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Pathfinder 1E Pathfinderize the Warforged

So? A good DM will also take advantage of the additional weaknesses of the Warforged - such as Heat/Chill Metal, repel stone/metal/wood, rusting grasp. They also use up healing spells twice as fast and can't swig potions. Sure, at a low level Warforge seem to have an advantage - but they take wear and tear that other PCs would be able to recover from. Unless a DM drops a Warforged Component, they're out of luck with most of the loot until they get back to town and somebody has the time to alter the magical item to something that can be used (Without alteration, a warforge can't use boots, gloves, or armor slot items).
 

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So? A good DM will also take advantage of the additional weaknesses of the Warforged - such as Heat/Chill Metal, repel stone/metal/wood, rusting grasp. They also use up healing spells twice as fast and can't swig potions.
None of these are real weaknesses. (The half healing comes closest.) Heat metal and rusting grasp are trivial damage, and both allow saves. The repel spells are almost never more than inconvenient, possibly costing the warforged character a whole round of delay. (The repel area is only a 60-foot line, and once set, it isn't movable. Trivial to get around in almost all cases.)

Half healing is a pain, but repair spells fill the gap very nicely, even allowing an arcane caster to help share the healing duties in a group.

I have no idea what makes you think warforged can't benefit from potions, nor what makes you think they can't use gloves or boots. The only wearable items they can't don in the dungeon are armor-slot items.

Warforged are by far the most powerful +0 LA PC race in 3.5. If they were +1 LA, reasonable players would still consider the race worthwhile.
 

Immunity to poison and energy drain are huge benefits to relatively low-level parties because they protect the character from relatively commonly used monster at those levels when resources to protect the characters are relatively sparse. Poisons are common weapons in things ranging from animals and vermin to wyverns and Drow. Wights, vampires, and spectres are part of the bread-and-butter of D&D's undead encounters. Add in ghouls, ghasts, and mummies and that warforged is immune what PCs have to fear about most undead encounters.

Wow, I guess as a DM you would have to use your imagination and creativity and not fall back on the same monsters all the time or have encounters include varieties of monsters with different abilities.

I mean there is no law out there demanding you use those monsters and those alone against your party? I guess it would be a problem if you were running an Adventure Path full of them and refused to make some monster adjustments.
 

I have no idea what makes you think warforged can't benefit from potions, nor what makes you think they can't use gloves or boots. The only wearable items they can't don in the dungeon are armor-slot items.

Okay, I missed the consumables in the long list of Warforged traits. While not explicitly stated in the rules, Warforged do suffer from Ninja Turtle syndrome - so either items need to be altered to fit their 3 fingered hands and 2 toed feet...or we gloss over it and assume that the magical item adjusts itself to the warforged's unique physiological quirks. The first is good role-playing, the second is expediancy.

Eberron also introduced a whole host of anti-construct spells to deal with those balancing issues. The Humanoid Essence set, for instance, negates Warforge invulnerabilities.

Something does need to be done with the ability mods, though, to put them on par with other Pathfinder races - either negating the Wis penalty or a +2 to something else.
 
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Elven immunities are trivial. Warforged immunities are strong and effective against many core effects. Does anyone wish to continue arguing the opposite? If not, can we drop it?
Problem is, the battle over the Forgeries sometimes feels like to me like a war for the soul of D&D; drawn on the lines of whether poison, energy drain & diseases are part and parcel of the D&D experience.
They are
.

Also a huge factor in how balanced Forgeries are is the campaign itself. As Transbot9 mentions Ebberon has a host of things specifically tailored in dealing with and accounting for warforged. If the GM wants to and has the time to bring the majority of those and similar effects along with the warforged, that can help even out some disparities.
 
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While not explicitly stated in the rules, Warforged do suffer from Ninja Turtle syndrome - so either items need to be altered to fit their 3 fingered hands and 2 toed feet...or we gloss over it and assume that the magical item adjusts itself to the warforged's unique physiological quirks. The first is good role-playing, the second is expediancy.

Wonderous Items automatically reshape themselves to fit the user.

So the first is non existent, the second is how the rules work.
 

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