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Pathfinder 1E Pathfinderize the Warforged

Anyone have any opinion on how you would alter the Warforged to fit into Pathfinder?

My thinking is that a simple dropping of the -2 wisdom would work fairly well. This would give them a single bonus stat and a single negative stat which is in line with most Pathfinder races.

Opinions?
 

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Anyone have any opinion on how you would alter the Warforged to fit into Pathfinder?

My thinking is that a simple dropping of the -2 wisdom would work fairly well. This would give them a single bonus stat and a single negative stat which is in line with most Pathfinder races.

Opinions?
I'd say Immunity to poison is now far too great of a boon.

If the group was using the "Powerful races" option, the 'Forgery might be within reason.
 

I dont agree. The Warforged has no natural healing and will gain only 1/2 benefit from healing spells or potions. So he will be spending points or abiities of his own for healing. The immunity to poison and disease merely balance this out.
 

Not needing to eat, sleep, or breath is still a huge advantage.

If warforged exist in any numbers there will be poisons made to stop them - way too elegant a solution to deal with rampaging hulks.

If they don't exist in any numbers, no poison, but no repairs and parts either :).


Sigurd


I'm curious to see what you get from this thread.
 

Not needing to eat, sleep, or breath is still a huge advantage.

Not really.

No need to eat is a minor thing. When was the last time sustenance came into play in any campaign you were in?

Sleep is a little more useful but the rest of the party still does. It just means the Warforged always takes watch at night.

The Breath can be the most useful as it allows some nasty situations like grapple happy monk warforged to jump into water with a foe and drown them quick. But that is a pretty specific circumstance. It may grant immunity to Stinking Cloud but that would be up to the DM. A Warforged still has a sense of smell and the cloud will still stink to them.

I still think the no natural healing and half benefit from heal spells is going to be a huge balancer.
 

If warforged exist in any numbers there will be poisons made to stop them - way too elegant a solution to deal with rampaging hulks.


The problem with this line of logic is the fact that the campaign world that created them does not even have poisons to deal with them. The whole idea is that their formation and design precludes a way for poison to hurt them.

Of course this has its balances. A Rust Monster can ruin the day of the average adventurer but it is hardly a deadly threat. The same cannot be said to Warforged. There are balances to this ability. Warp Wood, Heat Metal, etc, there are spells that do not directly hurt normal PCs that will hurt a Warforged.
 

Anyone have any opinion on how you would alter the Warforged to fit into Pathfinder?

My thinking is that a simple dropping of the -2 wisdom would work fairly well. This would give them a single bonus stat and a single negative stat which is in line with most Pathfinder races.

Opinions?

Are the warforged any less powerful as a Pf race? If not, that would be an argument for the stats staying the same, if everything else stays the same. Also, removing the Wis penalty encourages warforged clerics and druids, which may be a design goal, but I would consider a negative.

Since Pathfinder constructs are not immune to critical hits, that would be a reason to get rid of their fortification ability. The rest of their immunities still make sense. They don't have blood or any kind of fluid, so poisons would be nonsensical. You could argue that they are "living" enough that they can be energy drained.

In any case, spare parts and the like are not an issue, since they can be repaired using any of the techniques that work on constructs.

I would make one of two suggestions wrt warforged:

1) Drop the fortification, leave everything the same
2) Rebuild them as monstrous humanoids, making living construct a subtype with whatever immunities you deem appropriate. I make take a page from 4e and give them +2 natural armor and allow them to bond with suits of armor, rather than using the weird and kludgy feat-based approach.
 

The problem with this line of logic is the fact that the campaign world that created them does not even have poisons to deal with them. The whole idea is that their formation and design precludes a way for poison to hurt them.


Yes but they're not in that campaign world. They are in a new campaign world unless you are converting Eberron for Pathfinder. Poisons are a considerable rework of the rules and I don't think they automatically get a miss.
For all you know their living components are susceptible to viral agents and their mechanical\magical components are susceptible to harvesting and parasites.
Even if the poisons are rare, they'd be a damn useful way of controlling the uncontrollable and perhaps completely safe to flesh and blood natives besides :).

I disagree that having a character with no physical needs doesn't affect game play. They have no societal dependencies and no necessary cost of living. That makes them tremendously independent. Perhaps not a game breaker but definitely a big advantage.


2) Rebuild them as monstrous humanoids, making living construct a subtype with whatever immunities you deem appropriate. I make take a page from 4e and give them +2 natural armor and allow them to bond with suits of armor, rather than using the weird and kludgy feat-based approach.
Today 12:29 PM

I like this.


s
 

What I did for my games was
War forged: +2 con +2 int -2 cha and dropped the light fortification. The reasons being they needed a boost to one mental stat, wisdom didn't seem to fit but Int did, as they are very fast learners. The -2 charisma seemed to fit given they just do not know how to interact with some one not giving orders

I took away the light fortification as it was a left over from constructs not being able to be crited. As that is now gone, I saw no reason to leave it. As for other immunitys I really can not see a justified way to remove them. They still have alot of drawbacks. Not being able to heal is huge. Sure a wand can fix that but it's another resource on the party, even channel only half effects the warforged who is often they guy in the front taking the big hits
 

Are the warforged any less powerful as a Pf race? If not, that would be an argument for the stats staying the same, if everything else stays the same. Also, removing the Wis penalty encourages warforged clerics and druids, which may be a design goal, but I would consider a negative.

Since Pathfinder constructs are not immune to critical hits, that would be a reason to get rid of their fortification ability. The rest of their immunities still make sense. They don't have blood or any kind of fluid, so poisons would be nonsensical. You could argue that they are "living" enough that they can be energy drained.

In any case, spare parts and the like are not an issue, since they can be repaired using any of the techniques that work on constructs.

I would make one of two suggestions wrt warforged:

1) Drop the fortification, leave everything the same
2) Rebuild them as monstrous humanoids, making living construct a subtype with whatever immunities you deem appropriate. I make take a page from 4e and give them +2 natural armor and allow them to bond with suits of armor, rather than using the weird and kludgy feat-based approach.

As a rule everything got a cookie or two in Pathfinder over straight 3.5 rules. Races got more powerful (humans get to add a +2 to any one stat they want) and all of the classes increased in power.

Based on this fact alone anything brought in from bog standard 3.4 is going to need a boost unless its been generally deemed to have already been overpowered. While some of the features of the Warforged are nice they are certainly not overpowered. So a bump is needed.
 

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