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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Warforged in Serpents and Sewers== ==Warforged Racial abilities== * '''Abilities''': +2 to Constitution, -2 to Wisdom, –2 to Charisma. Warforged are tough and resilient but have a hard time to relate to the ways other people think and feel. * '''Medium''': As Medium creatures, Warforged have no special bonuses or penalties due to their size. * Warforged base land speed is 30 feet. * '''Living Constructs''': Warforged count as living constructs for all mechanical purposes. * '''Painless''': Warforged characters do not feel pain and are immune to all effects and powers that would cause pain, as well as they suffer no penalties from injuries. * '''Composite Plating''': The Warforged’s body is built like a robust armor to reduce damage. They gain a natural Damage Reduction of 3/-, but are unable to wear additional armor. The body of a warforged can be enchanted, just like an armor and grants the same bonuses as such a piece of armor. * '''Light Fortification''': When a Warforged is the target of a critical hit, a sneak attack or another source of precision damage, there is a 25% chance, that the additional damage is negated and only the base damage is dealt to the character. * '''Natural Attack''': Warforged can use their bodies for a natural slam attack that deals 1d4 + Strength modifier bludgeoning damage. * '''Prototype feature''': Every Warforged Character may chose one of the prototype features given below. They may sacrifice one of their background traits to gain an additional one. * '''Ungifted''': Warforged have no true body and cannot learn to channel magical energies through them. They cannot gain a magical Gift background trait or ever take levels in any spellcasting class, including the Paladin class. * '''Favored Class''': Defender and Man-at-arms. A Warforged who follow these two classes receive an additional skill point per level. ==Prototype Features== * '''Adamantine Body''': The Armor plates of the Warforged are made out of Adamantine, greatly increasing their armor protection but also make them slower and much heavier. An adamantine Warforged increases his Natural Armor to 9, but he gains a –3 armor check penalty and their speed is reduced as if they wore a heavy armor and have a maximum Dexterity bonus of +1. In addition, the Warforged’s natural attacks are treated as adamantine to overcome Damage Reduction. This feature is not compatible with any other “body” feature. * '''Claws''': The Warforged owns inbuilt blades or claws on his forearms, which work as two primary natural attacks that deal 1d4 +Strength modifier points of slashing damage. This replaces the natural slam attack. * '''Crossbow''': The Warforged owns a built in crossbow on his forearm, which can be concealed within the arm without problem and can be used as a repeating hand crossbow. The Warforged is automatically proficient with this crossbow, which only needs one arm to be fired and loaded. * '''Fanatic Unit''': The Fanatic Unit has no sense of fear and is therefore completely immune to fear effects and powers. * '''Guardian Unit''': The Warforged gain Darkvision and a +2 racial bonus to Search and Spot checks. * '''Improved Fortification''': The Warforged Character is immune to critical hits, sneak attack and similar sources of precision damage. * '''Library Unit''': The Warforged has somehow gain a large storage of knowledge and information. He gains 8 skill points at 1st level which must be distributed among knowledge skills, and gains an additional skill point per level. * '''Mithral Body''': The Warforged’ composite armor consists of Mithral, which makes him extremely robust while still highly mobile and flexible. The natural armor increases to 5, but the character is treated as if he wears light armor and suffers a –1 Armor penalty check and has a maximal dexterity bonus of +4. This feature is not compatible with any other “body” feature. * '''Quicksilver Body''': The Warforged is built for speed instead of strength. The character gains a –2 penalty to his strength score, but may increase his dexterity by +2 as well. In addition, the Warforged gains a +2 bonus to Jump checks and the Run feat. This feature is not compatible with any other “body” feature. * '''Resilient Build''': The body of the Warforged is built extra robust. He gains 3 additional hitpoints at first level and one additional hitpoint on each additional level. * '''Scout''': Warforged of the Scout series of warforged were built smaller and with a stronger focus on stealth and reconnaissance. A Scout warforged is only a small creature, and does not gain the standard model’s slam attack, but gain a +2 bonus to sneak and spot checks and maintans the 30’ movement besides its size. * '''Self Repairing Unit''': Despite the living construct type, a Warforged with this feature may regenerate hitpoints as a usual, living creature, but they still regain no hitpoints through standard healing spells. * '''Spikes''': The damage of the warforged’s slam attack increases to 1d6 piercing damage and the character is treated as if he wears spiked armor. * '''Suicide Unit''': The suicide unit works like a fanatic unit, and is also immune to fear. In addition, when a suicide unit Warforged reaches 0 HP, they explode. This explosion work like a Fireball spell casted by a spellcaster with a caster level equal to Warforged character level, whereby the spell’s ground zero is located on the Warforged’s location. The Warforged is completely destroyed in the explosion and cannot be revived afterwards. * '''Wizard Hunter''': A Wizard Hunter Warforged is built specifically out of materials that offer better protection against magic and is often also covered in protective runes. They gain a +2 bonus to all Saving Throws against spells and spell-like abilities. ==Further Advancement of Warforged== {| border="1" !Level !Feature |- |4th |Overkill |- |8th |Resistant Structure |- |12th |Improved Overkill |- |16th |Ability Boost |- |20th |Greater Overkill |- |} * '''Overkill''': As warforged do not feel fatigue or pain, A 4th level Warforged Character may easily push its body to its limits and beyond. As a free action, a warforged character may sacrifice 1d6 hitpoints to add a +1 circumstance bonus to physical rolls like attack or an athletic skill checks for a number of rounds equal to its constitution modifier. This ability may only used once per roll and the damage may not be soaked through any means. * '''Resistant Structure''': Due to their artificial body and unusual biochemistry, 8th level Warforged characters gain a general Energy Resistance of 5. * '''Improved Overkill''': This ability works like the Overdrive ability above, but the Warforged may sacrifice a number of d6 hitpoints equal to his constitution modifier per roll, and gains a +2 circumstance bonus per dice of damage. * '''Ability Bonus''': On 16th level, warforged characters gain a +2 bonus to either their Strength or Constitution ability scores. * '''Greater Overkill''': This ability works like improved overkill above, but instead of D6, the strain damage is reduced to d4 per bonus, and there is no limit anymore how many dice of hitpoints the Warforged may sacrifice for the damage.
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