerful, but so would dwarfs in an underdark game. At the very lest of of the -2's need to go. I also disagree with giving them 2 physical bumps that is a bit much


Dennis da Ogre wrote:

If you wanted to tweak their abilities I might suggest eliminating some of the benefits they get. Their immunities are quite nice.

Not sure how to justify killing any of the immunity's really, other then maybe the one for energy drain


Which part do you disagree with? Sean Reynolds' assessment of the Warforged or my group's party make-up in Eberron? The immunity to energy drain is easily the most gratuitous of their powers.

RPG Superstar 2010 Top 32

The mental ability penalties don't really make them any weaker in that regard, though. It's a lot like the half-orc's penalties; -2 strength is hardly a deterrent for someone trying to build a powerful fighter or barbarian.

If I had designed the warforged I might have given them even more immunities or resistances, but then I wouldn't have given them a con boost either. They would primarily be "the construct race", and their imperviousness to so many human weaknesses would be what they had going for htem.


Arakhor wrote:
Which part do you disagree with? Sean Reynolds' assessment of the Warforged or my group's party make-up in Eberron? The immunity to energy drain is easily the most gratuitous of their powers.

Nah your party is fine. Although if they re playing so many warforged, tailor events to that, lord of the blade agents should target them as should anti-warforged groups. It plays into the setting.

I do not find a warforged to powerful myself. They have alot of drawbacks. Most of the immunity's often do not come up. Not being able to heal and taking half heal from healing spells is a big deal.

RPG Superstar 2010 Top 32

It should be noted that most healing in Pathfinder is group healing (channel energy), at least at low and mid levels. Even if the cleric prepares repair spells, the warforged won't get healed as much as everyone else.

As you gain levels, one caster or another can keep a repairing wand right beside his CLW wand, and this is less of an issue (except in-combat).


yep I had that issue pop up in a savage tide game round went like this

Warforged fall down at -1
Cleric channel heal 4 points, warforged healed 2
warforged hit at -4
cleric channel 6 points!, warforged healed 3

Was kinda funny up/down/up/down the whole fight, the healing thing hurts alot at low level

Scarab Sages

I don't see the healing as a drawback at all. In fact, they get full healing from Repair spells and half healing from Cure spells. So, in fact, they have *more* options for healing. And since they don't need to sleep, they can repair themselves over night, getting the same (or better) effects as natural healing. They can't bleed out, either. I've played a lot of Eberron. My opinion is that Warforged are easily a LA +1. They have no significant weaknesses and an array of immunities--can't drown, can't suffocate, can't be poisoned. But they can still benefit from potions, Heroes Feast, etc. Anyway, I love the race. From a game-world perspective, they're awesome. They are just far too easily abused. (And yes, the energy drain is totally gratuitous.) I wouldn't import them as is into Pathfinder, though I haven't seen the Aasimar yet to compare.

Liberty's Edge

I had a warforged ftr 9/warforged juggernaut 5 with an artificer cohort in an Eberron campaign we ran once. I really think he should have had an LA.

Wizards still soil themselves that the thought of him coming for them...

;)

RPG Superstar 2010 Top 32

Having "more options for healing" is not a benefit. If they could gain the full benefits of channel energy or cure wounds, no one would ever need to prepare repair spells. If most casters tended to have repair spells anyway (for whatever reason) then you would have a point.

Also, this may be a nitpick, but it's almost impossible to "abuse" an immunity. Whether or not a warforged gets to use most of his benefits is up to the DM, not him.

The only way to abuse an immunity is if, say, you cheese out your barbarian rage (on one round, off the next) because you're immune to fatigue.

(Edit: are repair spells sor/wiz as well as clr? Sorry, I don't own any of the Eberron books and it's been awhile since I've read them. If that's the case, then being affected by them would indeed be a benefit, though not enough to outweigh your resistance to channel energy and similar inconveniences)


houstonderek wrote:

I had a warforged ftr 9/warforged juggernaut 5 with an artificer cohort in an Eberron campaign we ran once. I really think he should have had an LA.

Wizards still soil themselves that the thought of him coming for them...

;)

Most of the horror prob came from the PRC, which to be fair is evil :)

Liberty's Edge

seekerofshadowlight wrote:
houstonderek wrote:

I had a warforged ftr 9/warforged juggernaut 5 with an artificer cohort in an Eberron campaign we ran once. I really think he should have had an LA.

Wizards still soil themselves that the thought of him coming for them...

;)

Most of the horror prob came from the PRC, which to be fair is evil :)

Yeah, it is.

Definitely "solved" the melee/magic issues though ;)


houstonderek wrote:
seekerofshadowlight wrote:
houstonderek wrote:

I had a warforged ftr 9/warforged juggernaut 5 with an artificer cohort in an Eberron campaign we ran once. I really think he should have had an LA.

Wizards still soil themselves that the thought of him coming for them...

;)

Most of the horror prob came from the PRC, which to be fair is evil :)

Yeah, it is.

Definitely "solved" the melee/magic issues though ;)

Its not evil, its simply...eh...um...oh, oh, I know...

Its just misunderstood...

Well, then again, I also say that about Red Dragons, one of whom I'd love to have for a house pet, be great in the non-existant winters we have here in Houston...then again, he'd probably be great at keeping the peace in the neighborhood...

Yeah, ok, I suppose it is evil...but it sure is fun to play one =)


didn't say it wasn't fun. But ya can't use that as the reason ya think WF need a +1 LA. Although under pathfinder they would still be critable

Liberty's Edge

Krigare wrote:
houstonderek wrote:
seekerofshadowlight wrote:
houstonderek wrote:

I had a warforged ftr 9/warforged juggernaut 5 with an artificer cohort in an Eberron campaign we ran once. I really think he should have had an LA.

Wizards still soil themselves that the thought of him coming for them...

;)

Most of the horror prob came from the PRC, which to be fair is evil :)

Yeah, it is.

Definitely "solved" the melee/magic issues though ;)

Its not evil, its simply...eh...um...oh, oh, I know...

Its just misunderstood...

Well, then again, I also say that about Red Dragons, one of whom I'd love to have for a house pet, be great in the non-existant winters we have here in Houston...then again, he'd probably be great at keeping the peace in the neighborhood...

Yeah, ok, I suppose it is evil...but it sure is fun to play one =)

Claudius (my warforged): "Surrender, spellfool!"

Wizard: "Feel the wrath of my Finger of...uh..wtf???"

Claudius: while cleaning his greatsword "Really, should have cast, um, teleport...."

What part of town you in? Have you seen our "Gamer in Houston" thread?

Liberty's Edge

seekerofshadowlight wrote:
didn't say it wasn't fun. But ya can't use that as the reason ya think WF need a +1 LA. Although under pathfinder they would still be critable

Yeah, he'd be a bit less outrageous in PfRPG, but wizards and sorcerers would still pretty much be gnats to him ;)


houstonderek wrote:
Krigare wrote:
houstonderek wrote:
seekerofshadowlight wrote:
houstonderek wrote:

I had a warforged ftr 9/warforged juggernaut 5 with an artificer cohort in an Eberron campaign we ran once. I really think he should have had an LA.

Wizards still soil themselves that the thought of him coming for them...

;)

Most of the horror prob came from the PRC, which to be fair is evil :)

Yeah, it is.

Definitely "solved" the melee/magic issues though ;)

Its not evil, its simply...eh...um...oh, oh, I know...

Its just misunderstood...

Well, then again, I also say that about Red Dragons, one of whom I'd love to have for a house pet, be great in the non-existant winters we have here in Houston...then again, he'd probably be great at keeping the peace in the neighborhood...

Yeah, ok, I suppose it is evil...but it sure is fun to play one =)

Claudius (my warforged): "Surrender, spellfool!"

Wizard: "Feel the wrath of my Finger of...uh..wtf???"

Claudius: while cleaning his greatsword "Really, should have cast, um, teleport...."

What part of town you in? Have you seen our "Gamer in Houston" thread?

Down on the south side of town, Clear Lake area, although I seem to have friends all over. And no, I don't think I've seen the thread...got a linky or do I need to try my (admittedly chaotic) search fu?

I think my favorite time as a warforged was when the DM forgot about the level drain, and ganged up on me with 5 or 6 specters (ok, admittedly, I took being point a little to far, got out of sight of the party in a haunted tomb), they all hit, my happy self being level 10, she just said "Sucks, your dead. What happened to don't split the party?" The look on her face when I said "OH, thats ok, whats the damage? I'm immune to that" Was priceless...especially when I raged and frenzied and mopped the floor with them...all I can say is Ghost Touch is soooooo handy when you really need it...

Liberty's Edge

Linked for your pleasure!

:)


houstonderek wrote:

Linked for your pleasure!

:)

Nifty, thanks.


houstonderek wrote:

I had a warforged ftr 9/warforged juggernaut 5 with an artificer cohort in an Eberron campaign we ran once. I really think he should have had an LA.

Wizards still soil themselves that the thought of him coming for them...

;)

I am running a juggernaught also as an DMPC until I get more players or one of my players decides to run to characters. I am glad none of my players ever had that idea. I chose the juggernaught because I dont want to make another NPC, and I don't cheat for my NPC's so that was the best way I knew to stay alive.


seekerofshadowlight wrote:
didn't say it wasn't fun. But ya can't use that as the reason ya think WF need a +1 LA. Although under pathfinder they would still be critable

You can crit constructs now??!!. They dont even have body parts.

PS: Living body parts I mean, but neither do undead. I will be back when I figure out the correct way to word what I am trying to say.

RPG Superstar 2010 Top 32

I think you've always been able to crit warforged anyway but I could be wrong.

Liberty's Edge

Hydro wrote:
I think you've always been able to crit warforged anyway but I could be wrong.

The warforged juggernaut PrC ended with the character being a full construct for all intents and purposes. I hate to bandy the word "broken" around lightly, but that PrC was/is scary as all get out.

At the second level of the PrC, juggernauts became immune to crits and non-lethal damage.

At third level, they were immune to all mind affecting spells and effects, including phantasms, charm, pattern effects, etc...

At fourth level, they became immune to death and necromancy effects.

At fifth level, immunity to ability damage and ability drain.


@concerro, you may crit anything that has a weak point. Very few things doe not have weak points. Oozes, and things lacking a physical body and pure elemental mostly

@ hydro, the warforged juggernaut became more and more construct and does gain immunity from crits like a full construct. In 3.5 anyhow


houstonderek wrote:
I hate to bandy the word "broken" around lightly, but that PrC was/is scary as all get out.

Take a look see at weretouched master from the same book, had a player at 12th level with 30 str and 32 con with zero buff's , no magic, nothing. add that on top of the other goodys and oh boy fun.

Liberty's Edge

seekerofshadowlight wrote:
houstonderek wrote:
I hate to bandy the word "broken" around lightly, but that PrC was/is scary as all get out.

Take a look see at weretouched master from the same book, had a player at 12th level with 30 str and 32 con with zero buff's , no magic, nothing. add that on top of the other goodys and oh boy fun.

Yeah, that's the difference between FR stuff and Eberron stuff. With the exception of some of the Serpent Kingdom craziness, FR stuff wasn't too insane. Eberron didn't play well with stuff outside of Eberron, really.

Silver Crusade

Pathfinder Adventure Path Subscriber

Warforged have always been crittable due to the fact they are living constructs. They do however benefit from a 25% chance to completely ignore any critical or sneak attack.

I haven't minded having warforged in the game, but they do require special consideration. Complete immunity to poisons, diseases, energy drains and environmental conditions can really make interesting encounters difficult to affect them. It can be difficult if every adventure includes a magnetic room, an electrical anomaly, or disease that specifically target constructs. Particularly if Warforged are considered rarities.

A warforged will almost always pay for a Repair X Damage wands.

Then there's the question of interaction between the Artifice Domain abilities and Warforged. I've ruled that the Damaging effect of the Artificer's Touch has full effect on the warforged (since they have so many other darn immunities).


houstonderek wrote:
seekerofshadowlight wrote:
houstonderek wrote:
I hate to bandy the word "broken" around lightly, but that PrC was/is scary as all get out.

Take a look see at weretouched master from the same book, had a player at 12th level with 30 str and 32 con with zero buff's , no magic, nothing. add that on top of the other goodys and oh boy fun.

Yeah, that's the difference between FR stuff and Eberron stuff. With the exception of some of the Serpent Kingdom craziness, FR stuff wasn't too insane. Eberron didn't play well with stuff outside of Eberron, really.

Oh so true. FR gets much hate, but over all it was balanced ok. Eberron which I like alot ya need to really thing "Do I want to allow this?" Some stuff is really over the top


seekerofshadowlight wrote:
houstonderek wrote:
seekerofshadowlight wrote:
houstonderek wrote:
I hate to bandy the word "broken" around lightly, but that PrC was/is scary as all get out.

Take a look see at weretouched master from the same book, had a player at 12th level with 30 str and 32 con with zero buff's , no magic, nothing. add that on top of the other goodys and oh boy fun.

Yeah, that's the difference between FR stuff and Eberron stuff. With the exception of some of the Serpent Kingdom craziness, FR stuff wasn't too insane. Eberron didn't play well with stuff outside of Eberron, really.
Oh so true. FR gets much hate, but over all it was balanced ok. Eberron which I like alot ya need to really thing "Do I want to allow this?" Some stuff is really over the top

*cough* Planar Shepard *cough*

Yeah...I liked Eberron fluff wise. After I read the base book, I mainly kept up for the fluff...played a warforged once (in Ravenloft at that, nothing like playing fair there) and after we killed that campaign, Ebberon was pretty much banned unless we played an Ebberon game...which we did...once I think...

Sovereign Court

Jal Dorak wrote:

I haven't seen anything personally, but I'll give it a crack:

Pathfinder Warforged Racial Traits:
+2 Con, +2 Int, -2 Wis (built tough, machine-like memory, no creativity)
All other traits remain unchanged.
Can choose any class as favored class.

Pathfinder Warforged Scout Racial Traits:
+2 Dex, +2 Int, -2 Str (built for speed, machine-like memory, small size)
All other traits remain unchanged.
Can choose any class as favored class.

{In Pathfinder all races gain +2 to a physical and a mental stat and -2 to one stat, except human-based which gain +2 to any one stat. The warforged are not overly powered compared to other PRPG races, so they don't need the double penalties. I figure a machine will have a higher Int than normal, but may lack perception of the real world (except the scout version).}

I would give them Favored Class: Fighter since that is what they were built to be. Perhaps allow the scout to choose Rogue.

I have not had a major problem with WF in my Eberron games, although my players tend not to min-max so much. Clearly the race can be abused. Certainly with PFRPG I think that the difference between WF and other races shrinks.

I do think that WF have a distinctively Eberron flavor and so would be a more difficult fit in other worlds. Zobeck has a nice take on the clockwork soldiers which gets away from dragonshards and suchlike...


Godu. In pathfinder all races have any as favored class

Liberty's Edge

DM_aka_Dudemeister wrote:
Warforged have always been crittable due to the fact they are living constructs. They do however benefit from a 25% chance to completely ignore any critical or sneak attack.

Yeah, regular, run of the mill, warforged aren't so bad. Just the Juggernaut PrC. But, if you really want a 3.5 mage killer, there it is in all its glory ;)

Sovereign Court

seekerofshadowlight wrote:
Godu. In pathfinder all races have any as favored class

See, I get a shiny new book and get lost in irrelevant details and scantily clad racial icons, missing the important stuff... sigh!

Silver Crusade

Pathfinder Adventure Path Subscriber
Godu wrote:
Jal Dorak wrote:

I haven't seen anything personally, but I'll give it a crack:

Pathfinder Warforged Racial Traits:
+2 Con, +2 Int, -2 Wis (built tough, machine-like memory, no creativity)
All other traits remain unchanged.
Can choose any class as favored class.

Pathfinder Warforged Scout Racial Traits:
+2 Dex, +2 Int, -2 Str (built for speed, machine-like memory, small size)
All other traits remain unchanged.
Can choose any class as favored class.

{In Pathfinder all races gain +2 to a physical and a mental stat and -2 to one stat, except human-based which gain +2 to any one stat. The warforged are not overly powered compared to other PRPG races, so they don't need the double penalties. I figure a machine will have a higher Int than normal, but may lack perception of the real world (except the scout version).}

I would give them Favored Class: Fighter since that is what they were built to be. Perhaps allow the scout to choose Rogue.

I have not had a major problem with WF in my Eberron games, although my players tend not to min-max so much. Clearly the race can be abused. Certainly with PFRPG I think that the difference between WF and other races shrinks.

I do think that WF have a distinctively Eberron flavor and so would be a more difficult fit in other worlds. Zobeck has a nice take on the clockwork soldiers which gets away from dragonshards and suchlike...

I dunno I am going to be playing Legacy of Fire soon and I can't wait to play a Warforged. I've re-flavoured him as a sort of Brass Man, I'm hoping to turn him into some sort of living lamp. He was found buried in the sand by a team of halfling slaves, repaired and reactivated. Since he was found by slaves he awoke into slavery and will probably be trying to Win His Freedom.

The Warforged can represent any sort of construct PC, a free-willed Golem, a Tin Man, Clockwork Knight, or Animated Armour.

That's the best thing about racial choices, the numbers might be the flour, eggs and milk, but your backstory really represents your flavour. (It's why Drow in my games are just Elves with the serial numbers filed off).


Hydro wrote:
I think you've always been able to crit warforged anyway but I could be wrong.

Yeah you could, but they had 25% chance to negate it. I thought the poster was saying constructs in general are crittable now so the warforged juggernaught would lose his crit or sneak attack immunity.


houstonderek wrote:
Hydro wrote:
I think you've always been able to crit warforged anyway but I could be wrong.

The warforged juggernaut PrC ended with the character being a full construct for all intents and purposes. I hate to bandy the word "broken" around lightly, but that PrC was/is scary as all get out.

At the second level of the PrC, juggernauts became immune to crits and non-lethal damage.

At third level, they were immune to all mind affecting spells and effects, including phantasms, charm, pattern effects, etc...

At fourth level, they became immune to death and necromancy effects.

At fifth level, immunity to ability damage and ability drain.

Warforged as a race are immune to ability drain. The PrC give immunity to ability damage.


seekerofshadowlight wrote:
houstonderek wrote:
I hate to bandy the word "broken" around lightly, but that PrC was/is scary as all get out.

Take a look see at weretouched master from the same book, had a player at 12th level with 30 str and 32 con with zero buff's , no magic, nothing. add that on top of the other goodys and oh boy fun.

You mean like pounce. :)


DM_aka_Dudemeister wrote:

Warforged have always been crittable due to the fact they are living constructs. They do however benefit from a 25% chance to completely ignore any critical or sneak attack.

I haven't minded having warforged in the game, but they do require special consideration. Complete immunity to poisons, diseases, energy drains and environmental conditions can really make interesting encounters difficult to affect them. It can be difficult if every adventure includes a magnetic room, an electrical anomaly, or disease that specifically target constructs. Particularly if Warforged are considered rarities.

A warforged will almost always pay for a Repair X Damage wands.

Then there's the question of interaction between the Artifice Domain abilities and Warforged. I've ruled that the Damaging effect of the Artificer's Touch has full effect on the warforged (since they have so many other darn immunities).

Since UMD can be useful for anyone now(hooray for no cross class skills) I see no reason why a warforged would not take it just to use the wand. All they have to do is get the wand sheathe.

Liberty's Edge

Concerro:

Eberron Campaign Setting, page 23:

"Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects."

This is what Construct Perfection in the PrC removes step by step.

I have the book right next to me ;)


houstonderek wrote:

Concerro:

Eberron Campaign Setting, page 23:

"Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects."

This is what Construct Perfection in the PrC removes step by step.

I have the book right next to me ;)

Thanks. For some reason I combined it with the other immunities. They got a freebie. It wont happen again. :)

Liberty's Edge

concerro wrote:
houstonderek wrote:

Concerro:

Eberron Campaign Setting, page 23:

"Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects."

This is what Construct Perfection in the PrC removes step by step.

I have the book right next to me ;)

Thanks. For some reason I combined it with the other immunities. They got a freebie. It wont happen again. :)

I feel sorry for your warforged players next time they run into a wraith or a wight...

;)

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