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Admiral Squish
2008-03-12, 11:39 PM
Warforged Features

In the later days of the last war, a new technology was developed to make the warforged more efficient, and capable of different tasks. The process involves attaching the new features to the completed bodies of the war forged troops before the magical life-energies were infused into the bodies. The creation forge, as it turns out, can’t tell the difference between what’s add-on and war forged, as long as they‘re all the same material. Warforged features are difficult to design, and difficult to attach in time. There were many mistakes before they were completed, and just as these last troops were ready for the front-lines, the Treaty of Thronehold made them free.

Low-profile features:
Some features are low-profile, meaning one must succeed a DC 30 spot check to notice them, or a DC 25 search check, and to identify them as warforged features it takes another DC 20 knowledge (engineering) check.

A warforged gains access to these features through levels in Warforged Paragon. The class is detailed as follows:

Warforged Paragon:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|1|2|0|2|Warforged Feature
2nd|2|3|0|3|Warforged Feature
3rd|3|3|1|3|Warforged Feature, +2 Constitution[/table]
Warforged Feature: Each level in Warforged Paragon grants one feature off the following list:

Flight
These low-profile features appear as oddly-placed flaps or patches of metal on the warforged’s body. These flaps open with a thought, revealing wedge-shaped metal structures that glow with a blue, arcane light.
Benefit:
As a swift action, a warforged with this feature may take to the air. They can fly at a speed of 60 feet with good maneuverability for a number of consecutive rounds equal to their constitution score x 2, and can safely fly for fifteen minutes each day. Once they reach 10 HD, a warforged can fly without limitation. Treat attacks made while thus airborne as though the attacker were under the effects of a levitate spell. A warforged cannot fly with more than a light load.

Massive frame
This high-profile feature makes a warforged much larger, through the addition of a secondary, expanded layer of plating, held in place with a complicated network of supports and ‘skeletal’ extensions.
Benefit:
A warforged with this feature gains the powerful build racial ability. They also gain a +4 on intimidate checks, and a 10-foot bonus to base land speed.

Distant slam
This feature is low-profile. With an attack, a warforged with this ability can launch their fists, propelled by arcane force on a long length of chain into their target.
Benefit:
A warforged with this feature may make a normal slam attack against any target within 60 ft. Treat their slam as having the throwing and returning weapon properties. The warforged only threatens as normal. This can be used with any one-handed or light piercing weapon.

Somantic plating
This low-profile feature makes a warforged's plating actively channel mystic energies where their mobility is limited.
Benefit:
This feature can only be taken by warforged without the unarmored body feature. It allows the warforged to ignore the arcane spell failure chance associated with composite, ironwood, mithral, and adamantine plating.

Conductive plating
This low-profile feature appears as slightly darker lines in geometric, symmetrical patterns sprawling all across their plating.
Benefit:
A warforged with this feature gains electricity resistance 5, and for one round/day/level, can make all opponents attacking him with a melee weapon made of metal or a natural attack take 1d6 electric damage. This can be distributed as the warforged wishes. He can also make a shocking touch attack that deals one damage for every point of electricity damage negated by his electricity resistance in the last 24 hours, or since he last used the touch, whichever is shorter. This attack has a damage cap of the twice the warforged's ECL.

Scanning eyes
This feature makes a warforged’s eyes glow blue instead of the usual green when using the feature.
Benefit:
A warforged with this feature can use the ‘assess opponent’ usage of the sense motive skill (Pg. 102 C. Adv.) as a free action once per round, and always gets a specific category. If you study an opponent for one round, you can learn it’s creature type. For two round, you learn if it has any class levels, and what class they have the most levels in. Three rounds, and you can learn some specific piece of information about them, such as favored combat style, the last spell they cast, or similar, determined by the DM.

Digger claws
Warforged with this feature have long, hooked claws that fold back over their forearms when not in use.
Benefit:
A warforged with this feature gains a burrow speed of 1/2 their land speed, rounded down, and leaves a usable tunnel five feet wide behind them.

Recording eyes
A warforged with this low-profile feature records everything they see, and is thus gifted with a flawless memory.
Benefit:
A warforged with this feature can recall anything seen during it’s operation as a move action. They can make a spot or search check on the mental image, albeit they take a -5 on the search check. Also, as a full-round action they can project a Silent Image of the scene for others nearby. Those nearby can make their own search or spot checks, with the same -5 penalty on search. Using this ability more than three times in a day causes the warforged to take a cumulative -1 penalty on attack rolls for each use over three. This penalty goes away after an hour of uninterrupted rest.

Chest Cavity
A warforged with this low-profile feature can open or close the door an extra dimensional space in their chest with a move action.
Benefit:
The warforged gains an extra dimensional space in their chest, approximately 10x10 in dimensions. Those inside a warforged’s chest cavity have ten minutes of air before they start to suffocate, though the warforged can open the space to refill the air supply. The warforged cannot retrieve items stored in this space themself, it’s too large. The warforged takes no damage from attacks inside the space. A warforged can force an opponent into this space. The warforged first must maintain a hold for a full round, while the space is open, and at the end of that turn the opponent is dragged inside the chest. The warforged controls the temperature, light, and even the appearance of the interior of this cavity to a degree, and these aspects shift according to his will. The temperature cannot be increased or decreased enough to harm the individuals within the space.

Crystals:
A warforged with this features has fist-sized lumps of deep crystal protruding though their plating.
Benefit:
A warforged with this feature is naturally psionic, gaining two bonus power points at first level and a bonus power point at each level after that. They can spend one power point as a free action to add 1d6 points of damage to their slam attack once per round.

Arcane cannon
A warforged with this high-profile feature is missing an arm, instead replacing it with a much larger structure. foot-long crystal bars jut out towards the the shoulder of the warforged, and several similar stones extend even beyond that, crackling nigh-constantly with bolts of purple energy.
Benefit:
As a full-round action, a warforged with this feature can make a ranged touch attack with a range of 60 feet, dealing 2d4 damage. The warforged can take levels in the Cannon-Master PRC to increase the versatility of this weapon.
Cannon-master PRC:
Prerequisites:
BAB: +5
Feats: Point-blank shot
Special: Arcane Cannon feature

Hit Dice: 1d8
Skill points: 4+int modifier
Class skills: Same as previous class (player's choice, if more than one.)
BAB: Full
Fort save: Good
Reflex Save: Poor
Will save: Poor
1st level: +10 range, +1d4 cannon damage
2nd level: +2d4 cannon damage
3rd level: +10 range, +1d4 cannon damage, cone shape
4th level: +2d4 cannon damage
5th level: +20 range, +1d4 cannon damage, Ultrablast

Range: The arcane cannon's range increases by ten feet at 1st and 3rd levels, and by twenty at fifth.
Cannon damage: The arcane cannon of a warforged with this class becomes more potent, adding one dice ever odd-numbered level, and two dice every even level.
Cone shape: every 1d4 rounds, a warforged can change a normal blast of their arcane cannon into a cone of half the length of the beam, requiring a DC 20 reflex save to halve the damage, rather than a ranged touch attack.
Ultrablast: Three times per day, a warforged can change a normal blast into an ultrablast. An ultrablast increases each die of the arcane cannon's damage to a d10, and deals the damage to everything in a 150-foot line, fifteen feet wide. This requires a DC 25 reflex save to halve the damage.

Sensor array:
This high-profile feature sticks out the back of the warforged's head.
Benefit:
A warforged with this feature gains a +5 competence bonus on search, spot, and listen checks. They also gain blindsense out to thirty feet.

Eyes of Destruction
This low-profile feature produces a glowing green beam to the target when in use.
Benefit:
A warforged with this feature can fire a pair of searing beams from their eyes to immolate their target. This is a ranged touch attack with a range of 60 feet that can be used as a free action once per round. This attack deals 1d4 points of fire damage. The target must succeed on a DC 10+warforged's HD or catch on fire of 1d3 rounds, dealing another 1d4 each round. The duration of the flames overlaps, rather than stacking.

Hidden Plating
This low-profile feature appears as odd, shallow grooves all over the plating and through the fibers. of the warforged.
Benefit:
A warforged cannot take this feature without the mithral or adamantine body feats. As a swift action, the mithral or adamantine plating retracts into the grooves or comes out again, weaving thin bands of material into a hard, basketlike covering of mithral or adamantium. While the plating is retracted like this, the warforged suffers none of the armor check penalty, speed penalty, or spell failure associated with the feat, however he retains the max dex bonus to AC, and doesn't gain any of the armor bonus when thus retracted.

Emotive Features
This high-profile feature makes the warforged's facial feature less static, and capable of a wider range of expressions. This also includes modified eyes to aid with interaction.
Benefit:
A warforged with this feature gains a +4 bonus to Diplomacy, Bluff, Gather Information, Intimidate, and Handle Animal. The warforged can also see subtle heat gradations on humans. On humanoids, monstrous humanoids, and giants, the warforged gains another +2 bonus to these checks, and can tell generally what emotion the subject is experiencing.
---------------------------------
Yes, a lot of these could be warforged components, but I think this is better, flavor-wise. Anyway, good? Bad? Ugly? You decide!

Xefas
2008-03-12, 11:55 PM
I haven't read them all thoroughly, so I may have more to say later, but first impressions...

Very few of these are worth +1 LA. No two of these are worth +2 LA. Don't even start on +3 LA for 3.

Distant Slam for instance. Why not just buy a ranged weapon? Similar damage, most likely better distance, and just as easy to enchant with stuff.

Conductive Plating also needs a cap as to how much its "Shocking Touch" can deal. With a simple weapon of "shock" or similar, the Warforged could easily nudge himself for electricity damage every round (which is then absorbed) for a couple hours and then touch attack for hundreds of damage all at once. Any BBEG you sent after them within 24 hours of any downtime whatsoever would be in serious danger...

Admiral Squish
2008-03-13, 12:01 AM
Which is why I asked for help. I know these aren't all worth +1, but I couldn't think of anything else. If you can help come up with a system, that's dandy.

But you can't deny the sheer joy of being able to say 'rocket fist' whenever you attack.

Yes, there is potential for cheese, there, but I'm trusting any SANE DM to put a reasonable limiter on uber-cheese-tastic players.

Edit: I think that was the fastest reply to a homebrew of mine I've ever had.

Stycotl
2008-03-13, 01:14 AM
some of these are real cool. i don't like the penalty to attack for using the recording eyes, especially on an ability that potentially raises la.

speaking of which, maybe say, any two of these are worth +1 la. or just give a system that does any 3 or 4 for +2 la. call it a template or something.

DracoDei
2008-03-13, 01:31 AM
First thoughts:

Cap the shocking touch at ECLx2?

I couldn't help but think "Jump Jets" when I read the first one... which is a PLUS...

When do the penalties to attacks go away with the recording eyes?

As long as you are mucking around with vision, why not throw low-light and darkvision in as options, perhaps with bonuses to spot and search to make it balance out to +1 LA? Or even literal eyes on the back of the head for 360 degree vision?

Mithral Body or even Adamintine Body that has no spell failure?

Just give them reach instead of throwing and returning on slam attacks... that way they can use it with weapons (piercing only?) and it doesn't become obsolete... but make it NOT increase their threatened area maybe?

Admiral Squish
2008-03-13, 12:50 PM
Added a feature for spell failure, made the features in 'packages' of two for +1 LA apeice, capped the damage on the shocking touch, put in a bit on how to eliminate the penalty on the eyes, and fixed the rocket fists.

I'm debating some sort of senor array that would give you five feet of blindsense and bonuses to search, spot and listen.

SoD
2008-03-13, 01:01 PM
One option would be to say that for xgp, they can be added onto a warforged? Or make them a feat, like the adamantine body, unarmoured warforged, or whatever?

Admiral Squish
2008-03-13, 01:39 PM
I considered, at different times, making them both items and feats. With feats, many of these would be overlapped by armor feats, forcing people to choose if they want to be, say, big, or have armor. They'd never be used, because you NEED armor as a warforged.
As items, they made more sense, but then that opened the whole can of worms involving just how many of these could be so overlapped. On top of that, many of these would require being added at creation (or they should), due to the integral nature of the parts being modded, and they're worth far more than any 1st-level character has on him.

DracoDei
2008-03-13, 06:45 PM
"Added at creation" is not a ABSOLUTE requirement... as you said yourself, a lot of these could be components...
Also remember that just because something would have to be installed at creation DOESN'T mean that you can only have one of those feats, or that it can't be modeled with a GP cost greater than 200 or whatever... just make it understood that these would only be availible in campaigns starting at higher than ECL 1 (which is already true) and replace all references to "Only availible at first level" with "Only available during character creation".

Reptilius
2008-03-13, 08:55 PM
Perhaps they could be added later, but it would be expensive, difficult, and possibly hella painful. It'd be like one of those strange fantasy surgical processes, such as someone having sword blades implanted in their arms.

SilentNight
2008-03-13, 10:39 PM
This is epic win. I love the warforged and this just made them beyond cool. One question, what are the speed and manueverability(spelling?) on the flight feature?

Ninjalitude
2008-03-14, 08:58 AM
I have one for a high profile Feature

Arm Cannonthink "Megablaster"
one of this preticular warforged's arem seems to have some hind of thing attached to it, closer inspection reveals that the warforged has no arm, but instead a crystal-pocked contraption that ends in a circular iron dish with crystals pointing towards the center

By some creation of arcane energy the mages who made these warforged instilled a very potent arcane weapon into their creations, at the cost of the warforged's hand.

The cannon holds enough charges = to x3 the warforged's HD and regains charges at the rate of half the warforged's HD (rounded up) every round.
As a Standard action the warforged may release the charges in one of 3 ways

Ray: By using the energy inside the cannon a warforged fires a focussed beam at the target.
this is a 100 foot touch attack that deals the warforged's HD in 1d4+1 and uses up half the warforged's HD in charges (rounded up)
Ex a level 5 warforged finds himself in a long-range position and so he fires a ray off, he has 5 charges at the time because he had 5 HD so the laser uses up 3 charges and deals 5d4+5 damage.

Cone: This firing way uses a lot the energy stored in the cannon temporarily, but sense it replenishes so quickly this method is still effective.
By using the warforged's HD in charges (usually all) the warforged can fire off a 30 foot cone that deals 1d6+1 damage per charge used. The DC to avoid is 15 + the warforged's HD.

MEGABEAM!1!!!1!! By charging the Cannon for 5 consecutive rounds the warforged is able to expel a massive 15 foot around, 100 feet long, beam that does enough to obliterate almost anything. This beam does damage = to 3 x the warforged's HD in 1d6+1 per HD. After the Megabeam the cannon is inoperable for the rest of the day (or until the warforged has some significant rest).

thevorpalbunny
2008-03-14, 11:13 AM
To Ninja:
Two things: the HDx3 charges is unnecessary. The same could be simulated by having the costs be 1, 2, 6, with a max of 6 charges.
The other thing is, this is really powerful. At minimum it is magic missile cast as wizard of your HD at will. If they use the cone or megabeam options, it is even more powerful. With good use, this is (1d6+1) damage per level for the first two rounds and 1d4+1 damage per level after that. At low levels, this is worth at least 1 LA unless I'm way off. At higher levels it is less powerful, but still really damn good.

Admiral Squish
2008-03-14, 12:09 PM
I have one for a high profile Feature

Arm Cannonthink "Megablaster"
one of this preticular warforged's arem seems to have some hind of thing attached to it, closer inspection reveals that the warforged has no arm, but instead a crystal-pocked contraption that ends in a circular iron dish with crystals pointing towards the center

By some creation of arcane energy the mages who made these warforged instilled a very potent arcane weapon into their creations, at the cost of the warforged's hand.

The cannon holds enough charges = to x3 the warforged's HD and regains charges at the rate of half the warforged's HD (rounded up) every round.
As a Standard action the warforged may release the charges in one of 3 ways

Ray: By using the energy inside the cannon a warforged fires a focussed beam at the target.
this is a 100 foot touch attack that deals the warforged's HD in 1d4+1 and uses up half the warforged's HD in charges (rounded up)
Ex a level 5 warforged finds himself in a long-range position and so he fires a ray off, he has 5 charges at the time because he had 5 HD so the laser uses up 3 charges and deals 5d4+5 damage.

Cone: This firing way uses a lot the energy stored in the cannon temporarily, but sense it replenishes so quickly this method is still effective.
By using the warforged's HD in charges (usually all) the warforged can fire off a 30 foot cone that deals 1d6+1 damage per charge used. The DC to avoid is 15 + the warforged's HD.

MEGABEAM!1!!!1!! By charging the Cannon for 5 consecutive rounds the warforged is able to expel a massive 15 foot around, 100 feet long, beam that does enough to obliterate almost anything. This beam does damage = to 3 x the warforged's HD in 1d6+1 per HD. After the Megabeam the cannon is inoperable for the rest of the day (or until the warforged has some significant rest).

Okay, I can work with this.

as a full-round action at will, the warforged can make a ranged touch attack with a range of 100 feet, dealing 1d4 damage/level of the warforged.

every 1d4 rounds, the warforged can make the ray into a cone attack that deals the same damage in a 50-foot cone.

3/day, the warforged can fire a megablast, a 150 foot, 15 foot wide line that deals 1d10 damage/level of the warforged, and takes a full-round action to fire. DC 10+warforged's HD reflex save for half damage.

How's that sound?

Ascension
2008-03-14, 03:30 PM
Oh, these are quite fun.

Some thoughts on particular packages...

Bender from Futurama: Rogue with distant slam (for the extending arms... although he'd be better served by a mage hand-like effect) and chest cavity (for obvious reasons).

Almost any non-flying super-robot: Barbarian with distant slam and massive frame.

Darth Vader (yeah, yeah, I know, he wouldn't be Warforged): Gish with somatic plating, adamantine armor, and massive frame. Alternatively scanning eyes instead of massive frame.

I must say, though, that I'm disappointed by the lack of heat vision/laser eyes.

jagadaishio
2008-03-14, 03:51 PM
How's that sound?

It is still way too powerful. Consider how much damage the Warlock's blast would deal at a given level, or how much damage a rogue's sneak attack damage does. 1d4/level/round averages out to be 2.5/level/round, or 50/round at level 20. On the other hand, a sneak attack can deal 1d6/2 levels/round, or an average of 3.5/2 levels/round, the same thing as 1.75/level/round. That's an average of 35 damage/round at level 20.

Even for LA+1, this is still more powerful than the rogue's sneak attack. This is just way too much.

Admiral Squish
2008-03-14, 03:57 PM
It is still way too powerful. Consider how much damage the Warlock's blast would deal at a given level, or how much damage a rogue's sneak attack damage does. 1d4/level/round averages out to be 2.5/level/round, or 50/round at level 20. On the other hand, a sneak attack can deal 1d6/2 levels/round, or an average of 3.5/2 levels/round, the same thing as 1.75/level/round. That's an average of 35 damage/round at level 20.

Even for LA+1, this is still more powerful than the rogue's sneak attack. This is just way too much.

The disadvantage is the warforged can do nothing else that entire round, and provokes AoOs while firing. A rogue can dance around the battlefield while sneak attacking. I'll cut down the range to make it more dangerous to use in combat, and I might impose some sort of Dex penalty for having one 'true' arm.

DracoDei
2008-03-14, 05:35 PM
No Dex. penalty... Legs are still good, so the AC is still the same, but you can forget about 2 handed weapons, and shields would have to be specially modified and the GM might limit it to bucklers and small shields, with the explanation that a large one would be in the path of the cone and the mega-beam. Penalties to most craft skills, climb (if allowed at all), Open Lock, Disable Device, Tumble etc. would be in order... other than that it is a case where "Rule 0" gets some light exercise.

Admiral Squish
2008-03-14, 05:53 PM
How about a penalty to dex-or-str-based skills, no two-handed weapons, and bucklers/light shields only?

jagadaishio
2008-03-14, 10:48 PM
Such penalties would certainly help balance it, but the fact of the matter is that the warforged can do this damage every single round. A rogue has to feint or weave into tactical flanking positions to get in a sneak attack. What I'm really saying is that this is much too potent to be a racial feature or a weapon. This is something which you would see as the central element of a class focusing on ray attacks.

I would keep its damage at a certain constant (2d4?) and bringing in a 3-5 level prestige class which opens up new options and more damage for a warforged with this feature. They would gain +1d4 for each odd level and +2d4 for each even level of the prestige class, meaning their total damage would be 6d4 at the end of the three level prestige class and 9d4 at the end of the five level one. Slap in the cone option at the third level of the prestige class and the ultra blast at the fifth level.

I think that this would be balanced, since this gives them 9d4 damage every round forever. It would be in a cone every 1d4 rounds. A magic tool and a class representing the training to use it to its true potential. It would be the spiritual sibling to the juggernaut and the reforged.

Admiral Squish
2008-03-14, 10:56 PM
That seems like a really good idea, and a relatively simple one, even. I'll start on that right away. It'll probably just be a footnote on that feature, though, since I'm not sure it's worth making another thread.

In the meantime, any comments on the other features I added? We have heat beams, and a sensor array.

jagadaishio
2008-03-14, 11:22 PM
That seems like a really good idea, and a relatively simple one, even. I'll start on that right away. It'll probably just be a footnote on that feature, though, since I'm not sure it's worth making another thread.

In the meantime, any comments on the other features I added? We have heat beams, and a sensor array.

Remember those mood rings that they used to have everywhere? The ones that would change colour according to body heat? I'm thinking something thematically similar, where the warforged can see an individual's emotional aura. This would probably grant them a +4 bonus to all social skill checks, maybe higher.

Spring-loaded or pneumatic compression systems. So that a warforged could squeeze smaller, giving them slight build, and allowing them to absorb some damage from a fall. Subtracting a certain distance from the fall or cutting the effective fall distance in half or something.

Retractable armor made of cords of woven metal sticking out from the fibers of the body. They would allow the warforged to switch back and forth between unarmored and their normal plating's statistics as a swift action. Cords of adamantine suddenly flowing across the body or ribbon-thin layers of fine mithral blooming from a decorative chest piece and wrapping across the body.

Feet which can be used as hands. They would be required to keep one leg on the ground to stand and would need a balance check to do anything while on one leg. They would get either an added bonus to manual dexterity checks, get a free hand to replace an unusable one, or make an attack with it at big penalties, depending on what the situation requires.

That's what comes to mind for now.

Admiral Squish
2008-03-15, 12:08 AM
I'm thinking thermal-eyes would fit the bill for that. Swift action switches between the two. Sixty-foot vision, but you can't see detail while in that mode. It could also reveal some invisible creatures, and allow some limited tracking. Seems complicated, but good.

I dunno. It's a lot easier to make something mechanical bigger than it is to make something smaller.

That would be the most awesome visual EVER.

That just seems a little silly. Maybe? It would definitely be a bonus to climb checks.

Admiral Squish
2008-03-15, 02:56 AM
Added the ribbon-armor and the social-bonus features.

jagadaishio
2008-03-15, 12:57 PM
I just want to be sure of this, but the arcane cannon is about turning a warforged into rockman, right?

Admiral Squish
2008-03-15, 03:17 PM
No, for that you just need a vaguely re-flavored armbow.

Ioth
2008-03-19, 01:22 PM
hmm seems like this could be easily balanced out by making them feats that work like adamantine or mithral body, or warforge components like the ones in the eberron campaign setting.
All you would need is to put requirments on them for feats and prices on them for components.

Admiral Squish
2008-03-19, 07:13 PM
hmm seems like this could be easily balanced out by making them feats that work like adamantine or mithral body, or warforge components like the ones in the eberron campaign setting.
All you would need is to put requirments on them for feats and prices on them for components.

Yes, I know, we've been over this before, earlier in this same thread. And as I said before, there's problems with both of those.

For feats, the warforged already uses up his first-level feat to get some sort of modified plating. If I made them feats they;d never be used, because you need what few feats you have for the basic ones, like power attack, metamagic, whatever your class demands. You don't have enough feats to spare to get the cool rocket punch ability. Plus, you can't just 'grow' a feature like this mid-adventure, and if I made it first-level only then they'd be used even less.

For features, I could probably figure out the spells needed, but the pricing system needs a lot of help and I'm not nearly experienced enough to come up with a worthwhile and balanced cost for these. Plus, they'd be rather too expensive for low-levels, which is largely when they'd be useful.

Level20Commoner
2008-03-20, 02:58 AM
I usually make it a point not to use abbreviations or slang in my forum posts, but I feel I must in this instance or my brain will surely explode:

Rocket Punch FTW!

With that out of my system, it would be a neat addition if the rocket punch modification allowed the warforged character to use his hand like a high-powered grappling hook (ala batman) or perhaps, make the hand completely detachable and give it the ability to be loosed to fight an opponent on its own like a 'dancing weapon'. It doesn't sound impressive at first, but if the detached hand had a decent fly speed, I see definite possibilities of it being useful. That being said, I think you have too lightly dismissed the possibility of these upgrades/mods being a matter of gps and spells. I agree with you that feats are not the way to go, but a level adjustment is like a club-foot on a character, which is why there is so much reluctance to accept them willy-nilly. If you are having hang-ups about the fluff of, "how are these upgrades/mods being added to the character?," then consider requiring the supervision/participation of an artificer/spellcaster, preferably of the gnomish persuasion. Kudos on your submission.

Ioth
2008-03-21, 04:40 AM
I guess you're right, the thing about them being grafted into the them later doesn't work because then we are at the same point of no one has the time to give them a price and a proper spell requirement for the caster.

however a good way to make them wanted is to give these features a +2 bonus on certain stats according to what they do. Example, the massive frame would give +2 to strength and flight would give +2 to Dexterity. Although I admit some are hard then others to find ability scores that directly suit them.

Level20Commoner
2008-03-21, 05:09 AM
I guess you're right, the thing about them being grafted into the them later doesn't work because then we are at the same point of no one has the time to give them a price and a proper spell requirement for the caster.

however a good way to make them wanted is to give these features a +2 bonus on certain stats according to what they do. Example, the massive frame would give +2 to strength and flight would give +2 to Dexterity. Although I admit some are hard then others to find ability scores that directly suit them.

I think you may be on to something there. Since we have already determined that level adjustments are too harsh of a drawback for the upgrades/mods, perhaps a character wanting to add an upgrade/mod would have to take a level in 'construct' and be denied some aspect of having a level in construct. To clarify, taking a level in a monster type, usually gives you increased Bab, Hp, Saves, etc., but rather than receiving all or even any of those benefits, you can may instead choose to upgrade yourself with one or more of the Admiral's designed features.

Admiral Squish
2008-03-21, 01:08 PM
Hmm... A level in construct wouldn't quite work, since that comes with all those construct traits. However, we can give living construct some features. So, you can, instead of buying these with LA, you buy them with RHD.

But living construct comes with no features. Let's say 1d8 HD, good fort and will, and 3/4 BAB for it? One level comes with two features.

I don't like the ability mods, because these aren't really changing anything except themselves. The jets don't intermesh with your neural net to make you faster, somehow, they're just jets that got installed on top of the warforged base. Besides, with the +2 abilities, you run into a more expensive, and slightly overpowered territory.

Solaris
2008-03-21, 01:25 PM
Racial paragon class. Three levels, d10 or d8 HD, full or average BAB, good Fort and Will saves, easy on the skills (2 or 4 + Int per level), and gaining one of these features per level as the class feature. Not sure what the +2 bonus to the stat would be at the third level, though; maybe determined by one of the warforged features it picked up.

Level20Commoner
2008-03-22, 04:19 AM
Racial paragon class. Three levels, d10 or d8 HD, full or average BAB, good Fort and Will saves, easy on the skills (2 or 4 + Int per level), and gaining one of these features per level as the class feature. Not sure what the +2 bonus to the stat would be at the third level, though; maybe determined by one of the warforged features it picked up.

While the Admiral should have the final say on the matter, I think he would agree with me when I say:

By Jove, I think he's got it! Bloody Brilliant, Brother Solaris.

GoC
2008-03-22, 10:15 AM
This is pretty cool. I like all of them except rocket punch.

Solaris
2008-03-22, 11:21 AM
While the Admiral should have the final say on the matter, I think he would agree with me when I say:

By Jove, I think he's got it! Bloody Brilliant, Brother Solaris.

Thank ye kindly.

Danu
2008-03-22, 01:19 PM
The idea of high profile and low profile features is actually quite interesting, but it's difficult to balance all of these equally. I'm sure once you decide on the right track for the base mechanic, straightening all of these up will be a breeze.

To throw in my own two cents, I think you should make a base feat that can be only taken at first level, but _not_ like mithral/adamantine body. At first level you may only select the Low Profile feat, which opens up the low profile items to you. With this feat you can select two low-profile features.

When you first take them they're rather pathetic, but you can upgrade them by direct exchange of XP, something like a Kensei does. Each feature has a specific number of levels/stages/tiers, and once you expend enough experience you achieve the next tier of your feature and it becomes slightly more powerful.

At mid-game (6th-9th level) your warforged can select a high-profile feature which is thematically linked to the low-profile feature. Essentially the low-profile feature "evolves" into a more powerful high-profile version.

It's similar to the legacy item feats, or even the Ancestral Weapon feat from BoED, except it's warforged specific.

Hadrian_Emrys
2008-03-22, 03:06 PM
I'm fixated on the concept of both Massive Frame and Digger Claws for a Warforged monk. I'd name him Bugs.

Level20Commoner
2008-03-24, 01:29 AM
To throw in my own two cents, I think you should make a base feat that can be only taken at first level, but _not_ like mithral/adamantine body. At first level you may only select the Low Profile feat, which opens up the low profile items to you. With this feat you can select two low-profile features.
When you first take them they're rather pathetic, but you can upgrade them by direct exchange of XP, something like a Kensei does. Each feature has a specific number of levels/stages/tiers, and once you expend enough experience you achieve the next tier of your feature and it becomes slightly more powerful.
It's similar to the legacy item feats, or even the Ancestral Weapon feat from BoED, except it's warforged specific.

Some people have suggested feats already, but the problem with making the features available as feats (or even a single feat) is that it takes the already difficult process of character optimization and makes it that much more difficult. Gps and XP, notwithstanding their ready availability, are a resource that a practical adventurer must spend very carefully, lest he not have the proper tools for his job (of killing everything he sees). The mechanic of your idea does have merit, however. A tier system (based on how high-profile, i.e. how powerful a feature is) limiting which abilities are available at which levels would add a nice bit of flavor for the warforged paragon Prc that Solaris suggested.

Atticus Bleak
2008-03-24, 03:17 AM
Just 2 little things. 1. The psionic one is identical a subrace (in magic of ebberon) called "psiforged." you become a psiforged by taking a very similar to that one. I like the idea myself

2. They had a neat rendition of your chest compartment thing in one of the last Dragon's, but yours is actually a little better.

Other than that, great!

Canaan Beth
2008-03-24, 04:26 AM
I don't like the one that allows for complete ignorance of ASFC (Arcane Spell Failure Chance) for a single level, that's a pretty nasty ability. In other words, there's no biological equipment, and since being a wizard (or sorcerer) is the best way to overcome the "oh by the way, it's a bitch to heal you" part of being a warforged...

Well, I do like the idea of these things in general, but I think that there's something more important that you're inching towards addressing, and that is that there should be some kind of construct creation guidebook.
You have your base construct traits, which are worth level adjustment XX (or living construct, which are inherently balanced +O, though maybe only once the warforged RA's are considered..)
and from there you have a list of optional abilities, with an equation to scale to HD.

Tell me if this makes sense to you other folks, frankly, I can tell I'm not getting my point across as accurately as I could be.

I suppose what I'm trying to say is that I want variable constructs from 1st to nth level, and not just IRON GOLEM: MUST BE LEVEL 17 TO CREATE (or whatever it is)

Illiterate Scribe
2008-03-24, 08:53 AM
I have an important and relevant question.

Can you use the armcannon to rocketjump?

Level20Commoner
2008-03-26, 04:46 AM
I don't like the one that allows for complete ignorance of ASFC (Arcane Spell Failure Chance) for a single level, that's a pretty nasty ability. In other words, there's no biological equipment, and since being a wizard (or sorcerer) is the best way to overcome the "oh by the way, it's a bitch to heal you" part of being a warforged...

Well, I do like the idea of these things in general, but I think that there's something more important that you're inching towards addressing, and that is that there should be some kind of construct creation guidebook.
You have your base construct traits, which are worth level adjustment XX (or living construct, which are inherently balanced +O, though maybe only once the warforged RA's are considered..)
and from there you have a list of optional abilities, with an equation to scale to HD.

Tell me if this makes sense to you other folks, frankly, I can tell I'm not getting my point across as accurately as I could be.

I suppose what I'm trying to say is that I want variable constructs from 1st to nth level, and not just IRON GOLEM: MUST BE LEVEL 17 TO CREATE (or whatever it is)

I completely agree with you! If the DMG can have a huge, complicated section on how to make your own custom traps, I wish they would include a comparable section detailing custom made constructs. And it should definitely not require a special feat to make constructs either says I. That is what the Profession (Architecture and Engineering) skill is for.

Cieyrin
2008-03-26, 05:20 PM
I would agree on making a Warforged Paragon to mete out these features would definitely be a good alternative to LA, since that's what these features scream to me as being the epitome of what being Warforged means. For a capstone ability score boost, I'd go with Constitution, since I see that as the ability that epitomizes Warforged: hard to destroy.

Either that or you may want to consider the LA reduction system in Arcana Unearthed to deal with the LA costs, which I find works out fairly well any way you look at it with LA'd races, since you'll eventually obsolete the powers you gain for the LA, so paying it off seems to work fairly well in my eyes.

SilentNight
2008-03-26, 11:10 PM
I too suggest a paragon prestige class. Allow them to pick one feature each level with CON as the capstone.

Admiral Squish
2008-03-26, 11:20 PM
Lotta votes for racial paragon levels. Arright, I'll draw it up, put it in the first post when it's finished.

EDIT: There, it's up.