Warforged/pf
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Racial Traits
- Ability Adjustments: +2 Con, -2 Cha. Warforged are sturdy, but were created with little sense of personal identity.
- Construct (Living Construct): Warforged are living constructs.
- Senses: low light vision, darkvision (60 feet).
- Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
- 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.
Alternate Racial Traits
- 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 Focused Training
- 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 Endurance as a bonus feat, and modifies the Composite Body trait.
- 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.
- Unarmoured Body: Some warforged were created without the normal plating of their kind, whether to be better infiltrators, to avoid impeding spellcasting, or for other reasons. This trait replaces the Composite Plating racial trait.
Favoured Class Bonuses
Alchemist Add +1/2 to bomb damage.
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 The gunslinger gains +1/4 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.
Paladin The paladin gains +1/4 DR/adamantine.