ForceUser said:
To add to what others have already pointed out, I'd like to note the warforged character's most striking disadvantage--spells of the healing subschool are only half effective...
Having just finished in a campaign playing a Warforged Fighter, I most definitely agree; healing was a bit of a pain in the… armour…!?!
And we were not a party without healing either! We had a Cleric and a Bard and a Wizard in the group. And we regularly visited major urban centres. And I maxed out my Craft skill so that I could repair myself.
The fact of the matter was that the Cleric and Bard’s healing was much more effective on the meat; they would heal me, but were slightly reluctant to do so. The majority of the time it was done at the end of the day, and just enough so that with my own repairs I would be on full for the next morning (although, I did have fun with this – when the group camped for the night, I would continually strike my coffee cup with my pen and make a tink-tink-tink sound). Likewise the Wizard repaired when he could, but most of his magic was offensive in nature.
Potions, Scrolls and Wands were purchased and we did get by, but it was a fact to which we did have to pay close attention; a conscious motivator for the character, rather than an assumed one (like with most D&D characters and campaigns).
As a last resort I was going to put points into Use Magic Device, just so I could carry and use a couple of Wands of Repair Light Damage - in case I got separated from the group… but the campaigned finished before I could start down that path.
And enchanting took days out of my schedule; rather than just buying a new set of armour or leaving it to be improved, my attendance was mandatory. It was an inconvenience and I found no advantage to it what-so-ever.
Not breathing – this came up once only. Twice if you count the fact that my character couldn’t possibly swim (a bit of a circular argument). It was a minor boon, if that. In reality it only mitigated existing disadvantages.