Warforged are a rare race of humanoid constructs constructed through powerful rituals that were only discovered relatively recently. Warforged average between 6’ and 6’6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable warforged are able fighters. Warforged are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.
Physical Description: Warforged are physically impressive humanoids made up of magically enchanted materials. The “skin” of a warforged is made of hardened materials such as metal, obsidian, wood, or stone. Beneath this lies the skeleton, made up of similar materials, and the “musculature” of the warforged, made up of leather, wooden fibers, or any leather-like material. Throughout the warforged’s body are vessels resembling the circulatory system of organic creatures, complete with a blood-like fluid. The arms of a warforged end in hands with two fingers and a thumb while the feet of the constructs are likewise two-toed.
The faces of warforged are simple and vague in their features, with beak-like jaws, heavy brows, glowing eyes, runic markings, and little else. The most important marking for any warforged is their ghurla, a rune distinctive to each warforged which is placed upon their forehead. Some say that the ghurla means “truth” in the tongue of the gods.
Warforged are completely sexless, though some adopt genders as though they weren’t, and are incapable of reproduction. Each warforged is individually created through ritual, like any other construct. The warforged’s artificial nature also gives the race a unique relationship to pain, which seems limited to actual injury. This allows warforged to modify themselves with some ease, giving them a varied appearance in spite of their lack of inherent biological diversity. Warforged’s artificial nature also means they do not need to eat, drink, or breathe. Likewise, warforged do not need to sleep but do nonetheless require rest in a fully-aware state for a period of at least four hours.
Psychology: Warforged take their name from their original purpose — artificial soldiers, made to act as reinforcements and a first line of defense against future invasions by the monstrous hordes from the north. The creation of almost all warforged is funded by the Crown, and the vast bulk are trained in both offensive and defensive combat. Because of this, many have a dutiful attitude towards life, taking pleasure from fulfilling commands. Warforged as a whole have a strong work ethic and share an aversion to failure. Warforged are capable of fear, often of death or pain, as much as other races and they can come to hate the sources of these fears just as easily. Warforged are also capable of loyalty and joy, particularly in relations to friends and allies and can be driven to anger when their loves or goals are threatened. However, warforged as a whole exhibit a simple-minded and reserved approach to life with straightforward goals and reactionary passions.
Since warforged are created physically mature many exhibit a childlike perspective that is often mistaken as naïve or emotionally crippled; this is not necessarily true. Some warforged, in fact, develop a particularly sophisticated view of the world, ever curious about its mysteries in part due to the odd nature of their creation. Many wonder where they might go in death and if they even have souls. Some create deeply ordered philosophies to govern themselves or maintain a perpetual list of tasks to occupy themselves with. Others fall in with the religions and mindsets of other races. Some warforged even live long enough to develop a deep and weathered personality as tempered by time as that of other races.
Alignment and Religion: Warforged are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals. For similar reasons few show much interest in religion. Some warforged have found a kind of answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind.
Adventurers: Although most warforged are created and trained by the Crown to defend the Empire against incursions from outside, about 10% have been trained to act as defenders from within. Most of these warforged are trained as guards and stationed in cities and towns across the Empire, both to improve the safety of the citizens as well as to serve as a constant reminder of the Empire’s might. It has been rumored that a few have even been trained to act as spies, assassins, and saboteurs — presumably to conduct espionage in the north if (and when) the monsters return.
However, not all warforged are created by the Crown. A few wealthy individuals have managed to obtain and perform the ritual, creating their own warforged for unknown purposes and ambitions.
Names: Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.
Language: Warforged speak Common, which is the language of their creators and most of their former owners. Unlike most characters, warforged don’t have bonus starting languages due to their race. A wizard, druid, or cleric warforged has bonus starting languages due to class, but few warforged take these classes. Most warforged must spend skill points to learn new languages. Warforged who learn languages other than Common do so for the tactical advantage it can grant them or simply to get along among others who speak different tongues.
Due to their training and their limited use of language on the battlefield, warforged tend to have small vocabularies except in the area of items and terms related to war. A typical warforged would be perplexed by words such as “morose,” “sauté,” and “till,” and even by simpler words such as “depressed,” “fry,” and “plow,” but the warforged would know every term describing the parts of a castle wall and could rattle off the names of a hundred different kinds of polearms.
Warforged who care to improve their somewhat sour relations with other races find that language can be a barrier even when both speakers use the same tongue, since warforged often pepper their speech with battlefield terminology. One might refer to a group of children playing on a street corner as “that squad of seven cadets training at the crossroads.” Other creatures often find this habit annoying and sometimes take great offense at such liberal application of wartime words for peaceful pursuits. Some warforged try to improve their vocabularies, but this too can bring frustration. Battlefield terms tend to be more specific and exclusive, so when confronted with a word such as “love,” a warforged has little capability to understand the various ways people use the word.
- +2 Strength, +2 Intelligence, -2 Wisdom: Warforged are resilient of body and sharp of mind, but due to their relatively short time in existence lack the common sense and intuition that other races take for granted.
- Medium: Warforged have no special bonuses or penalties due to their size.
- Normal speed: Warforged base land speed is 30 feet.
- Sentient Construct Subtype: Warforged are humanoids with the sentient construct subtype. Therefore, they can be affected by spells and effects that target both humanoids and constructs.
- Darkvision: Warforged can see in the dark up to 60 feet.
- Artificial Body: Warforged bodies – unlike normal humanoid bodies – are made from metal, wood, crystal, and stone. This has several consequences:
- They are immune to the conditions of fatigue, exhaustion, bleeding, nausea, and sickened.
- They are immune to normal poisons. They are still affected by magic poisons and poisons specifically designed to injure constructs.
- They are immune to normal disease. They are still affected by magical diseases and diseases specifically designed to infect constructs.
- They do not sleep and are immune to magical sleep and dream effects; however, they must still rest for 8 hours in order to replenish their daily spells and abilities.
- They do not need to eat or breathe, but can still benefit from the effects of consumable spells and magic items (such as heroes’ feast and potions, subject to the limitations below). Warforged have no sense of smell or taste.
- They have immunity to necromantic or death effects that require or target a living body (e.g. inflict light wounds or energy drain). They are still subject to effects that target a living creature’s spirit or soul, however (e.g. trap the soul or raise dead).
- They do not heal damage naturally, and cannot benefit from applications of the heal skill. Instead they requiring repair by someone with the proper tools and a craft specialization in carpentry, blacksmithing, armor, or clockwork to gain hit points from rest. The DC for performing repairs on a warforged is 15, and the warforged gains their current level in hit points per 4 hours of repairs. Warforged heal non-lethal damage normally. Damage dealt to a warforged can be healed only by spells and supernatural effects that specifically target constructs. Thus, the cure line of spells do not work on a warforged at all.
- A warforged with 0 hit points is disabled, just like any living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit point total is negative, but not equal to or greater than its Constitution score, a warforged is inert (instead of dying). It is unconscious and helpless, and cannot perform any actions. An inert warforged does not lose additional hit points unless damaged again. A warforged whose negative hit point total is equal to or greater than its Constitution score dies.
- Warforged do not age and are immune to aging spells and effects.
- The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged is affected by repel wood and repel metal or stone and takes damage from heat metal and chill metal as if wearing metal armor. The metal in a warforged body makes it vulnerable to rusting effects, such as rusting grasp or a rust monster’s touch. Spells such as stone to flesh, stone shape, warp wood, and wood shape only affect objects and thus cannot be used on the metal and wood parts of a warforged.
- Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. However, the plating acts as an effective suit of armor for most purposes:
- Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him.
- Composite plating comes with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets it ignore this penalty as well.
- Composite plating can be replaced with heavier versions that are more protective (see table below). Any plating is treated as armor of equivalent type (e.g. a warforged with heavy plating is treated as wearing heavy armor) and occupies the same space on the body as a suit of armor or a robe, just like composite plating. Grafting or removing a plating requires a DC 20 Craft (armorsmith) skill check and 1 hour of work.
- Any plating can be made from special materials, just like armor.
- Any plating can be made masterwork, just like armor.
- Any plating can be enchanted, just like armor.
|Composite||+2||Any||0||5%||30 ft.||None||0 lbs|
|Light||+4||+5||-1||15%||30 ft.||175 gp||20 lbs.|
|Medium||+6||+3||-3||25%||20 ft.||375 gp||30 lbs.|
|Heavy||+8||+1||-5||35%||20 ft.2||750 gp||40 lbs.|
1 The cost for masterwork quality is already included.
2 When running in heavy plating, you move only triple your speed, not quadruple.
- Deadly Fists: Warforged have a slam attack that deals 1d4 bludgeoning damage. The warforged does not get iterative attacks with its slam.
- Sink like a Rock: Warforged suffer a –4 penalty on Swim skill checks. Warforged do not have significant air pockets in their artificial bodies, and they lack buoyancy as a result. Since Warforged do not breathe, they will not drown and could just walk on the ground. However, warforged can still be crushed by deep sea pressure.
- Stability: Warforged receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush, overrun or trip attempt while standing on the ground.
- Unnatural: Warforged unnerve normal animals. Because of this, they suffer a –4 racial penalty on all Charisma-based skill checks to affect creatures of the animal type.
- Languages: Warforged begin play speaking Common. They cannot start with any other languages due to a high Intelligence score.
Random Starting Ages:
Although the rituals of warforged construction were found almost a century ago, it has only been within the past decade or so that the Mages of the Royal Order have managed to perform it successfully and, more importantly, reliably.
- Intuitive: 1d4 years old. Suitable for barbarians, rogues, and sorcerers
- Self-Taught: 1d6+2 years old. Suitable for bards, fighters, paladins, and rangers
- Trained: 2d6+1 years old. Suitable for alchemists, clerics, monks, and wizards
Random Height and Weight:
- Height: 5’8" + 2d6" (5 ft. 10 in. — 6 ft. 8 in.)
- Weight: 250 + (2d6 x 5) lbs (260 lbs — 310 lbs)
Alternate Racial Traits
- Scout Model: The warforged’s size is reduced to Small; he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Deadly Fists and Stability. Light plating weights half as much, but the Scout Model is unable to graft medium or heavy plating.
The following feats are available to a warforged character who meets the prerequisites:
- The Old One-Two
You come out swinging.
Prerequisites: Warforged, BAB +6, Slam attack
Benefit: Gain a second slam attack.
- Hooked Fingers
By locking your fingers in a hooked position you find it easier to get a hold of the creatures you hit.
Prerequisites: Warforged, Slam attack
Benefit: When you successfully strike a foe that is your size or smaller with your slam attack, you not only do damage but you may start a grapple as a free action without provoking an attack of opportunity. In addition, you receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Special: This is the grab- special attack.
- Weighted Palms
Your palms have been lined with lead.
Prerequisites: Warforged, Slam attack
Benefit: Your slam does 1d6 damage instead of 1d4.
- Knock ’Em Back
You can hit foes hard enough to push them back a few steps.
Prerequisites: Warforged, Slam attack
Benefit: When you successfully strike a foe that is your size or smaller with your slam attack, you not only do damage, but you can make free combat maneuver check against them. If successful, the opponent moves directly away from you (like a bull rush) five feet. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or a creature.
Special: This is the push- special attack.