You were originally a mindless machine, built to be nothing more than an expendable soldier of war. You fought in the front lines of battle, never feeling exhilaration, remorse, or horror for the hundreds you’ve left dead at your feet.
Two years ago, whether by some grand design or by alchemical flaw, all the Warforged throughout the world suddenly became sentient. As a newly awakened race you have to deal with prejudice, bitterness, and misunderstanding pouring in around you from all sides.
You have trouble grasping simple concepts and the customs of those around you, as they are so foreign and make little sense. Slowly though you are beginning to understand and are growing accustomed to these weird emotional fleshy creatures around you.
While you attempt to grow and learn in this new world, one thing is for certain; you were built for war. Nothing excites you like the pounding of the drums, the screams of the dying, and blood dripping down your face.
Hit Points: A Warforged gains 1d10 HP per level.
Weapon Training: Warforged are trained in all manner of weaponry. They cannot wear any armor (see below).
Attack Modifier: Warforged do not receive a fixed attack modifier at each level. Instead they receive a deed die, like the Warrior. The deed die is rolled each round to generate the attack modifier. See the chart below to see the deed die advancement. The bonus of the deed die is also a modifier for damage.
Mighty Deeds: You were constructed for battle. A Warforged can perform Mighty Deeds as a Warrior.
Construct: As a living construct a Warforged does not require sleep, food, or air. They are also immune to diseases and poisons. Due to being a construct normal magical means of healing are not as effective on you, only giving you half the amount (minimum of 1HP back).
Natural Armor: The body of a Warforged is made of tough metal and wood and gives natural armor protection. Treat the armor class of a Warforged as being equipped with scale mail (+4). Due to this natural construction a Warforged suffers no check penalties skill checks. The construction of a Warforged body makes it so they cannot wear any other armor. Your body is so heavy that you cannot swim, but sink to the bottom and must walk along the sea floor.
Punch Them in the Face: A Warforged fist is hard metal and wood and does 1d4 damage.
Tinkering: Choose one at level 1
- Retractable Arm Blade– Pops out of hand. Treat as short sword damage (1d6).
- Electric Blast– The gem in the center of the Warforged chest can deliver an electric blast that deals 1d6 damage with a successful ranged attack.
- Thick Plating– The natural armor of the Warforged is increased to +2, as though they are wearing banded mail.
- Shrapnel Explosion– You were designed to do as much damage as possible should you be deactivated. When you fall unconscious bits of metal and pellet burst from you in a 10ft radius. All in that zone take 2d6 damage (Ref Save DC 12 for half damage).
Outsider: Social interactions are difficult for you to grasp. Any personality check you make is reduced one step on the die ladder.
Nuts and Bolts: You are able to create a salve that you can apply to your damaged body, healing you for 1d6+1HP. The parts cost 250gp and take 2 hours to create.
Languages: A Warforged knows common.
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