Warforged (reposted so it can get into the Repository)
Introduction
Lets' be clear - what is posted here is not just a changed statblock for an Eberron race. This writeup is supposed to represent a wide range of humanoid living constructs - from wannabe Shield Golems through Evil Wizard Constructs to Rogue Modrons - intended as a playable race. For that reason I changed their racial abilities to be as close to being equally useful to all classes as possible, though this produces the unfortunate result of the race being fairly generic.
Statblock
- Medium Size
- 30ft. movement
- Construct Type (living construct subtype)
- Customization: Warforged can count as being of any race for purposed of meeting the prerequisites of feats that can be explained as mechanical changes, such as Wings of Evil, Extra Arms or Large Size Fiendish feats
- Reprogramming: you can use the retraining rules even if your fellow PC can't. Alternately, you can spend a month of time to retrain as if you leveled
- Living: Unlike most living constructs, Warforged are treated like normal living creatures for purposes of healing effects, gaining full benefit.
- +4 bonus on Craft checks and Craft is always a class skill for you
- Favoured class: any
- Automatic languages: Common, one other
- Bonus languages: Abyssal, Aquan, Auran, Celestial, Formian, Ignan, Modron, Slaad, Sylvan, Terran.
Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
You were made to help fulfill the will of Primus. For some reason, right now it means you are to join an adventuring party. They say you don't need to know why. They always say that.
You have a faint Law aura and have a perfect memory giving you the Sound Imitation ability. Your second automatic language is Modron, allowing you to talk with gear spirits and other machines.
Also, Modrons might have some missions for you in the future, but right now you are supposed to adventure, gaining power, knowledge and magic items to be more useful when your services will again be needed.
Mage's assistant
You were created to be a helping hand for a spellcaster. You know more about magic than most people assume you do.
You have +2 to Spellcraft and Knowledge(arcane) checks and these skills are always class skills for you. You can also cast Detect Magic as a spell-like ability at will. If your creator is still alive, you probably are executing his orders or hiding from him after you escaped. If he's dead you are most likely fulfilling his last will, avenging him or hiding from his friends because it was you who killed him.
Mage's bodyguard - mechanics of
Experimental stock from RoW, the rest as Mage's assistant
Veteran of The War - Eberron Warforged have this background
Rouge Modron
Want to find out just how fully functional I am?
You have been created with some features quite unusual for your kind. The most notable of them is that your attributes appear to be unusually large (I'm talking about Charisma of course ...what?). This grants you a +2 bonus whenever you are trying to improve the attitude of others to yourself (be it a Diplomacy check or the DC of Charm Person). Diplomacy, Bluff and Sense Motive are always class skills for you. You may also attract followers (Leadership score as per Leadership feat), but they cannot be of level higher than yours minus 8.
Rogue Modron
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Benefits: Same as Modron creation.
Other: You could not keep your mind inside the tight mindset of a typical Modron and went rogue. It could have happened a second or a century ago. After that one of two things could have happened. You could have filled out all the paperwork (on Mechanus, there are forms for everything) and officially become an exile, never to be recognized as a Modron by any servant of Primus. Or you could have escaped, retaining the ability to command Modrons of lower rank at the price of being under constant attack of Primus’ soldiers.
The Old One
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in the rain. Time to die.
Whatever your origin, it happened centuries ago and its effects have long since become immaterial. Thanks to the experience you have gained over the long time you can have as many free ranks in background skills (Knowledge, Profession, Craft and Perform) as your level allows and they are always class skills for you. You are also going to unexpectedly meet long-forgotten (and important to the plot) friends and enemies from the past.
So my proposition is to do similarly with characters. A character has an alignment if:
- They are of an aligned race. While their mechanically aligned status is not generally dependant on their actions, they will still gravitate towards certain behaviors traditionally associated with their alignment. For every angsting Tiefling or Drow there are anywhere between a dozen and a hundred assholes who will bullshit you about just being misunderstood
- They are channeling aligned magic, usually divine. Such characters universally have codes of conduct which must not necessarily be written out in-world, but their players must know what does or doesn’t constitute a breach (which of course results in loss of power and aligned status). Sufficient power gained that way can completely override racial alignment, creating fallen angels and risen demons.
You still should have some guidelines about alignment so that everyone is on the same page about what kind of activities fiends tend to engage in and what is appropriate for a Paladin’s Code of Conduct.
All benefits of this feat apply when you wield and attack with a melee two-handed weapon.
Benefit: Add twice your Str modifier to damage instead of the normal 1,5.
+1: Uncanny Power Attack: Whenever you hit, you inflict additional damage equal to twice the amount by which you exceeded the defender’s AC (but not touch AC, even if it was a touch attack). Additionally, you may use weapons one size larger than yourself.
+6: Power Strike: As a Standard action you can make an attack with a damage multiplier equal to 1/5 your BAB, round up.
+11: You can wield weapons of any size as long as they weigh less than light load for you.
+16: Massive Damage: Once per round, when you inflict at least 50 points of damage with a weapon larger than yourself, you can destroy the target of your attack (Fortitude save DC 10 + 1/2 your level + your Str modifier negates). If you attacked a very large object, only the part that is within 120 feet of you is destroyed.
Simplified Weapon Sizing for purposes of this feat
Using weapons larger lets you count yourself as a creature the weapon’s size for purposes of reach and combat maneuvers, -1 to attack per and +2 to damage per size of difference.
Mastery of Fire [Skill]
This feat scales with ranks in Concentration.
Benefit: As a Free Action once per round, you may declare any number of nonmagical fires within Close range to be controlled by you, altering them in any of the following ways:
- Widen their area 5ft. beyond normal (that is, squares adcjent to the fire also count as occupied by it). The amount by which you can widen fire doubles for every 5 ranks you have. Unattended flammable objects within this area catch on fire, creatures are entitled to a Reflex save DC 10+1/2ranks in Concentration + stat mod
- Extinguish the flames in any square you choose. You may also declare any creature within range not to be damaged by flames you control. Combined with Widen this allows you to move the fire around.
Fire controlled by you counts as a result of your magical abilities and can thus benefit from abilities such as Fire Mage’s Impress the Flames and the Burn feat. You may also make any mechanically inconsequential changes to the shapes the flames take you want.
4: You gain the ability to Turn and Rebuke creatures with the [Fire] subtype, as well as communicate with them regardless of the language barrier – even if the creature in question has no language at all and is of animal intelligence.
9: Control Fire Quasielement: You gain the ability to control Radiance and Ash. You can cast Light, Sunlight, Silent Image, and use the Ash Rat Totem of the Totemist at will. The soulmeld can be used independently of any soulmelds you may or may not have. In addition, you gain the Mastery of Shaping ability of an Archmage that only work with [Fire] abilities and the Ignite ability of a Fire Mage.
14: Control Fire Paraelement: You gain the ability to control Smoke and Magma. You can cast Move Fire and Magma and Transmute Element to Paraelement (PSCS chapter 5 pages 28 and 35 respectively), with the exception that you can only create lava and smoke. You can move Magma and Smoke at the same speed you van move Fire, with the same range. You can also, as an Immediate Action, disrupt [Fire] and [Cold] abilities whose line of effect passes within Close Range of you with an opposed level check.
19: The range of the abilities granted by this feat increases to Long. You can also create Gates (travel version only) to the Planes of Fire, Smoke, Radiance, Magma and Ash.
Notes: The purpose of this feat is to allow Fire Mages and other characters to deal with fire-related threats (such as a burning building) in ways other than just burning stuff.
Shield Bastion [Combat]
Benefits from this feat only apply when you are using a shield. If you attack with the hand you are holding the shield, you lose all benefits for one round.
+0: Block: As an Immediate action, you may block the Line of Effect to yourself against a single attack (i.e. anything that could cause the attacker to end their Invisibility spell). Against ongoing effects such as a Wall of Fire or a Storm of Vengeance one use of this ability protects only for one round. In addition, you can add your shield bonus to your Touch AC and Saving Throws.
+1: Counterattack: Any time an enemy misses an attack against you, they provoke an Attack of Opportunity from you.
+6: Improved Block: As part of the Immediate action you may move your speed before using the actual Block, allowing you to intercept attacks whose LoE does not pass through the space you were in before. In addition, you count as 10ft. wider in both directions for purposes of determining what spaces you block the LoE to (so a medium warrior using Block provides cover as a 25ft. long wall). Attacks blocked in this fashion count as attacks against you for purposes of counterattacking.
+11: Improved Counterattack: The first Counterattack in a round against any given opponent does not count against your number of AoOs. In addition, your reach with AoOs extends 10ft. beyond your normal reach.
+16: Amazing Block: You can Block any adverse condition that has a component of physical (or magical) incoming force. For example a tsunami or incoming ground when you fall are blockable, while gravity and lack of air are not.
Transmute Element to Paraelement
Transmutation [See text]
Level: Drd 6
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One 5-ft. cube/2 levels
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No
This spell transforms all nonmagical quantities of one of the four basic elements (air, earth,
fire, water) in the area into one of its two paraelement compounds with the following effects:
Smoke: Transformed from air or fire. This creates a finite cloud of smoke that eventually
dissipates. Anyone who breathes in the smoke must make a Fortitude save against the spell’s
DC or suffer the effects of smoke inhalation.
Ice: Transformed from air or water. Creatures at the edge of the targeted area can make a
Reflex save to avoid being immobilized within the solid ice, but those closer to the center are
automatically caught. Anyone immobilized can break free with a successful Strength check
against the spell’s DC. If the resulting ice takes 20 points of damage it shatters. It will melt
within an hour or two under direct sunlight, or faster if more heat is applied.
Ooze: Transformed from earth or water. This creates a patch of slimy muck which is equivalent
to a deep bog for purposes of movement, cover, and penalties to skill checks. Creatures at the
edge of the targeted area can make a Reflex save to avoid sinking into the mire.
Magma: Transformed from earth or fire. This creates a pool of sluggish lava which deals 2d6
points of damage per round of exposure or 5d6 points of damage per round someone is
immersed in the lava. An additional 1d6 points of damage is incurred for three rounds after
exposure. Creatures at the edge of the targeted area can make a Reflex save to move onto safe
ground.
Unless otherwise stated the resultant paraelement remains until a successful dispel magic spell
restores its substance – but not necessarily its form. This spell has the element traits of the
paraelement’s components. For example, transmute element to paralement is an earth and
water spell when used to transform water into ooze.
Coming soon, (very incomplete and obvious ideas on) High Adventure in the Higher Planes!