| Warriorking9001 |
I've been trying to take the Warforged and... Not convert it since someone else has done that, but add some things to it to allow a wider variety of things. Here's what I have so far, and... any suggestions?
https://docs.google.com/document/d/1xhFCqyGMg137kI_WZdbwMGG4izhLRagIWJN4fiy oOMM/edit?usp=sharing
| Warriorking9001 |
Strange.. have it directly then.
Inspiration Source (and where many of the rules for this come from, this is more just adding onto it than anything else.): http://pf-eberron.wikidot.com/races:warforged
Racial Traits
Ability Score Racial Traits: Warforged are fast learners and extremely durable, but were created with little sense of personal identity. They receive +2 Con, +2 Int, -2 Wis and -2 Cha.
Type: Warforged are monstrous humanoids with the half-construct subtype. They do not breathe or sleep, do not need to eat, and receive a +2 racial bonus on saving throws against disease, mind-affecting effects and poison.
Size: Warforged are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Warforged have a base speed of 30 feet.
Languages: Warforged begin play speaking Common, and do not gain any bonus languages from possessing a high Intelligence score.
Focused Training: Warforged gain one skill of their choice as a class skill.
Light Fortification: Whenever a sneak attack or critical hit is scored against a warforged, there is a 25% chance that the extra damage is negated and damage is rolled normally.
Tireless: Warforged are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.
Plating: At 1st level a warforged receives a suit of masterwork light or medium armor for free, which cannot be sundered or removed. Due to its integration with the warforged's body, the plating's maximum Dex bonus is increased by 1 and its armor check penalties are reduced by 1. Plating is considered weightless for determining the warforged's encumbrance. Regardless of the type of armor it is based on, plating is constructed of the same materials as the rest of the warforged's body and thus may not be constructed of special materials (unless you select the Advanced Construction feat at 1st level). Plating may be enchanted as magic armor, though the warforged must be present at all times during the process.
Natural Weapons: Warforged have a slam attack that deals 1d4 points of damage.
Artificial Metabolism: Warforged are immune to necromancy effects and regain only half the normal hit points from magical healing, unless they affect constructs (such as the make whole spell) or originate from the warforged itself. The warforged still gains full benefit from fast healing.
Composite Body: Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.
Darkvision: Warforged can see perfectly in the dark up to 60 feet.
Alternate Racial Traits
Body Double: Rather than combat, the warforged was created to resemble a specific creature of the same size category. He gains a +10 racial bonus on Disguise checks made to impersonate that creature. If the warforged has Plating he appears to be wearing normal armor, though it cannot be removed. Some warforged of this type are capable of sleeping, though they do not require it. This ability replaces Light Fortification.
Integrated Weapon: One of the warforged's hands is ‘replaced’ by a weapon (Switching between a weapon and hand is a swift action similar to drawing a weapon), which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon (if using Kirthfinder rules you gain Martial proficiency with it, or Exotic proficiency if you already gain martial proficiency through a class). If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. If it is a double weapon then both of the warforged's hands gain this changing ability. Unlike his plating, the warforged must purchase this weapon normally at 1st level. This ability replaces Natural Weapons.
Jaws of Death: The warforged has a bite attack that deals 1d6 damage and has a critical threat range of 20/x3. This ability replaces Light Fortification and Natural Weapons.
Prototype: The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.
Psiforged: The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatterand similar effects. This ability replaces the normal warforged bonus to Constitution.
Sphereforged: Similar to Psiforged warforged, Their bodies are designed with intricate arcane circuitry that allows them to more easily channel magical energy. This gives them Basic Magical Training Feat as a bonus feat. When a Sphereforged takes a level in a favored class, he may choose to gain an additional spell point in place of a hit point or skill rank. In addition, he may use his Constitution score in to determine bonus spell points instead of his casting modifier if it is higher to determine his bonus spell points if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatterand similar effects. This ability replaces the normal warforged bonus to Constitution.
Second Slam: The warforged gains two slam attacks rather than one. This ability replaces Light Fortification and Natural Weapons.
Scout Model: The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim. This ability replaces Focused Training.
Juggernaut: The Warforged is considered a hulking beast among even his own kind. He gains +2 Strength and gains the ability to wield weapons one size category larger than norma (This also counts his unarmed strikes and natural attacks as though he were one size larger). This replaces the standard bonus to Intelligence that warforged gain, as well as Focused Training.
Trained Fist: The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Natural Weapons.
Favoured Class Bonuses
Alchemist
Add +1/2 to bomb damage.
Aegis
Add +1/4 to the warforged's armor bonus from his astral suit.
Barbarian
Add +1/2 to damage against Constructs and objects.
Fighter
Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.
Gunslinger (Gun Tank archetype)
The gunslinger gains +1/3 points of grit.
Magus
Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus, but counts as it for Prerequisites once you reach +4 or higher)
Paladin
The paladin gains +1/3 DR/adamantine.
Tactician
Add +1/4 to the tactician's strategy daily uses.
Spheres of Power and Spheres of Might FCBs
Armiger
The armiger gains +1/6 of a new armiger prowess
Blacksmith
Gain +1/6 of a smithing insight
Sentinel
Gain +1/3 DR/adamantine
Technician
Gain +1/4 of an improvement for one case of Improved Weapon, Improved Suit, Improved Armor, Improved Shield, Improved Crossbow, or Improved Firearm, But only when using your integrated plating or integrated weapon (see alternate racial traits) (Example: An warforged with adamantine full plate as its integrated plating could gain extra improvements on its integrated armor).
Conscript
Add +1 to the conscript's CMD when resisting a bull rush or dirty trick.
Scholar
Add +1/2 points of damage to the damage dealt by your flashbangs.
Striker
Gain +1/3 virtual talent in an unarmed sphere for the purposes of determining the damage of your unarmed strikes.
Armorist
?
Elementalist
?
Hedgewitch
+1/4 bonus to Fortitude saving throws.
Mageknight
Gain +1/6th of a bonus combat feat.
Thaumaturge
Choose 1: Increase the duration of Empowered Defense by 1/4th of a round. Increase the duration of Empowered Offense by 1/4th of a round.
Symbiat: ?
Warforged Feats
A warforged may treat warforged feats as combat feats whenever it is convenient to do so. For instance, a warforged fighter could select a warforged feat as one of his bonus feats. Also some new feats are introduced in this document, and some minor edits to other rules will be mentioned.
1: Returning weapon acts very differently (mostly because the Returning property works differently in my own homegames, Returning weapon no longer takes an entire round to return, but instead returns in short time, and if you can catch your weapon you can even use it for iterative attacks.
2: New ideas?
Warforged Archetypes
Forgemaster. (Armorist)
Those souls created by the forge obviously have some magic within their metallic hides, so what happens when they learn to use it?
Protean Plate: Rather than bind multiple weapons and suits, you change the nature of your own plating. When you bind equipment or use Summon Equipment, you instead rearrange the abilities your own armor has. They can only bind their armor plating, but gain the ability to have it take the shape of any armor they might desire, and can change the abilities of your plating as a standard action by spending a spell point. This replaces bound and summoned equipment.
Quick change: Reduces the time it takes to rearrange your armor as per the quick summons ability. This modifies quick summons
Forgemaster’s Perfection: it no longer costs a spellpoint to rearrange your plating. This replaces infinite arsenal