The Warforged Warden
Alignment: Any Neutral
Hit Die: d10
Class Skills (4 + Int)
||Spirit Animal Transformation, Spirit Animal Ability Scores (+4, +2, +0), Warforged Body
||Animal Senses, Track
||Animal Empathy, Speak With Animals
||Spirit Animal Special Ability (Lesser)
||Warforged Armor Enhancement (Lesser), Bonus Feat
||Spirit Animal Ability Scores (+8, +4, +2), Spirit Animal Special Ability (Lesser)
||Spirit Animal Companion
||Spirit Animal Special Ability (Lesser)
||Spirit Animal Special Ability (Moderate), Bonus Feat
||Spirit Animal Ability Scores (+12, +6, +2), Nature's Fury
||Spirit Animal Special Ability (Moderate)
||Spirit Animal Special Ability (Moderate)
||Warforged Armor Enhancement (Greater), Bonus Feat
||Spirit Animal Ability Scores (+16, +8, +4), Spirit Animal Special Ability (Greater)
||Spirit Animal Special Ability (Greater), Master of Beasts
||Scion of Nature
||Spirit Animal Special Ability (Greater), Bonus Feat
Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim, Tumble
Weapon and Armor Proficiency: A Warforged Warden is proficient only in her natural weapons.
Spirit Animal Transformation (Ex): A Warforged Warden, unlike most of her race, possesses an intrinsic connection to the forces of nature. Perhaps she was made this way, or perhaps it is the intervention of a particular god. It could even be something else entirely. Whatever the reason, she has been blessed with an extraordinary gift: the ability to transform. She can turn into a single animal of a specific kind. This is her spirit animal which guides her in life. She can change between her to forms at will as a move-equivalent action that does not provoke attacks of opportunity. Her form is permanent until she changes again, and it is a real, physical alteration. It is not an illusion, not is it magical. It cannot be suppressed or dispelled, and not even True Seeing will reveal anything. Her spirit animal form is as natural to her as her warforged form. If she falls unconscious or dies, she remains in whichever form she was in at the time, and limbs that are cut off also retain their current state. When she transforms, her type is unchanged, and she retains the appearance of whatever armored plating she possesses. Therefore, her spirit animal form looks like a robotic version of the animal. Regardless, animals identify her as a normal animal of that kind, acting just as they would if such an animal were before them.
The available spirit animals are badger, bear, falcon, horse, tiger, snake, and wolf. Warforged Wardens in aquatic environments can also take crocodile, octopus, shark, or whale. These forms each grant different natural weapons (replacing the Warforged's Slam attack) as well as their own special abilities. The Warforged Warden retains all her normal abilities when transformed, provided that her spirit animal form possesses the necessary features to perform such an ability. Each spirit animal possesses it's own movement modes which replace those of the Warforged Warden. These movement speeds are reduced normally if she possesses an Adamantine Body. Lastly, the spirit animal form grants bonuses to her ability scores. Each spirit animal has a primary, secondary, and tertiary ability score that grants +4, +2, and +0, respectively. Every five levels after the first, the primary ability score bonus increases by +4, and the secondary ability score bonus increases by +2. At level six and every five levels thereafter, the tertiary ability score bonus increases by +2. Certain spirit animals are restricted in the types of Warforged armor plating that can be used.
Certain spirit animals are also of a size other than medium. These animals gain additional ability score modifiers on top of the normal ones. Small: +2 Dexterity, Large: +2 Strength, Huge: +4 Strength.
Badger (Any plating): Con (P), Dex (S), Str (T); Medium size; Speed 30 ft, Burrow 10 ft; 2 Claws (1d6) (P), Bite (1d8) (S); Dire Badger's Rage ability (can voluntarily end it with a Will save vs. DC10 + 1/2 level)
Bear (Any plating): Str (P), Con (S), Dex (T); Large size; Speed 40 ft; 2 Claws (1d8) ( P), Bite (2d6) (S); Brown Bear's Improved Grab ability; +4 racial bonus on Swim checks
Falcon (No Adamantine): Dex (P), Con (S), Str (T); Small size; Speed 10 ft, Fly 80 ft (average); 2 Talons (1d4) (P), Bite (1d4) (S); Weapon Finesse as a bonus feat (applicable in Warforged form); +8 racial bonus on Spot checks
Horse (Any plating): Con (P), Str (S), Dex (T); Large size; Speed 60 ft; 2 Hooves (1d8) (P), Bite (1d6) (S); Endurance and Run as bonus feats (applicable in Warforged form)
Snake (Any plating): Dex (P), Con (S), Str (T); Madium size; Speed 20 ft, Climb 20 ft, Swim 20 ft; Bite (1d6); Viper's Poison ability; +4 racial bonus on Hide, Listen, and Spot checks; +8 racial bonus on Balance and Climb checks; can take 10 on Climb and Swim checks even if threatened; can use Dexterity bonus on Climb checks if it is higher; can use the run action while swimming
Tiger (Any plating): Str (P), Dex (S), Con (T); Large size; Speed 40 ft; 2 Claws (1d8) (P), Bite (2d6) (S); Tiger's Pounce ability; +4 racial bonus on Balance, Hide, and Move Silently checks; +8 racial bonus on Hide checks in tall grass or undergrowth
Wolf (Any plating): Dex (P), Str (S), Con (T); Medium size; Speed 50 ft; Bite (1d8) (P), 2 Claws (1d6) (S); Wolf's trip ability; +2 racial bonus on Hide, Listen, Move Silently, and Spot checks; +4 racial bonus on Survival checks when tracking by scent
Crocodile (No Ironwood): Str (P), Con (S), Dex (T); Medium size; Speed 20 ft, Swim 30 ft; Bite (1d8) (P), Tail Slap (1d12) (P); Crocodile's Improved Grab ability; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use the run action while swimming
Octopus (No Ironwood or Adamantine): Dex (P), Str (S), Con (T); Medium size; Speed 20 ft, Swim 30 ft; Arms (1d8) (P), Bite (1d6) (S); Octopus's Improved Grab ability; Octopus's Ink Cloud ability; Octopus's Jet ability; +4 racial bonus on Hide checks; +10 racial bonus on Escape Artist checks; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming
Shark (No Ironwood): Str (P), Dex (S), Con (T); Large size; Speed 0ft, Swim 60 ft; Bite (2d6); Shark's Blindsense ability; Shark's Keen Scent ability; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming
Whale (No Ironwood): Con (P), Str (S), Dex (T); Huge size; Speed 0 ft, Swim 50 ft; Bite (2d6); Orca's Blindsight ability; +4 racial bonus on Listen and Spot checks, suppressed if Blindsight is negated; +8 racial bonus on Swim checks; can take 10 on Swim checks even if threatened; can use run action while swimming
When the Warforged Warden transforms into her spirit animal form, all her equipment merges into her body and returns when she changes back. Any magic items she wore continue granting their benefits, but anything that must be activated to use becomes useless.
A Warforged Warden can speak in her spirit animal form, but, as she lacks hands, she cannot manipulate objects or perform somatic components.
A Warforged Warden possesses the Shapechanger subtype and is immune to polymorphing effects.
Warforged Body: At first level, a Warforged Warden gains a bonus feat from the following list: Adamantine Body, Ironwood Body, Mythril Body, Psiforged Body, Spiked Body, or Unarmored Body
Animal Senses (Ex): A second level Warforged Warden has become more attuned with her spirit animal. While in spirit animal form, she gains Low-light Vision and Scent.
Track: At level two, a Warforged Warden gains Track as a bonus feat.
Animal Empathy (Ex): At level three, a Warforged Warden can understand and communicate with animals on an instinctual level. She gains Animal Empathy as a Druid of her Warforged Warden level.
Speak With Animals (Sp): At third level, a Warforged Warden has grown closer to nature and has started receiving nature's blessing. She can use Speak With Animals as a spell-like ability with a caster level equal to her class level. This ability is usable a number of times per day equal to her Wisdom modifier (minimum 1).
Spirit Animal Special Ability (Ex): At fourth level and every two levels after, a Warforged Warden acquires one special ability chosen from the list of Spirit Animal Special Abilities. She can only select special abilities that are available to her chosen spirit animal. At levels four, six and eight, she gains one lesser ability. At levels ten, twelve, and fourteen, she gains one moderate or two lesser abilities. At levels sixteen, eighteen, and twenty, she gains one greater, two moderate, one moderate and two lesser, or four lesser abilities. At every level that she gains a new ability, she can choose to replace a previously selected one with a different ability of the same level.
Warforged Armor Enhancement (Su): At level five, a Warforged Warden gains an enchantment to her Warforged armor plating from the list of Lesser Armor Enhancements. At level fifteen, she gains an enhancement from the list of Greater Armor Enhancements. She can also choose to replace her lesser enhancement with a different lesser enhancement at level fifteen. These enchantment do not count against her limit for normal armor enchantment unless she takes the Lesser Enhancement Bonus or Greater Enhancement Bonus armor enhancements.
Bonus Feats: At every fifth level, a Warforged Warden gains either a bonus Warforged feat or Fighter Bonus feat.
Spirit Animal Companion: Upon reaching level seven, a Warforged Warden gains the services of an animal companion. The companion acquired is based on her spirit animal. Badger: Dire Badger, Bear: Brown Bear, Falcon: Falcon (Eagle), Horse: Heavy Warhorse, Snake: Medium Viper, Tiger: Tiger, Wolf: Dire Wolf, Crocodile: Crocodile, Octopus: Octopus, Shark: Medium Shark, Whale: Orca. The spirit animal companion advances with the Warforged Warden, gaining additional hit dice, ability increases, and special abilities according to the table Spirit Animal Companion. For the brown bear, tiger, and dire wolf, treat the Warforged Warden as being three levels lower. For the falcon and octopus, treat the Warforged Warden as being three levels higher. If the spirit animal companion ever dies, the Warforged Warden can acquire a new one by performing a ritual that takes 24 hours and costs 100 gp.
Nature's Fury (Sp): By level eleven, a Warforged Warden becomes filled with the power of nature's magic. She can choose three spells of up to 5th level off the Druid spell list. She can now use those spells as spell-like abilities with a caster level equal to her class level. They are each usable a number of times per day equal to her Wisdom modifier (minimum 1).
Esoteric Mind (Ex): The mind of an average Warforged is already unusual being a living construct, but the Warforged Warden is nearly incomprehensible to others. The rigid structure and order of the construct juxtaposed with the anarchic and wild freedom of the animal creates a self-contradicory mess that is impossible to read or control. At level thirteen, a Warforged Warden becomes immune to mind-affecting effects.
Nature's Wrath (Sp): An seventeenth level Warforged Warden has attained an even higher plateau of nature magic. She can choose one spell of up to 8th level off the Druid spell list. She can now use that spell as a spell-like ability with a caster level equal to her class level. It is usable a number of times per day equal to her Wisdom modifier (minimum 1).
Master of Beasts (Su): A eighteenth level Warforged Warden has become like unto royalty in the animal kingdom, and like any royal, she can command her subjects. She gains an aura of leadership and control. Any animal (except animal companions or special mounts) with fewer hit dice than the Warforged Warden who comes within 30 feet of her immediately becomes subject to a Dominate Animal spell hightened to 9th level with a caster level equal to her class level. The domination effect lasts for as long as the animal remains within the aura and for 1 min/level after. If the animal succeeds on its save against this aura, it cannot be affected by it again for 24 hours.
Scion of Nature (Su): By level ninteen, a Warforged Warden has been fully reclaimed by nature. Her body becomes covered in moss and/or mushrooms and various sprouts and flowers grow out from between her plates. Her Warforged armor bonus increases by 4, and she gains Regeneration 5. She takes normal damage from acid, fire, and sonic. She can also use Entangle, Plant Growth, and Speak With Plants as at will spell-like abilities with a caster level equal to her class level. Finally, she gains a +8 camouflage bonus on Hide checks in forested and swampy terrain and any area with an abundance of plants.
Spoiler: Spirit Animal Special Abilities (Lesser):
Bear's Toughness (Bear): You are hardier than most and can take a lot more punishment. You gain Great Fortitude and Improved Toughness as bonus feats (applicable in Warforged form).
Constrict (Snake, Crocodile, Octopus): You have learned how to squeeze the life out of your foes. You gain the Constrict special attack which deals damage equal to your Bite attack (Snake), Arms attack (Octopus), or Tail Slap attack (Crocodile). You deal Constrict damage automatically on a successful Grapple check.
Deadly Venom (Snake): Your venom is even more lethal. It deals 1d8+1 Con damage and gains a +2 racial bonus on the save DC.
Feline Reflexes (Tiger): You possess the incredible reflexes of a cat. You gain Lightning Reflexes as a bonus feat (applicable in Warforged form). When you fall at least ten feet, you can make a Reflex save (DC15) to land on your feet and take damage as if you had fallen 10 feet less per point over 15 rolled.
Feral Weapons (All): Your natural weapons are even deadlier than normal. All your natural weapons increase one die category. (Applicable in Warforged form)
Ferocity (All): When you are severely wounded, your instincts kick in, and you fight like a cornered animal. You gain the Ferocity ability.
Honed Attack (All): You are skilled at targeting the weak points in your enemies. All your natural weapons gain a critical threat range of 19-20 and deal ×3 damage on a successful critical hit. (Applicable in Warforged form)
Improved Grab (Badger, Falcon, Snake, Tiger, Wolf, Shark, Whale): You are adept at grabbing and holding opponents. You gain the Improved Grab ability. It activates off of Claw/Talon attacks (Badger, Falcon, Tiger, Wolf) or Bite attacks (Snake, Shark, Whale).
Night Eyes (All): Your eyes are well adjusted to the dark. You gain Improved Low-light Vision and Darkvision 60 ft. You also gain a +2 bonus on Spot checks in shadowy illumination.
Powerful Legs (Badger, Bear, Horse, Tiger, Wolf, Crocodile, Octopus): Your legs are stronger and faster than normal. Your base land speed increases by 20 ft, and you gain a +4 bonus on Jump and Tumble checks.
Predator's Leap (Badger, Bear, Falcon, Horse, Wolf, Octopus): You have learned how to leap upon your foes with a deadly flurry of attacks. You gain the Pounce ability.
Prodigious Growth (Falcon, Snake, Wolf, Crocodile, Octopus): You are bigger than normal. Your size increases by one stage, your natural weapons increase one die step in damage, and your strength increases by 2.
Rake (Badger, Bear, Falcon, Tiger, Wolf): Your ferocity in battle allows you to get in some extra scratches under certain circumstances. You gain the Rake special attack which deals damage equal to your Claw/Talon attack. You can make Rake attacks on a Pounce, and they are considered secondary weapons. You deal Rake damage automatically with a successful Grapple check.
Robust Tail (Whale): Your tail is tougher and stoner than normal. You gain a Tail Slap attack that deals damage one die step higher than your Bite attack. It is a secondary weapon.
Rough Hide (Shark): Your body is covered in rough, pointed scales. Whenever you are attacked by a natural weapon or unarmed strike, your opponenet takes 1d4+Con piercing damage.
Streamlined Body (Snake, Crocodile, Octopus, Shark, Whale): Your body was built for speed, and water flows right off of it. Your base swim speed increases by 20 ft, and you gain a +4 bonus on Escape Artist checks.
Trip (Badger, Bear, Horse, Tiger, Crocodile): You know how to apply your strength and weight to knock down your foes. You gain the Trip ability. It activates off of your Bite attack (Badger, Bear, Tiger, Crocodile) or Hoof attack (Horse).
Workhorse (Horse): You have a strong back and are adept at exerting yourself. Your carrying capacity is doubled, and you gain a +2 bonus on all Strength checks and Strength-based skill checks.
Spoiler: Spirit Animal Special Abilities (Moderate):
Blood Frenzy (Shark): The taste of blood triggers an uncontrollable bloodlust within you. Whenever you deal damage to a living creature, you Rage, gaining a +4 bonus to Strength and Constitution and a -2 penalty to AC until either you or your opponent are dead. You can attempt to voluntarily end this Rage will a Will save (DC10 + 1/2 level).
Brilliant Pattern (Snake, Tiger, Octopus): The colorful pattern on your body can hypnotize and confuse your enemies. As a standard action that provokes attacks of opportunity, you can attempt to hypnotize all creatures that can see you as a gaze attack. Affected creatures must make a Will save (DC10 + 1/2 level + Charisma modifier) or become Confused for 1d4+1 rounds.
Deft Flight (Falcon, Horse*): You are faster and more agile in the air. Your fly speed increases by 30 ft, and your maneuverability increases to good. *A horse may only take this if she has the Pegasus's Wings ability.
Earthbond (Badger): You have a deeper connection to the earth, and can feel the ground around you. You gain Tremorsense 60 ft.
Evasive Maneuvers (Falcon): Your aerial acrobatics are incredible to behold. Once per round, when you are attacked in a round in which you moved at least 30 ft, you can attempt a Tumble check as a free action against a DC equal to the opponent's attack roll. If you are successful, the attack misses, and you avoid all damage and effects of it.
Frenzied Assault (All): You are able to tap into the beast within and attack with greater ferocity. If you have multiple natural weapons, you gain Multiattack as a bonus feat and can make an extra attack with your primary weapon at a -5 penalty. If you only have one natural weapon, then you gain a full iterative attack routine with it.
Furious Rage (Badger): When you rage, your Strength and Constitution increase by +6 each.
Hunter's Stalk (Falcon, Snake, Tiger, Wolf, Crocodile, Shark): You are an expert at sneaking up and ambushing your prey. You gain Darkstalker as a bonus feat, and you gain a +4 bonus on Hide and Move Silently checks.
Mighty Wings (Falcon, Horse): Your wing muscles are more powerful than normal. You can carry up to a medium load while flying. You can also flap your wings hard enough to conjure a blast of wind. As a standard action that provokes attacks of opportunity, you can create an effect identical to the spell Gust of Wind with a caster level of half your hit dice that lasts for as many rounds as you continue flapping, spending a standard action each turn (maximum of up to Constitution modifier).
Monstrous Strength (Bear, Whale): Your large, bulky body makes you even stronger than normal. Your spirit animal strength bonus increases by +4.
Nature's Freedom (All): You run wild through the outdoors, unhindered by anything. As long as you are in a natural environment, you are constantly under the effects of Freedom of Movement.
Pack Hunting (Wolf): You are skilled at fighting side-by-side with others and know how to take advantage of your enemies' distraction. When flanking, you gain a +4 bonus on attack and damage rolls, a +2 Dodge bonus to AC, and your critical threat range doubles. This is in addition to the normal benefits of flanking.
Pegasus's Wings (Horse): You have tapped into the more mystical side of your spirit animal and grow two feathered pegasus wings out of your back. You gain a Fly speed of 60 feet with average maneuverability.
Poison Spit (Snake): You have learned how to launch your venom at a distance. As a standard action that does not provoke attacks of opportunity, you can make a ranged touch attack against an opponent within 20 ft. If successful, the opponent takes 1d6 Acid damage and suffers your Poison.
Polar Conditioning (Bear, Whale): Your body is adept at surviving in the harshest of arctic environments. You never suffer negative effects for cold weather, and you gain Cold Resistance 30.
Prehensile Tentacles (Octopus): You have learned to use your tentacles with much finer dexterity. Your tentacles can now manipulate objects as if they were hands. They still cannot perform somatic components, however.
Sprint (Tiger): You have tapped into a cousin to your spirit animal and become as fast as a Cheetah. You gain the Sprint ability, and your base land speed increases by 20 ft.
Swallow Whole (Falcon, Snake, Crocodile, Shark, Whale): You have learned how to consume your opponents with one swift gulp. You gain the Swallow Whole ability. Your gizzard deals bludgeoning damage equal to your Bite attack and Acid damage equal to 1d4/3 levels. Your gizzard has hit points equal to 1/8th your hit point total and an AC equal to 10 plus your Warforged armor bonus.
Trample (Badger, Bear, Horse, Snake, Tiger, Wolf, Crocodile, Octopus): You know how to barrel through enemies, crushing them underfoot. You gain the Trample ability. Damage is equal to twice your Claw attack (Badger, Bear, Tiger, Wolf), Hoof attack (Horse), Bite attack (Snake), Tail Slap attack (Crocodile), or Arms attack (Octopus).
Unicorn's Horn (Horse): You have tapped into the more mystical side of your spirit animal and grow the horn of a unicorn upon your head. You gain a Horn attack that deals damage two die steps higher than your Hoof attack. It becomes your primary weapon while your hooves become secondary.
Wind's Blessing (All): The speed of the wind aids in your attack. As a swift action, you can become Hasted for a number of rounds up to your Constitution modifier. Afterwards, you suffer a -2 penalty on attack rolls, saves, and skill checks for twice that duration. You cannot become Hasted again until the duration on the penalties expires.
Wounding Attack (All): You know how to rip and tear flesh leaving an even deeper wound. Whenever you hit with a Bite, Claw, Talon, or Horn attack, you deal one point of Constitution damage, Fortitude negates (DC10 + 1/2 level + Strength modifier).
Spoiler: Spirit Animal Special Abilities (Greater):
Blood Hunger (Shark): Your body metabolizes flesh to restore you. Whenever you deal damage with your Bite attack, you heal hit point equal to half the damage dealt.
Child of the Night (Wolf): You have tapped into the more mystical side of your spirit animal and gain power the durability of a werewolf. You gain DR10/silver, your natural weapons increase one die step in damage, and your spirit animal bonuses to Strength and Constitution increase by +2 each.
Danger Sense (All): Your instincts have reached an almost supernatural level. You are constantly under the effects of Foresight.
Devastating Charge (Horse): You can perform a one horse cavalry charge at your enemies. Whenever uou charge, your natural weapons deal ×3 damage, or ×4 on a Horn attack. In addition, if you have Trample, you can do so during your charge, gaining ×3 damage on it. In addition, any creature dealt damage from this charge must make a Fortitude save (DC10 + 1/2 level + Strength modifier) or become stunned for one round.
Hibernation (Bear): You have learned the art of resting away your troubles. You can enter a sleep-like trance. During this trance, you gain Fast Healing 20. The trance ends as soon as you reach full hit points, and upon waking up, all negative status effects affecting you are removed.
Incite Rage (Badger): Your savagery in battle is inspiring to others. Whenever you Rage, all allies within 30 feet of you can choose to also Rage as a first level Barbarian.
Jaw Snap (Crocodile): Your jaw is so powerful that it has the potential to decapitate your foes. Your Bite attack is treated as a Vorpal weapon.
Nature's Shroud (All): You are protected within the bosom of nature. As long as you are in a natural environment, you are constantly under the effects of Death Ward.
Perfect Flight (Falcon): Your flying skills are unmatched. Your fly speed increases by 50 ft, and your maneuverability increases to perfect. In addition, when you are in the air, you gain a 20% miss chance.
Perfect Specimen (All): You are the epitome example of your spirit animal. Your size increases one category, your natural weapons increase one die step in damage, your spirit animal bonuses to Strength and Constitution increase by +6 and +4, respectively, and all your spirit animal special attacks that grant a save have their DC increased by +2
Sonic Shout (Whale): You have honed your echolocation to such a fine level that you can weaponize it. As a standard action that provokes attacks of opportunity, you can let out a conical burst of sonic energy with the same range as your Blindsight any creature caught in the area takes 1d8/2 levels sonic damage, Reflex half (DC10 + 1/2 level + Constitution modifier). This ability can be used once per minute.
Tentacle Typhoon (Octopus): Your tentacles have enough strength to attack on their own. You replace your Arms attack with eight Tentacle attacks, each one dealing damage one die step lower that your Arms attack.
Tiger Guard (Tiger): You possess the noble guardian spirit of the tiger and protect your allies. All allies within 30 feet of you receive a bonus on saves and AC equal to your Wisdom modifier. In addition, all allies adjacent to you are treated as having partial cover. Lastly, you get a bonus on attack and damage rolls equal to your Wisdom modifier against any enemy that dealt damage to an ally since your last turn.
Toxic Blood (Snake): Your body is saturated with lethal poison. Whenever you take damage from a melee attack that does piercing or slashing damage, your opponent automatically takes 1d6 Acid damage and suffers your Poison.
Spoiler: Warforged Armor Enhancements
Disguise: You can Disguise Self at will.
Ghost Touch: Your armor becomes ghost touched.
Lesser Enhancement: Your armor gains a +2 enhancement bonus.
Light: You constantly sheds light as a torch. It can be suppressed or resumed with a command word.
Livewood Body: You gain Fast Healing 1. This enhancement can only be taken if you have the Ironwood Body feat.
Minor Resistance: You gain Resistance 10 to two elements: Acid, Cold, Electricity, Fire, or Sonic.
Stealth: You do not suffer from armor check penalty on Hide and Move Silently checks. You also gain a +4 bonus on Hide and Move Silently checks.
Greater Enhancement: Your armor gains a +5 enhancement bonus.
Heavy Fortification: You become immune to critical hits.
Lightweight: Your armor check penalty is reduced by three (minimum zero). If you have the Adamantine Body feat, you are now treated as wearing light armor.
Major Resistance: You gain Resistance 30 to two elements: Acid, Cold, Electricity, Fire, or Sonic.
Spoiler: Spirit Animal Companion
|Warforged Warden Level
||Additional Hit Dice
||Bonus Natural Armor