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Surrealistik
2014-02-06, 01:15 PM
Reforged (Warforged subrace)
Reforged are the salvaged remains of the fallen, rebuilt into semi-constructs.
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Average Height: As reforged race.
Average Weight: As reforged race + 25%.
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Ability Scores: +2 Constitution and +2 Strength or any non-Constitution ability incremented by your Reforged race.
Size: As Reforged race.
Speed: The lesser of 6 or your Reforged race.
Vision: As Reforged race.
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Languages: As reforged race.
Skill Bonuses: +2 Endurance, +2 to a skill incremented by your Reforged race if any.
Reforged: Select a non-undead, non-construct, non-living construct race. You are considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites in addition to being a Warforged.
Steel and Sinew: You are a living construct. You do not need to do one of the following: eat and drink (counts as one choice), breathe or sleep. You never make Endurance checks to resist the effects of starvation, thirst or suffocation as appropriate for these selections. All other conditions and effects affect you normally. If you do not need to sleep, when you take an Extended Rest you instead enter a state of inactivity for 4 hours to gain its benefits. While in this state you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Warforged Resilience: You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
Reforged Racial Power: Choose a starting encounter racial power from your Reforged race. You expend your Warforged Resolve racial power when you use it and vice versa, and when you regain use of one, you regain use of the other.
Warforged Resolve: You have the Warforged Resolve power:

Warforged Resolve - Warforged Racial Utility
It's difficult to take you down, even while you're faltering.
Encounter * Healing
Minor Action - Personal
Effect: You gain a number of temporary hit points equal to 3 + one-half your level, and make a saving throw against one effect on you that deals ongoing damage. If you are bloodied you can also regain hit points equal to this amount.


Racial Feats (Warforged race is a prerequisite in all cases. You must also be a living construct; sorry Revenants):
Heroic:
Iron Flesh
Prerequisite: Steel and Sinew racial feature
Benefit: You no longer have to eat, breathe or sleep per your Steel and Sinew racial feature, and you count as having the Warforged Living Construct racial feature.

Reforged Resolve
Prerequisite: Reforged Racial Power racial feature
Benefit: You do not expend your Warforged Resolve racial power when you use the power granted by your Reforged Racial Power feature and vice versa.

Sensory Implants
Prerequisites: 13+ Wisdom or training in Perception
Special: You cannot take this feat if you already have Blindsight from it. You can otherwise take this feat any number of times.
Benefit: You gain a +2 racial bonus to Perception. If you have Normal vision, you now have Low-Light vision. If you have Low-Light vision you now have Darkvision. If you have Darkvision, you now have Blindsight 1.

Dermal Plating
Benefit: You have resist all 1, and resist all 3 against ongoing damage. This resistance stacks with all resistance other than itself. This resistance increases to 2 and 6 at level 11+ and 3 and 9 at level 21+.

Warforged Recovery
Benefit: When you use your Second Wind during combat, you may also use your Warforged Resilience racial power as part of the same action. If your Warforged Resilience racial power is already expended, and you have taken no other non-Free Actions this turn, you may regain a use of it. If you do, you cannot take any non-Free Actions until the start of your next turn.

Reinforced Body
Prerequisites: 15+ Constitution or training in Endurance
Benefit: You ignore damage from attacks that target a non-Will defense which miss you. Whenever you would be critically hit, you may make a saving throw. On a success, the critical hit becomes a normal hit. Whenever you make one of these saving throws, you may use your Warforged Resolve racial power if it's not expended. If you do, the saving throw is an automatic success.

Supplemental Servos
Prerequisite: Dex 13+ or training in Thievery
Benefit: Once per round you can retrieve and/or stow an item or weapon as a free action. You can both retrieve and stow an item as a minor action.

Greater Warforged Resilience
Benefit: Your racial bonuses to Endurance and on saving throws against ongoing damage each increase to +5. You gain a +2 racial bonus to Death Saving Throws, or a +5 racial bonus to Death Saving Throws while your Warforged Resilience racial power isn't expended.

Mechanized Immunity
Benefit: You gain resist poison equal to 5 + half your level, and are immune to diseases your level or lower. You gain a +2 racial bonus to Endurance checks and saving throws against poison effects and disease progression and exposure, or a +5 racial bonus to them while your Warforged Resilience racial power isn't expended.

Adaptive Targeting
Prerequisites: 13+ Wisdom or training in Perception
Benefit: Whenever you miss a target of your attack, you gain a cumulative +1 bonus to attack rolls and Perception checks made against that target until you hit that target, until the end of the encounter or until you make an attack which doesn't include that target. The total bonus to attack rolls granted in this way cannot exceed +2 or your Wisdom modifier, whichever is greater. This limit increases by +2 per tier beyond the first.

Integrated Multitool
Prerequisites: 13+ Dexterity or training in Thievery
Benefit: You gain a +2 racial bonus to Thievery checks and always count as having Thieves Tools equipped. Once per round, you can make a Thievery check that's normally a Standard Action as a Minor Action.

Warforged Resurgence
Benefit: Your Warforged Resolve racial power gains the following in its Effect line: "You may make a saving throw to end an enemy effect on you with a conditional duration, even if that effect doesn't normally end on a save. If you are bloodied, you can make up to two of these saving throws and you may stand from prone as a Free Action."

Damage Control
Prerequisites: 15+ Constitution or training in Endurance
Benefit: After you take damage from an enemy, your resistance to all types of that damage (including untyped damage) increases by 2 (even if you have no resistance to those types) until the end of your next turn. At level 11+ it increases by 4. At level 21+ it increases by 6. The total increase in resistance gained in this way cannot exceed 6 or your Constitution modifier + half your level, whichever is greater.

Instinctive Resolve
Prerequisite: Warforge Resolve Racial Power racial feature
Benefit: You can use your Warforged Resolve power as an Immediate Interrupt whenever you would take damage or as No Action during your turn while you're dying.

Paragon:

Surrealistik
2014-02-06, 01:29 PM
Reserved for expansion.

Surrealistik
2014-02-06, 01:38 PM
Reserved for expansion.