- Construct (living construct)
- +2 Con, -2 Wis, -2 Cha: Warforged are sturdy, but were created with little sense of personal identity.
- Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Warforged have a base speed of 30 feet.
- 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.
- 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.
- Slam: Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.
- Focused Training: Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.
- Endurance: Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.
- Plating: Warforged bodies are usually fitted with reinforced plating which replicates one type of mundane armor. The choice of whether to fit a warforged with such plating is made at 1st level, after which it cannot be added or removed. The warforged does not need to pay for this plating any more than a human needs to pay for their skin, and it does not count against his encumbrance (though it may still reduce his speed). Due to its integration with its wearer, plating is treated as masterwork armor; in addition its arcane spell failure is reduced by 10% and its Armor Check Penalty by 2, while its maximum Dex bonus is increased by 1. Plating may not be constructed of special materials unless you select the appropriate [Warforged] feat at 1st level, though you may have it enchanted afterwards (the warforged must be present at all times while his body is enchanted).
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.
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. This Disguise bonus is halved if he is reduced to 0 hp. 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, 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 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. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.
- Jaws of Death: The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Light Fortification.
- 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 shatter and 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 Slam and Light Fortification.
- 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, and treats that skill as a class skill for all classes. This ability replaces 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 Slam.
Favoured Class Bonuses
- Add +1/2 to bomb damage.
- Add +1/4 to the warforged's armor bonus from his astral suit.
- The armiger gains +1/6 of a new armiger talent.
- Add +1/2 to damage against Constructs and objects.
- 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.
- 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.
- The paladin gains +1/3 DR/adamantine.
- Add +1/4 to the tactician's strategy daily uses.
Original: Eberron Campaign Setting
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