Why are Warforged so bad?

Belen

Adventurer
Dr. Awkward said:
Really, a warforged provides more plot devices, rather than less. I think you're grasping at straws here, even if some of the others who don't like the race have good arguments for their side.

Well, you are free to have your own opinions. Note that I have never said that anyone else should not feel free to use them. Instead, I have given a reason that I will not use Eberron, although I may eventually steal some stuff for my own homebrew. Of course, the main reason I cannot play Eberron is the freakin halfling dino-riders. If only they had called them dragons. They could have been so much cooler as different types of dragons or dragon-kin.

I have played Eberron. The session was even fun, but not something that I would find enjoyable for more than a one-shot and definitely not a world that I'd want to run.

We can just agree to disagree on whether the Warforged provide decent plot devices. Mechanically, they are fairly powerful and their mechanics force a style of play. Period.
 

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Henry

Autoexreginated
EricNoah said:
5...Bender: essentially a rude/low-morals human but with just enough robot excuses to make him still likeable. :D

How about #6: The Megalomaniacal Nihilist

In my Eberron Campaign, the main villain was a suicidal / homicidal warforged. He was psionic, and created to be a killer of Kalashtar. When the Last War ended, he had lost faith in his reason for being, and totally hit rock bottom religiously and philosophically. He later fell in with the Children of Winter (a bunch of nihilistic Druids), and decided that the best end was an end for not just himself, but for the whole, lying, cheating, stinking world that filled him with purpose and then ripped it away from him, in the hope that something better would be born in the hereafter.

Classic end of the world plot, but with a very unusual villain at its head. :)
 

Von Ether

Legend
I'm happy to agree to disagree, but I'd like to tackle these for anyone who does get stuck with a "what do I do now" when it comes to WF ... like those pesky druids.
BelenUmeria said:
Throwing mundane pitfalls like poison, hunger, water etc can be really fun for the DM and the players. The warforged cannot be challenged in that way. Thus, what may be fun for the rest of the party, is no fun at all for the warforged player.

It can affect a warforged greatly. Such dangers might kill off his backup. Then there is the idea of being eternally in statis (broken down) in the middle of nowhere. In fact, this is a perfect example of how ROE helped out. You find out that while WF may not fear "dying" they aren't really crazy about the idea of suddenly waking up at someone else's mercy and discovering they let their friends die. In additon to that, who ever repaired them is going to think they are the WF's "owner." And sometimes, falling into the middle of the ocean with no land marks to get you to shore effectvely makes you "dead" for game purposes.

From what I read, warforged can form deep bonds of friendship. Most are not crazy to have lost friends, flesh or metal, during the war. Now add a sense of helplessness and guilt, there's some tension for ya! If your players can't roleplay tension because their PC are not in personal danger .... I've started to ramble, on to the next.

BelenUmeria said:
Not to mention that warforged characters cannot appreciate a beatiful woman etc.
Check out the Reforged. These guys would all be about trying to understand new emotions and ties.

BelenUmeria said:
I hate races that limit the number of plots you can use or races that MUST have a similar backstory. This is why I do not allow Half-orcs in my games. I get tired of the same ol' mother was raped by an orc yada yada yada backstory. I have a race that is similiar to half-orc (but better balanced). Thus, they do not constrain the player or DM.
Then you'll love half-orcs in Eberron, they breed true. The orcs in Eb are more noble, honorable tribal compared to minions of evil.

BelenUmeria said:
The warforge impose a style of play on both the GM and player. I find it funny that the same people who detest GMs who railroad do not see the warforge in the same light, but maybe that is because the race railroad's the GM for a change.

Trust me, I've had several players try to railroad me with their PC concepts. Rich royalty and prototype psychic teenagers have done much more to derail my games at low-levels that WF have so far. In fact the WF scout in our group has been more useful thanks to his special abilites as compared to be a hinderance.
 

BelenUmeria said:
Mechanically, they are fairly powerful and their mechanics force a style of play. Period.
You state that so authoritatively, yet both of those are extremely debatable. I, at least, disagree with both of them.
 

Gez

First Post
Hey, as an example, here's my WF character.

Fairly powerful? I don't think so, despite the overtly generous character creation rules (pool of 87 points to spread between abilities, resulting in an average of 14.5, one free Exotic Weapon Proficiency feat) I've been given. Forcing a style of play where challenges have to specifically affect the warforged as well because he wouldn't care about the welfare of his buddies? Are you kidding me?

"Vitalis", Warforged Healer

Hit Dice: 4d8+8 (40 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 warforged armor), touch 12, flat-footed 13.
BAB/Grapple: +2/+1
Attack: +4 Whip (1d3-1 nonlethal, reach 15 ft.) or +4 Slam (1d4-1 bludgeoning)
Special Attacks: --
Special Abilities: Warforged traits, healer class abilities.[sblock]
Warforged Traits
No loss of hit point for strenuous actions when disabled. Can be raised and resurrected. Do not need to eat, drink, sleep, or breathe. Does not heal damage naturally. Hit point damage cured by spells from the Healing subschool and by supernatural abilities are halved.
Immunities (Ex): Vitalis is immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickness, and energy drain.
Vulnerabilities (Ex): Vitalis is not immune to mind-affecting effects, critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromantic effects. Vitalis can be affected by spells affecting constructs, and by spells affecting living creatures. Vitalis suffers from rusting grasp and a rust monster's touch attack (Reflex half, DC 17 for the rust monster and 14+casting ability score for the spell).
Plating: Vitalis is effectively wearing armor for spells like chill metal, heat metal and repel metal or stone, and his repelled by repel wood. This armor provides it with a +2 armor bonus and the light fortification (Ex) ability (25% chance of ignoring critical hits or sneak attacks and suffering only normal damage instead).
Natural Weapon: Vitalis can slam with its fists for 1d4 points of damage.
Healer Class Abilities
Healing Hands (Ex): Whenever Vitalis casts a spell that cures hit point damage, it adds its Charisma modifier (+3) to the amount of damage healed. This bonus only applies to spell of the healing subschool that it casts as a healer.
Skill Focus (Ex): As a class ability, Vitalis gained Skill Focus: Heal as a bonus feat.
Cleanse (Su): Once per day each, Vitalis can remove paralysis and remove disease as spell-like ability.
[/sblock]
Saves: Fortitude +4+2=6; Reflex +1+2=3; Will +4+3=7.
Ability Scores: Strength 8 (-1); Dexterity 14 (+2); Constitution 14 (+2); Intelligence 16 (+3); Wisdom 17 (+3); Charisma 16 (+3)
Skills:
  • Concentration (Con) 7+2=9
  • Diplomacy (Cha) 5+3+2=10
  • Handle Animal (Cha) 5+3=8
  • Heal (Wis) 7+3+3=13
  • Knowledge: Nature (Int) 4+3+2=9
  • Knowledge: Religion (Int) 4+3=7
  • Sense Motive (Wis) 5+3=8
  • Spellcraft (Int) 7+3=10
  • Survival (Wis) 5+3=8 (+2 aboveground)
Feats:
  • Augment Healing (Conjuration (Healing) spells cure 2 additional hit points per spell level.)
  • Exotic Weapon Proficiency: Whip (Is proficient with the whip.)
  • Skill Focus: Heal (+3 bonus on Heal checks.)
  • Weapon Finesse (Can use Dex bonus instead of Str penalty for attack rolls with light weapons and whips.)
Alignment: Lawful Good
Spells:
  • Orisons (5/day)[sblock]
    • Create water[sblock]
      Conjuration (Creation) [Water]
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Effect: Up to 2 gallons of water/level
      Duration: Instantaneous
      Saving Throw: None
      Spell Resistance: No

      This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
      Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.[/sblock]
    • Cure minor wounds ○○ (touch, +5 hp)[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will half (harmless); see text
      Spell Resistance: Yes (harmless); see text

      When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage +3 points (Healing Hand class ability) +1 point (Augment Healing).
      Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
    • Deathwatch[sblock]
      Necromancy
      Components: V, S
      Casting Time: 1 standard action
      Range: 30 ft.
      Area: Cone-shaped emanation
      Duration: 10 min./level
      Saving Throw: None
      Spell Resistance: No

      You can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
      Deathwatch sees through any spell or ability that allows creatures to feign death.[/sblock]
    • Detect magic ○[sblock]
      Divination
      Components: V, S
      Casting Time: 1 standard action
      Range: 60 ft.
      Area: Cone-shaped emanation
      Duration: Concentration, up to 1 min./level (D)
      Saving Throw: None
      Spell Resistance: No

      You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
      1st Round: Presence or absence of magical auras.
      2nd Round: Number of different magical auras and the power of the most potent aura.
      3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
      Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
      Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
      Faint aura for a spell level of 3 or lower, or a magic item with a caster level of 5 or lower. A faint aura lingers for 1d6 rounds. Moderate aura for a spell level between 4 and 6, and a magic item with a caster level between 6 and 11. A moderate aura lingers for 1d6 minutes. Strong aura for a spell level 7 and 9, and a magic item with a caster level between 12 and 20. A strong aura lingers for 1d6x10 minutes. Overwhelming aura for spell level 10, epic spells, deity-level spells, artifacts, and epic magic items (caster level 21 and above). An overwhelming aura lingers for 1d6 days.
      Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
      Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
      Detect magic can be made permanent with a permanency spell.[/sblock]
    • Detect poison[sblock]
      Divination
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Target or Area: One creature, one object, or a 5-ft. cube
      Duration: Instantaneous
      Saving Throw: None
      Spell Resistance: No

      You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
      The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.[/sblock]
    • Light[sblock]
      Evocation [Light]
      Components: V, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Object touched
      Duration: 10 min./level (D)
      Saving Throw: None
      Spell Resistance: No

      This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
      A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.[/sblock]
    • Mending ○[sblock]
      Transmutation
      Components: V, S
      Casting Time: 1 standard action
      Range: 10 ft.
      Target: One object of up to 1 lb.
      Duration: Instantaneous
      Saving Throw: Will negates (harmless, object)
      Spell Resistance: Yes (harmless, object)

      Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

      Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).[/sblock]
    • Purify food and drink ○[sblock]
      Transmutation
      Components: V, S
      Casting Time: 1 standard action
      Range: 10 ft.
      Target: 1 cu. ft./level of contaminated food and water
      Duration: Instantaneous
      Saving Throw: Will negates (object)
      Spell Resistance: Yes (object)

      This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
      Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. In the metric system, it's so much simple there wouldn't be a need for such a note, as one liter of water weighs precisely 1 kg and occupies 1 cubic decimeter (1 cubic meter of water is 1000 liters, for a weight of 1 tonne.) Nyah! :p[/sblock]
    • Read magic[sblock]
      Divination
      Components: V, S, F
      Casting Time: 1 standard action
      Range: Personal
      Target: You
      Duration: 10 min./level

      By means of read magic, you can decipher magical inscriptions on objects —- books, scrolls, weapons, and the like -— that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
      Read magic can be made permanent with a permanency spell.
      Focus: A clear crystal or mineral prism.[/sblock]
    [/sblock]
  • First Level (4+1/day)[sblock]
    • Bless water[sblock]
      Transmutation [Good]
      Components: V, S, M
      Casting Time: 1 minute
      Range: Touch
      Target: Flask of water touched
      Duration: Instantaneous
      Saving Throw: Will negates (object)
      Spell Resistance: Yes (object)

      This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
      Material Component: 5 pounds of powdered silver (worth 25 gp).[/sblock]
    • Cure light wounds ○○ (touch, 1d8+9 hp)[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will half (harmless); see text
      Spell Resistance: Yes (harmless); see text

      When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5), +3 points (Healing Hands class ability), +2 points (Augment Healing feat).
      Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
    • Goodberry ○[sblock]
      Transmutation
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Targets: 2d4 fresh berries touched
      Duration: One day/level
      Saving Throw: None
      Spell Resistance: Yes

      Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid or healer of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.[/sblock]
    • Protection from evil ○[sblock]
      Abjuration [Good]
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: 1 min./level (D)
      Saving Throw: Will negates (harmless)
      Spell Resistance: No; see text

      This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
      1. The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
      2. The barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
      3. The spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
      [/sblock]
    • Remove fear[sblock]
      Abjuration
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
      Duration: 10 minutes; see text
      Saving Throw: Will negates (harmless)
      Spell Resistance: Yes (harmless)

      You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
      Remove fear counters and dispels cause fear.[/sblock]
    • Remove paralysis [sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Targets: Up to four creatures, no two of which can be more than 30 ft. apart
      Duration: Instantaneous
      Saving Throw: Will negates (harmless)
      Spell Resistance: Yes (harmless)

      You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
      The spell does not restore ability scores reduced by penalties, damage, or drain.[/sblock]
    • Sanctuary ○[sblock]
      Abjuration
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: 1 round/level
      Saving Throw: Will negates
      Spell Resistance: No

      Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.[/sblock]
    • Speak with animals[sblock]
      Divination
      Components: V, S
      Casting Time: 1 standard action
      Range: Personal
      Target: You Duration: 1 min./level

      You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.[/sblock]
    [/sblock]
  • Second Level (4+1/day)[sblock]
    • Calm emotions ○[sblock]
      Enchantment (Compulsion) [Mind-Affecting]
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Medium (100 ft. + 10 ft./level)
      Area: Creatures in a 20-ft.-radius spread
      Duration: Concentration, up to 1 round/level (D)
      Saving Throw: Will negates
      Spell Resistance: Yes

      This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
      This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.[/sblock]
    • Cure moderate wounds ○○ (touch 2d8+11 hp)[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will half (harmless); see text
      Spell Resistance: Yes (harmless); see text

      When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10), +3 points (Healing Hands class ability), +4 points (Augment Healing feat).
      Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
    • Delay poison ○[sblock]
      Conjuration (Healing)
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: 1 hour/level
      Saving Throw: Fortitude negates (harmless)
      Spell Resistance: Yes (harmless)

      The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.[/sblock]
    • Gentle repose[sblock]
      Necromancy
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Corpse touched
      Duration: One day/level
      Saving Throw: Will negates (object)
      Spell Resistance: Yes (object)

      You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
      The spell also works on severed body parts and the like.[/sblock]
    • Remove blindness/deafness[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Fortitude negates (harmless)
      Spell Resistance: Yes (harmless)

      Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
      Remove blindness/deafness counters and dispels blindness/deafness.[/sblock]
    • Remove disease[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Fortitude negates (harmless)
      Spell Resistance: Yes (harmless)

      Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
      Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.[/sblock]
    • Lesser restoration ○[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 3 rounds
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will negates (harmless)
      Spell Resistance: Yes (harmless)

      Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.[/sblock]
    [/sblock]
○: Prepared uses of the spell (deleted as they are cast).
Spell-Like Abilities: Remove disease ○, remove paralysis ○.
○: Remaining uses of the SLA (deleted as they are cast).
Equipment: (Worth 5400 gp)
[sblock]
  • Holy silver symbol. 25 gp
  • Heward's Handy Haversack. 2000 gp
  • Whip. 1 gp
  • Eternal Wand of Repair Light Damage (2/day, 1d8+1). 820 gp
  • Pearl of Power, 1st-Level Spell. 1000 gp
  • Tanglefoot bags, x4. 200 gp
  • Healer's Kit ○○○○○ ○○○○○. 50 gp
  • Bullseye lantern. 12 gp
  • Oil flask, x10. 1 gp
  • Flint & Steel. 1 gp
  • Hourglass. 25 gp
  • Everburning torch. 110 gp
  • Signal whistle. 0.8 gp
  • Sewing needle. 0.5 gp
  • Canvas, 2 sq. yd. (for making bandages). 0.2 gp
  • 200 ft. silk rope. 40 gp
  • Soap 1 lb. 0.5
  • Spare Change:
    • 10 platinum dragons.
    • 10 gold galifars.
    • 20 silver sovereigns.
    • 100 copper crowns.
Everything is kept in the handy haversack, except for the holy symbol (worn as a necklace, as is so often the case), and the eternal wand. Retrieving anything from the handy haversack being a free action, it's the best placement possible.
1000 gp were spent to enchant Vitalis' plating as +1 armor.[/sblock]
 

Henry

Autoexreginated
I have to interrupt a minute to say, Gez, that's the MOST innovative and useful use of the SBLOCK feature here that I've ever seen. Awesome work! :)
 


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