Djinn_in_Tonic
2009-06-11, 09:43 PM
Adamant Reinforcement [Warforged]
Your entire body is reinforced with adamantine, rendering your almost indestructible.
Prerequisites: Adamantine Body, Improved Damage Reduction, Improved Fortification, Base Attack Bonus +10, Constitution 17
Benefit: You gain many of the qualities of an inanimate object. Any Damage Reduction (overcome by adamantine) you posses changes to an equal amount of Hardness. Additionally, you take half damage from ranged attacks (siege weapons and the like still do normal damage), as well as fire, and lightning attacks (before applying Hardness), and you take only one-quarter damage from cold attacks (before applying Hardness). Finally, you gain immunity to nonlethal damage.
Fire Within [Warforged]
Your body contains such a heat that flames do nothing but strengthen you.
Prerequisites: Furnace Forged, Base Fortitude save +8
Benefit: You gain immunity to fire. If you are subject to an attack that would deal fire damage, you instead regain 1 hit point per three points of damage the attack would normally deal (before applying fire resistance or Hardness). You get no saving throw against magical attacks that deal fire damage (although you do get saves against any other damage the attack might deal, if applicable).
Armored Inferno [Warforged]
Fire rushes out from between the metal plates of your body, immolating those who would try to bar your path.
Prerequisites: Fire Within, Furnace Forged, Base Fortitude save +8
Benefit: The fire damage dealt by your natural attacks increases from 1 point of damage to 2d6 points of damage. Any creature who grapples you, hits you with a nature weapon, or begins their turn within 5 feet takes 4d6 points of fire damage. Creatures killed by your aura of fire or your natural attacks are instantly reduced to ash as if by the disintegrate spell.
Soul of the Forge [Warforged]
Your animating force is itself a spirit of flame, which can outlast your physical shell.
Prerequisites: Armored Inferno, Diehard, Fire Within, Furnace Forged, Base Fortitude save +10
Benefit: When reduced to -10 Hit Points, you do not die. Instead, your elemental spirit breaks free, turning you into a being of pure flame. In this form, you lose all benefits from any Warforged feats you possess (except for Fire Within, Furnace Forged, and Armored Inferno), and the benefits of all magic items your body was wearing. Your Natural Armor Bonus changes to +3, your type changes to Elemental (fire, living construct), and you gain Cold Vulnerability. Additionally, you regain hit points sufficient to put you at half of your normal hit point total. Finally, all fire damage you deal through the Armored Inferno feat doubles (to 4d6 and 8d6, respectively).
You may remain in this form indefinitely, although if you are killed in Elemental form, you die normally. You may return to your normal form by spending an uninterrupted 24-hour period to reform your Warforged body.
Furnace Forged [Warforged]
The fires of the creation forge still burn in your body.
Benefit: You natural attacks deal an additional 1 point of fire damage. Additionally, you gain Fire Resistance 5.
Living Bastion [Warforged]
Your armor shrugs off blows like water, leaving you impervious to damage.
Prerequisites: Adamant Reinforcement, Adamantine Body, Improved Damage Reduction, Improved Fortification, Base Attack Bonus +15, Constitution 19
Benefit: Whenever a manufactured or improvised weapon (including magic weapons) strikes you, it must make a Fortitude save (DC 10 + ½ your Character level + your Constitution modifier) or shatter instantly, dealing no damage. Additionally, any non-magical manufactured or improvised weapon that has its damage completely negated by your Hardness is treated as if it had failed this saving throw. In both cases, only the ammunition of a ranged weapon is destroyed: the weapon itself remains intact.
Superior Construction [Warforged]
You are the paragon of Warforged construction.
Prerequisites: 1st level only.
Benefit: You gain a number of special abilities based on your character level. See the table below for details.
Special: Your body draws ambient magic from the surrounding area to power itself, causing magic items you carry to cease functioning immediately. These items regain their functionality 1d4 rounds after you have put them down. Spells affecting you have their duration cut in half (to a minimum of 1 round). Finally, a Warforged with Superior Construction cannot take the Vow of Poverty feat, as the value of their body alone is sufficient to immediately disqualify them from the feat.
Table 1-1: Superior Construction Benefits
{table=head]Level|Benefits Gained
1st|+2 to Strength and Constitution, +1 Armor Bonus, Bonus Warforged Feat
2nd|Bonus Warforged Feat, Convert Energy
3rd|Construct Perfection I, Fast Healing 1
4th|+1 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
5th|+4 to Strength and Constitution, +2 Armor Bonus
6th|Bonus Warforged Feat, +1 Resistance Bonus to Saves
7th|Construct Perfection II, Fast Healing 2
8th|+2 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
9th|+3 Armor Bonus, DR 2/adamantine (stacks with existing Damage Reduction)
10th|+6 to Strength and Constitution, Bonus Warforged Feat
11th|Construct Perfection III, Fast Healing 3, +2 Resistance Bonus to Saves
12th|+3 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
13th|+4 Armor Bonus, DR 2/adamantine (stacks with existing Damage Reduction)
14th|Bonus Warforged Feat
15th|+8 to Strength and Constitution, Construct Perfection IV, Fast Healing 4
16th|+4 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
17th|+5 Armor Bonus, +3 Resistance Bonus to Saves, DR 6/adamantine
18th|Bonus Warforged Feat
19th|Construct Perfection V, Fast Healing 5
20th|+10 to Strength and Constutition +5 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component[/table]
Convert Energy
At 2nd level, any time you successfully make a saving throw against a spell or spell-like ability (or a spell or spell-like ability fails to affect you due to any immunities you may possess), you regain hit points equal to twice the level of the spell (with a minimum of 1 in the case of 0th level spells).
Component
At 4th level (and every 4 levels afterwards), you may have 1 additional Warforged Component that functions even when you have it embedded into you.
Construct Perfection I
At 3rd level, you are no longer subject to nonlethal damage or extra damage from critical hits.
Construct Perfection II
At 7th level, you gain immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
Construct Perfection III
At 11th level, you gain immunity to death effects and necromancy effects.
Construct Perfection IV
At 15th level, you are no longer subject to ability damage or ability drain.
Construct Perfection V
At 19th level, you gain immunity to any spell or spell-like ability that allows spell resistance, except those explicitly listed under Warforged Racial Traits. You may, as an immediate action, allow a spell to bypass this immunity (a Warforged targeted by an allies cat’s grace, for example, could choose to allow the spell through. He would then gain the benefits of cat’s grace for the complete duration of the spell).
Your entire body is reinforced with adamantine, rendering your almost indestructible.
Prerequisites: Adamantine Body, Improved Damage Reduction, Improved Fortification, Base Attack Bonus +10, Constitution 17
Benefit: You gain many of the qualities of an inanimate object. Any Damage Reduction (overcome by adamantine) you posses changes to an equal amount of Hardness. Additionally, you take half damage from ranged attacks (siege weapons and the like still do normal damage), as well as fire, and lightning attacks (before applying Hardness), and you take only one-quarter damage from cold attacks (before applying Hardness). Finally, you gain immunity to nonlethal damage.
Fire Within [Warforged]
Your body contains such a heat that flames do nothing but strengthen you.
Prerequisites: Furnace Forged, Base Fortitude save +8
Benefit: You gain immunity to fire. If you are subject to an attack that would deal fire damage, you instead regain 1 hit point per three points of damage the attack would normally deal (before applying fire resistance or Hardness). You get no saving throw against magical attacks that deal fire damage (although you do get saves against any other damage the attack might deal, if applicable).
Armored Inferno [Warforged]
Fire rushes out from between the metal plates of your body, immolating those who would try to bar your path.
Prerequisites: Fire Within, Furnace Forged, Base Fortitude save +8
Benefit: The fire damage dealt by your natural attacks increases from 1 point of damage to 2d6 points of damage. Any creature who grapples you, hits you with a nature weapon, or begins their turn within 5 feet takes 4d6 points of fire damage. Creatures killed by your aura of fire or your natural attacks are instantly reduced to ash as if by the disintegrate spell.
Soul of the Forge [Warforged]
Your animating force is itself a spirit of flame, which can outlast your physical shell.
Prerequisites: Armored Inferno, Diehard, Fire Within, Furnace Forged, Base Fortitude save +10
Benefit: When reduced to -10 Hit Points, you do not die. Instead, your elemental spirit breaks free, turning you into a being of pure flame. In this form, you lose all benefits from any Warforged feats you possess (except for Fire Within, Furnace Forged, and Armored Inferno), and the benefits of all magic items your body was wearing. Your Natural Armor Bonus changes to +3, your type changes to Elemental (fire, living construct), and you gain Cold Vulnerability. Additionally, you regain hit points sufficient to put you at half of your normal hit point total. Finally, all fire damage you deal through the Armored Inferno feat doubles (to 4d6 and 8d6, respectively).
You may remain in this form indefinitely, although if you are killed in Elemental form, you die normally. You may return to your normal form by spending an uninterrupted 24-hour period to reform your Warforged body.
Furnace Forged [Warforged]
The fires of the creation forge still burn in your body.
Benefit: You natural attacks deal an additional 1 point of fire damage. Additionally, you gain Fire Resistance 5.
Living Bastion [Warforged]
Your armor shrugs off blows like water, leaving you impervious to damage.
Prerequisites: Adamant Reinforcement, Adamantine Body, Improved Damage Reduction, Improved Fortification, Base Attack Bonus +15, Constitution 19
Benefit: Whenever a manufactured or improvised weapon (including magic weapons) strikes you, it must make a Fortitude save (DC 10 + ½ your Character level + your Constitution modifier) or shatter instantly, dealing no damage. Additionally, any non-magical manufactured or improvised weapon that has its damage completely negated by your Hardness is treated as if it had failed this saving throw. In both cases, only the ammunition of a ranged weapon is destroyed: the weapon itself remains intact.
Superior Construction [Warforged]
You are the paragon of Warforged construction.
Prerequisites: 1st level only.
Benefit: You gain a number of special abilities based on your character level. See the table below for details.
Special: Your body draws ambient magic from the surrounding area to power itself, causing magic items you carry to cease functioning immediately. These items regain their functionality 1d4 rounds after you have put them down. Spells affecting you have their duration cut in half (to a minimum of 1 round). Finally, a Warforged with Superior Construction cannot take the Vow of Poverty feat, as the value of their body alone is sufficient to immediately disqualify them from the feat.
Table 1-1: Superior Construction Benefits
{table=head]Level|Benefits Gained
1st|+2 to Strength and Constitution, +1 Armor Bonus, Bonus Warforged Feat
2nd|Bonus Warforged Feat, Convert Energy
3rd|Construct Perfection I, Fast Healing 1
4th|+1 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
5th|+4 to Strength and Constitution, +2 Armor Bonus
6th|Bonus Warforged Feat, +1 Resistance Bonus to Saves
7th|Construct Perfection II, Fast Healing 2
8th|+2 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
9th|+3 Armor Bonus, DR 2/adamantine (stacks with existing Damage Reduction)
10th|+6 to Strength and Constitution, Bonus Warforged Feat
11th|Construct Perfection III, Fast Healing 3, +2 Resistance Bonus to Saves
12th|+3 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
13th|+4 Armor Bonus, DR 2/adamantine (stacks with existing Damage Reduction)
14th|Bonus Warforged Feat
15th|+8 to Strength and Constitution, Construct Perfection IV, Fast Healing 4
16th|+4 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
17th|+5 Armor Bonus, +3 Resistance Bonus to Saves, DR 6/adamantine
18th|Bonus Warforged Feat
19th|Construct Perfection V, Fast Healing 5
20th|+10 to Strength and Constutition +5 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component[/table]
Convert Energy
At 2nd level, any time you successfully make a saving throw against a spell or spell-like ability (or a spell or spell-like ability fails to affect you due to any immunities you may possess), you regain hit points equal to twice the level of the spell (with a minimum of 1 in the case of 0th level spells).
Component
At 4th level (and every 4 levels afterwards), you may have 1 additional Warforged Component that functions even when you have it embedded into you.
Construct Perfection I
At 3rd level, you are no longer subject to nonlethal damage or extra damage from critical hits.
Construct Perfection II
At 7th level, you gain immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
Construct Perfection III
At 11th level, you gain immunity to death effects and necromancy effects.
Construct Perfection IV
At 15th level, you are no longer subject to ability damage or ability drain.
Construct Perfection V
At 19th level, you gain immunity to any spell or spell-like ability that allows spell resistance, except those explicitly listed under Warforged Racial Traits. You may, as an immediate action, allow a spell to bypass this immunity (a Warforged targeted by an allies cat’s grace, for example, could choose to allow the spell through. He would then gain the benefits of cat’s grace for the complete duration of the spell).