![]() However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.Īs a living construct, a warforged can be raised or resurrected.Ī warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.Īlthough living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells. ![]() He is unconscious and helpless, and he cannot perform any actions. When his hit points are less than 0 and greater than –10, a warforged is inert. ![]() He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. A warforged with 0 hit points is disabled, just like a living creature. Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.Ī warforged responds slightly differently from other living creatures when reduced to 0 hit points. ![]() A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). The creature takes 2d6 points of damage from the spell (Reflex half save DC 14 + caster’s ability modifier). The iron in the body of a warforged makes him vulnerable to rusting grasp. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.Īs living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs.ĭamage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.Ī warforged cannot heal damage naturally. Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities. Unlike other constructs, a warforged does not have low-light vision or darkvision. Unlike other constructs, a warforged has a Constitution score. Traits: A warforged possesses the following traits. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.įeatures: As a living construct, a warforged has the following features.Ī warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A multiclass warforged’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Bonus Languages: None.įavored Class: Fighter. Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.Ī warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.Īutomatic Languages: Common. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. The character must be present for the entire time it takes to enchant him.Ĭomposite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Warforged can be enchanted just as armor can be. This composite 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. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.Ĭomposite Plating: The plating used to build a warforged provides a +2 armor bonus. Starting Racial Traits: +2 Constitution, –2 Wisdom, –2 Charisma Starting Ability Scores (Before Racial Adjustments): 16 Str 14 Dex 14 Con 12 Int 12 Wis 10 CHA Warblade 6 6 known 4 Readied Maneuvers 2 Stances Known Game Rule Components Stances & Maneuvers ![]()
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