New Dragonblooded Warforged Feats (Draconium)
Yeah this one is a stretch, but I just liked the idea too much not to make it and Expanded Dragonblood did have Dragonblood templates for Earth Elementals, a Bloodline , half-dragon types and some draconic feats.
Hoardforged Body [Warforged]
Your body is made from draconium, or in layman terms gold that was part of a dragonís hoard for long enough that it became infused with a portion of its arcane prowess due to its long slumber there upon. Your composite plating is lighter and thinner allowing for armor to be worn over it, but it is sturdy with a draconic hardness. Its magic hungry nature disrupts the static magic of normal enchantments, but it can absorb gold and gems to gain additional magical energy. Unfortunately it is slightly magnetized towards magic increasing your vulnerability therein.
Prerequisites: Warforged, 1st level only.
Benefit: You gain the dragonforged subtype. The armor bonus from your composite plating becomes a Natural Armor bonus and it does not count as armor in any way allowing you to use armor or a robe over it, access class features that require no armor, and it no longer has an arcane spell failure chance. However you can no longer normally enchant your composite plating, as it absorbs the enchantment into itself, instead any spellcaster capable of Crafting Wondrous Objects can through a 1 hour ritual which requires a store of gold or gems imbue it with a metamorphic enchantment, the gold and gems fusing with your body. Each day you may choose the nature of this enchantment by spending 30 minutes in meditation and it remains fixed thus for 23.5 hours after which it fades and you may meditate to reset its enchantments once more (until it fades you cannot change them).
Having this metamorphic enchantment placed usually has a minimal cost besides the gold used to imbue your body directly (typically 30 GP/CL of the mage who infuses it, but it is simply the cost to get a wizard to spend an hour of their day helping you) and you can add additional gold at any time with a second ritual. However the maximum total value of your metamorphic enchantment is based upon your character level as shown on the table below (it also follows the formula of 150 x Character Level^2). The list of abilities, and the amount of your Metamorphic Enchantment for the day that they cost is also listed below.
Spoiler: Metamorphic Enchantment value and benefits
Level Max Metamorphic Enchantment Value 2nd 600 3rd 1350 4th 2400 5th 3750 6th 5400 7th 7,350 8th 9,600 9th 12,150 10th 15,000 11th 19,150 12th 21,200 13th 25,350 14th 29,400 15th 33,750 16th 38,400 17th 43,350 18th 48,600 19th 55,350 20th 60,000
+1 Competence bonus to Skill(s): 100 GP per Skill.
+2 Competence bonus to Skill(s): 400 GP per Skill.
+3 Competence bonus to Skill(s): 900 GP per Skill.
+4 Competence bonus to Skill(s): 1600 GP per Skill.
+5 Competence bonus to Skill(s): 2500 GP per Skill.
+2 Enhancement bonus to Ability Score(s): 4000 GP per ability.
+4 Enhancement bonus to Ability Score(s): 16,000 GP per ability.
+6 Enhancement bonus to Ability Score(s): 36,000 GP per ability.
Enchantment on all Natural Weapons: GP cost of said enchantment on a manufactured weapon x 1.5.
+1 Enhancement bonus to Natural Armor: 2000 GP
+2 Enhancement bonus to Natural Armor: 8000 GP
+3 Enhancement bonus to Natural Armor: 18,000 GP
+4 Enhancement bonus to Natural Armor: 32,000 GP
+5 Enhancement bonus to Natural Armor: 50,000 GP
+1 Deflection bonus to AC: 2000 GP
+2 Deflection bonus to AC: 8000 GP
+3 Deflection bonus to AC: 18,000 GP
+4 Deflection bonus to AC: 32,000 GP
+5 Deflection bonus to AC: 50,000 GP
+1 Resistance bonus to Save(s): 500 GP for 1 save, or 1000 GP for all saves
+2 Resistance bonus to Save(s): 2000 GP for 1 save or 4000 GP for all saves
+3 Resistance bonus to Save(s): 4500 GP for 1 save or 9000 GP for all saves
+4 Resistance bonus to Save(s): 8000 GP for 1 save or 16,000 GP for all saves.
+5 Resistance bonus to Save(s): 12,500 GP for 1 save or 25,000 GP for all saves.
Energy Resistance 5: 4000 GP per energy type.
Energy Resistance 10: 12,000 GP per energy type.
+10-ft Enhancement bonus to Speed: 3000 GP.
Improve flight maneuverability by 1 grade: 12,000 GP
However this hoardforged body is not without its disadvantages. You suffer a -1 penalty to all saving throws against Spells and Spell-like Abilities as the mystically resonance picked up by the dragonís gold pulls magic into you.
Magnetized Draconium [Warforged]
You are able to consciously increase the magic attracting properties of your hoardforged body.
Prerequisites: Warforged, Hoardforged Body, Spellcraft 3 ranks.
Benefit: When a creature adjacent to you is targeted by a non-touch, non-personal spell you may spend an immediate action to change the target to you. If the spell had multiple targets and you were already one of them you receive any damage (or healing) from the spell twice and must make any saving throw twice, but stacking limitations generally prevent most other effects from doubling. This has no effect on area spells.
When a spellís area includes you, or is adjacent to you, and it is does not originate from a fixed point (the caster, a previous target of the spell, etc) you may, as an immediate action, attract its center towards you. The center of the spellís area shifts 5 ft straight towards you.
Special: This feat is a supernatural ability.
Draconium Circuit [Warforged]
Your Draconium body magnifies your arcane prowess, and works to give you a stronger presence of being.
Prerequisites: Warforged, Draconium body, Arcane Caster level 1+.
Benefit: You gain +2 Charisma, in addition you gain a +1 to your caster level when casting arcane spells with a saving throw DC based off of your Charisma or when using invocations.