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Decaying Atheist wrote:
> "Mark Blunden" <m.blundenATntlworld.com@address.invalid> wrote in
> message news:3df5rrF6oju9sU1@individual.net...
>> Seann M. Ives wrote:
>>> In article <YZoce.221$RV5.152@lakeread08>,
>>> Decaying Atheist <harker@coxdot.net> wrote:
>>>>
>>>> Does standard healing magic affect them at all? Or do they need
>>>> the
>>>> repair spells that have appeared in recent materials. I'm sure
>>>> they
>>>> were just updated in those most current sources because I swear I
>>>> saw
>>>> them before.
>>>
>>> They're catagorized as "Living Constructs" and can be targetted by
>>> spells that affect living critters as well as constructs, so
>>> healing
>>> magic works fine. Incidentally, they don't heal naturally.
>>
>> Healing magic is only 50% effective on them. However, a warforged
>> who takes
>> an appropriate Craft skill, such as Armoursmithing, can repair
>> itself over
>> an 8-hour period. The amount of HP repaired equal the craft check
>> result
>> minus 15 (minimum 0). And warforged can heal non-lethal damage and
>> ability
>> damage normally.
>
> Do they have "Blood," like a alchemical mix, or motor oil that helps
> power them.
Yes, they do, so whilst they're immune to energy drain, they can, for
instance, suffer ability drain or damage due to attacks by creatures such as
vampires or stirges (though the attacker won't find its meal at all
appetising).
> So they can still heal normally over time, and use craft skills to
> heal over downtime
> when they aren't sleeping (since a fighter has no need for rest), wow
> this keeps
> getting better. I still can't see too many drawbacks.
>
> Oh that is an interesting thought other magics that target only
> humaniods have no affect on them?
> Outside of healing magics 50%?
Correct. Spells like Charm Person have no effect on them, as they don't have
the Humanoid type. However, certain spells which target their composite
materials, such as Heat Metal, Warp Wood and Rusting Grasp have full effect
on them, and they take lethal damage from a Rust Monster's attack.
>> They also have 5% Arcane Spell Failure, which can cut down their
>> usefulness
>> as wizards or sorcerers.
>
> Isn't there a feat, perhaps medium armor casting that would negate
> this penalty
> in some book? 5% doesn't look like much, but 5% can be devestating
> under
> the wrong situations.
Races of Eberron includes a feat called Unarmoured Body. It can be taken
only at 1st level, like all the Body feats, and removes both their ASF
penalty and armour bonus, and allows them to wear armour or robes. I'm not
too keen on the feat, as it seems to go against the race's essential
flavour, but I guess maybe these would be labourer-model warforged not
intended for frontline combat.
>>> At 1st level only they can take the Adamantine Body
>>> feat, which ups the +2 to a +8 and gives 'em DR2/adamantine but
>>> cuts
>>> their speed down to 20...still, pretty solid. They can also get
>>> themselves enchanted if they want.
>>
>> There's also Mithral Body, which gives them the equivalent of
>> mithral
>> breastplate, leaving their speed intact. New body-feats are given in
>> Races
>> of Eberron.
>
> Can they graft weapons to their bodies? So the chance for disarm is
> reduced?
> I could see a Warforged rogue with daggers built into his hands on
> springs
> being able to use them during grapples if he makes the required checks
> during the grapple.
Warforged can use a category of magic items called Warforged Components.
These components are either Embedded (such as a disk that plugs into a chest
socket and takes up the amulet slot) or Attached. Attached items include
weapons, which are not grafted to the warforged's body, but clamp over the
hand and wrist, completely enclosing them. Once attached, these weapons take
extra time to remove, but cannot be disarmed.
> Of course the weapon grafting might limit their ability to use their
> hands, arms, etc for other purposes
One good compromise is the Battlefist, an oversized spiked gauntlet which
clamps over the warforged's hand as an attached component. It increases the
damage dealt by the warforged's natural slam attack to 1d8, and carries a +1
enhancement. Since it acts as a gauntlet, it can still be used to carry and
wield objects. However, since it only enhances the warforged's natural
attack, it can't be used to gain multiple iterative attacks once the
character's BAB goes over +5.
> so that might be a big mistake to do unless the warforged is
> single-mindedly a warrior/fighter, etc
> whose only purpose is to cause bloodshed.
There's a prestige class, the Warforged Juggernaut, which pretty much
emphasises such a mindset. As a warforged progresses in this path, it takes
on more Construct traits, loses the ability to benefit from healing spells,
and grows armour spikes from its body.
>>>> Can a Warforged be a barbarian or is he limited because of
>>>> physical
>>>> makeup?
>>>
>>> Sure. No restrictions on class.
>>
>> And it makes for a good combo, since a warforged won't suffer
>> fatigue
>> effects after raging.
>>
>> --
>> Mark.
>
> That's it, next character if we ever get into a Eberron game,
> warforged Barb/rogue
> moving into invisible blade. Although the nature of his body might
> have limiting
> factors for that class. Perhaps I'll have to rethink my plans for the
> character.
A warforged with Mithral Body takes only a -2 armour check penalty, and has
max dex of +5 and +5 armour class, making a decent compromise for a rogue.
It's also considered light armour, so barbarian abilities aren't
compromised. You can apply armour enhancements to a warforged's plating, and
for 5000gp you could get an Essence of the Scout, one of the embedded
components I mentioned earlier, which grants +5 to Hide and Move Silently.
I'm not familiar with the Invisible Blade, so I don't know if it would be
incompatible.
--
Mark.
Decaying Atheist wrote:
> "Mark Blunden" <m.blundenATntlworld.com@address.invalid> wrote in
> message news:3df5rrF6oju9sU1@individual.net...
>> Seann M. Ives wrote:
>>> In article <YZoce.221$RV5.152@lakeread08>,
>>> Decaying Atheist <harker@coxdot.net> wrote:
>>>>
>>>> Does standard healing magic affect them at all? Or do they need
>>>> the
>>>> repair spells that have appeared in recent materials. I'm sure
>>>> they
>>>> were just updated in those most current sources because I swear I
>>>> saw
>>>> them before.
>>>
>>> They're catagorized as "Living Constructs" and can be targetted by
>>> spells that affect living critters as well as constructs, so
>>> healing
>>> magic works fine. Incidentally, they don't heal naturally.
>>
>> Healing magic is only 50% effective on them. However, a warforged
>> who takes
>> an appropriate Craft skill, such as Armoursmithing, can repair
>> itself over
>> an 8-hour period. The amount of HP repaired equal the craft check
>> result
>> minus 15 (minimum 0). And warforged can heal non-lethal damage and
>> ability
>> damage normally.
>
> Do they have "Blood," like a alchemical mix, or motor oil that helps
> power them.
Yes, they do, so whilst they're immune to energy drain, they can, for
instance, suffer ability drain or damage due to attacks by creatures such as
vampires or stirges (though the attacker won't find its meal at all
appetising).
> So they can still heal normally over time, and use craft skills to
> heal over downtime
> when they aren't sleeping (since a fighter has no need for rest), wow
> this keeps
> getting better. I still can't see too many drawbacks.
>
> Oh that is an interesting thought other magics that target only
> humaniods have no affect on them?
> Outside of healing magics 50%?
Correct. Spells like Charm Person have no effect on them, as they don't have
the Humanoid type. However, certain spells which target their composite
materials, such as Heat Metal, Warp Wood and Rusting Grasp have full effect
on them, and they take lethal damage from a Rust Monster's attack.
>> They also have 5% Arcane Spell Failure, which can cut down their
>> usefulness
>> as wizards or sorcerers.
>
> Isn't there a feat, perhaps medium armor casting that would negate
> this penalty
> in some book? 5% doesn't look like much, but 5% can be devestating
> under
> the wrong situations.
Races of Eberron includes a feat called Unarmoured Body. It can be taken
only at 1st level, like all the Body feats, and removes both their ASF
penalty and armour bonus, and allows them to wear armour or robes. I'm not
too keen on the feat, as it seems to go against the race's essential
flavour, but I guess maybe these would be labourer-model warforged not
intended for frontline combat.
>>> At 1st level only they can take the Adamantine Body
>>> feat, which ups the +2 to a +8 and gives 'em DR2/adamantine but
>>> cuts
>>> their speed down to 20...still, pretty solid. They can also get
>>> themselves enchanted if they want.
>>
>> There's also Mithral Body, which gives them the equivalent of
>> mithral
>> breastplate, leaving their speed intact. New body-feats are given in
>> Races
>> of Eberron.
>
> Can they graft weapons to their bodies? So the chance for disarm is
> reduced?
> I could see a Warforged rogue with daggers built into his hands on
> springs
> being able to use them during grapples if he makes the required checks
> during the grapple.
Warforged can use a category of magic items called Warforged Components.
These components are either Embedded (such as a disk that plugs into a chest
socket and takes up the amulet slot) or Attached. Attached items include
weapons, which are not grafted to the warforged's body, but clamp over the
hand and wrist, completely enclosing them. Once attached, these weapons take
extra time to remove, but cannot be disarmed.
> Of course the weapon grafting might limit their ability to use their
> hands, arms, etc for other purposes
One good compromise is the Battlefist, an oversized spiked gauntlet which
clamps over the warforged's hand as an attached component. It increases the
damage dealt by the warforged's natural slam attack to 1d8, and carries a +1
enhancement. Since it acts as a gauntlet, it can still be used to carry and
wield objects. However, since it only enhances the warforged's natural
attack, it can't be used to gain multiple iterative attacks once the
character's BAB goes over +5.
> so that might be a big mistake to do unless the warforged is
> single-mindedly a warrior/fighter, etc
> whose only purpose is to cause bloodshed.
There's a prestige class, the Warforged Juggernaut, which pretty much
emphasises such a mindset. As a warforged progresses in this path, it takes
on more Construct traits, loses the ability to benefit from healing spells,
and grows armour spikes from its body.
>>>> Can a Warforged be a barbarian or is he limited because of
>>>> physical
>>>> makeup?
>>>
>>> Sure. No restrictions on class.
>>
>> And it makes for a good combo, since a warforged won't suffer
>> fatigue
>> effects after raging.
>>
>> --
>> Mark.
>
> That's it, next character if we ever get into a Eberron game,
> warforged Barb/rogue
> moving into invisible blade. Although the nature of his body might
> have limiting
> factors for that class. Perhaps I'll have to rethink my plans for the
> character.
A warforged with Mithral Body takes only a -2 armour check penalty, and has
max dex of +5 and +5 armour class, making a decent compromise for a rogue.
It's also considered light armour, so barbarian abilities aren't
compromised. You can apply armour enhancements to a warforged's plating, and
for 5000gp you could get an Essence of the Scout, one of the embedded
components I mentioned earlier, which grants +5 to Hide and Move Silently.
I'm not familiar with the Invisible Blade, so I don't know if it would be
incompatible.
--
Mark.