Sep 02, 2010 Re: Warforged prestige class 3.5 Originally Posted by tyckspoon From an optimization standpoint it's pretty bad, with a base chassis that doesn't stand out in anything (3/4 BAB, only one good save, d8 HP, 4 skill points which at least work on a reasonably good set of class skills) and class features that are basically negligible. Feb 23, 2010 Natural Slam Attack: Warforged basically get 1 extra melee attack (at a -5 penalty) every turn that they can make a full attack (which should be every turn, if you know what you're doing). 3.5 - Warforged why ever play one? 3.5 5th edition advice bard build build advice character advice class cleric d&d d&d 5e dm help dnd dnd 5e druid. Aug 01, 2011 Hello everybody, I was thinking of creating a warforged psychic warrior for Dnd 3.5 and, since I know you all love building characters so much, would like to ask you for help. The idea behind this character is that his powers look more like mechanical abilities than psionic ones. Like when I cast the power 'Skate', little wheels pop out beneath my feet. Second Slam: Warforged, base attack bonus +6: Gain second slam attack: Races of Eberron: Silver Tracery: Warforged': Natural weapons are treated as silvered; +1 bonus on Fortitude saves against spell effects' Races of Eberron: Spiked Body: Warforged: Body spikes deal piercing damage while grappling: Races of Eberron: Unarmored Body: Warforged. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood. Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the.
Warforged
(Eberron Campaign Setting, p. 20)Attributes
Size: | Medium |
---|---|
Base speed: | Land 30 |
Strength: | +0 |
Intelligence: | +0 |
Dexterity: | +0 |
Wisdom: | −2 |
Constitution: | +2 |
Charisma: | −2 |
Level adjustment: | +0 |
Space: | 5feet |
Reach: | 5feet |
Automatic languages: | Common |
Description
Warforged appear as massive humanoids molded from a composite of materials—obsidian, iron, stone, darkwood, silver, and organic material—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.
![3.5 3.5](https://vignette.wikia.nocookie.net/eberron/images/a/a5/Warforged_3.png/revision/latest/top-crop/width/360/height/360?cb=20140211160354)
Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. Mtg deal three dmg to each creature. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways. The warforged themselves seem unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience. How to convert dmg into iso with poweriso.
Unique among constructs, warforged have learned to modify their bodies through magic and training. Many warforged are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another.
Dnd 3.5 Warforged Feats
Combat
![3.5 3.5](/uploads/1/2/5/3/125374126/895050500.jpg)
Racial Traits
- Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
- Features: As a living construct, a warforged has the following features.
- A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
- Traits: A warforged possesses the following traits.
- Unlike other constructs, a warforged has a Constitution score.
- Unlike other constructs, a warforged does not have low-light vision or darkvision.
- Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- A warforged cannot heal lethal damage naturally.
- Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage 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. 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.
- The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). 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.
- A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. 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.
- As a living construct, a warforged can be raised or resurrected.
- A 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 hero's feast or potions.
- Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
- Features: As a living construct, a warforged has the following features.
- +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
- Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
- Warforged base land speed is 30 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 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. 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 5% 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.
- 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.
- A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
- Automatic Languages: Common. Bonus Languages: None.
- Favored Class: Fighter. A multiclass warforged's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Hello everybody,
I was thinking of creating a warforged psychic warrior for Dnd 3.5 and, since I know you all love building characters so much, would like to ask you for help. The idea behind this character is that his powers look more like mechanical abilities than psionic ones. Like when I cast the power 'Skate', little wheels pop out beneath my feet. This is purely a fluff thing and will in no way influences the mechanics (for example, psionic/spell resistance will still apply).
I have some basic ideas in mind and am looking for some feedback and advice to make this character more useful to the rest of the party, both in and out of combat. If somebody has awesome fluff ideas, please share those too, like what a certain psionic power could look like in mechanical/robot form.
Please take in mind that this character is only level 7 and will probably never reach beyond level 12, so builds that only become useful with a level 20 capstone ability are not really worth it here. Also, I'm quite limited in books to use, owning only: PHB, DMG, MM, Expanded psionics handbook, Eberron campaign setting, Secret's of Xen'drik, Player's guide to Eberron, and Sharn: city of towers.
Alright, let's get going. We're using standard point buy, so I had the following set-up in mind: STR: 15, DEX: 10, Con: 13, INT: 10, WIS: 14, Cha: 6. The Warforged wisdom penalty really hurts me here, but I think this is an ok spread. I could put the 4th level attribute point in STR, and the 8th level.. maybe CON? Probably also buying a +2 WIS item, to help with the power points.
As for feats, there are 2 I definitely want: Adamantine body (easy damage reduction) and Shocking Fist (from player's guide to eberron, page 151). Shocking fist allows me to inflict x damage (up to my BaB) to myself and deal xd4 electricity damage with my slam attack. I think this feat fits the fluff perfectly and can be used extremely well with the power Vigor.
As for other feats, I don't really have a clue what's important. I was looking at powerfull charge (may be useful with the power expansion) but I don't know only going for more damage is smart.
Powers are not yet decided either. I was looking at:
Vigor (Looks great, can be used with shocking fist),
Expansion (for the tanking aspect and occasional grapple, and this looks more useful than grip of iron),
Body adjustment (warforged are a pain to heal otherwise),
Animal affinity (always useful),
Levitate (some out of combat use, plus it could look like a jetpack which is frickin awesome)
..And that's pretty much it. I am wondering what the smartest way to go here is: should I mostly rely on my slam attack and pick powers supporting that (for instance, metaphysical claw) or is it smarter to just wield a weapon/armblade? I can't use shocking fist with a weapon, but I don't know if it is smart relying on slam for my main attacks?
Also, what items should I buy? Something to support my slam attack? And is using a shield a smart idea?
Thanks in advance for anyone helping me with this!