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[Eberron] Revisiting Warforged
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<blockquote data-quote="Klaus" data-source="post: 2741718" data-attributes="member: 607"><p>I don't find them particularly overpowered (at least not when compared to, say, a dwarf).</p><p></p><p>For comparison's sake, here are three PCs from my Eberron campaign:</p><p></p><p>Guardian</p><p>Male Personality Warforged Pal2</p><p>Medium Construct (Living Construct)</p><p>HD 2d10+6(Paladin) ; hp 22</p><p>Init +0; Speed 20 ft. (4 squares)</p><p>AC:19 (Flatfooted:19, Touch:10; +8 Adamantine Body, +1 buckler*);</p><p>Base Attack/Grapple: +2/+5</p><p>Attack: Greatsword +5 melee (2d6+4, 19-20);</p><p> Longbow +2 ranged (1d8, x3)</p><p> Longspear +5 melee (1d8+4)</p><p> Morningstar +5 melee (1d8+3)</p><p> Slam +5 melee (1d4+4)</p><p>Special Attacks: Smite Evil/Construct 1x/day (+1 attack, +2 damage).</p><p>Special Qualities: DR 2/adamantine, no natural healing; vulnerability to chill metal, heat metal, repel metal or stone, repel wood, rusting grasp; light fortification (25% chance of negating sneak attack or critical hit); Aura of Good, Detect Evil at will, Durable Will (Con modifier adds to Will save)</p><p>Immunities: Poison, sleep effects, paralysis, disease, fatigue, exhaustion, nausea.</p><p>AL LG; Saves Fort +6, Ref +0, Will +3</p><p>STR 16, DEX 10, CON 17, INT 10, WIS 10, CHA 12.</p><p>Skill mod ranks ability misc.</p><p>Craft (Armorsmithing) +7 5 +0 +2 masterwork tools</p><p>Knowledge (Nob&Royal) +1 1 +0</p><p>Knowledge (Religion) +2 2 +0</p><p>Listen +0 0 +0</p><p>Ride +1 1 +0</p><p>Search +0 0 +0</p><p>Spot +0 0 +0</p><p>Feat:</p><p>Adamantine Body.</p><p>Possessions: Greatsword, Longbow, Arrows (20), Morningstar, Longspear, Buckler, Masterwork Armorsmith`s tools, Backpack; Silver Holy symbol, 3gp.</p><p>Action Points: 6</p><p></p><p>Soranda Moonhunt</p><p>Female Shifter (Razorclaw) Druid1</p><p>Medium Humanoid (Shapechanger)</p><p>HD 1d8+1(Druid) ; hp 9</p><p>Init +5; Speed 30 ft. (6 squares)</p><p>AC:15 (Flatfooted:12, Touch:13; +3 Dex, +2 leather);</p><p>Base Attack/Grapple: +0/+2 [+2]</p><p>Attack: Scimitar +2 melee (1d8+3, 18-20);*</p><p> Sling +3 ranged (1d4+2);</p><p> [Scimitar +3 melee (1d8+4, 18-20)];*</p><p> [2 claws +3 melee (1d4+3];</p><p> [Scimitar +1 melee (1d8+3, 18-20) and claw +1 melee (1d4+1)]</p><p>* - Soranda wields her scimitar two-handed.</p><p>Special Attacks: Spells, shifting (1/day, duration 7 rounds).</p><p>Special Qualities: Beast spirit, low-light vision, nature sense, wild empathy +1 (+5).</p><p>AL NG; Saves Fort +1, Ref +2, Will +2</p><p>STR 14 [16], DEX 16, CON 12, INT 10, WIS 15, CHA 10.</p><p>Skill mod ranks ability misc.</p><p>Balance +6 1 +3 +2 racial</p><p>Climb +5 [+6] 1 +2 [+3] +2 racial</p><p>Concentration +2 1 +1</p><p>Handle Animal +5 1 +0 +4 w/ beast spirit</p><p>Heal +3 1 +2</p><p>Hide +3 0 +3</p><p>Jump +5 [+6] 0 +2 [+3] +2 racial</p><p>Knowledge (Ntr) +3 1 +0 +2 w/ nature sense</p><p>Listen +8 3 +2 +2 w/ Alertness, +1 w/ Shifter Instincts</p><p>Move Silently +3 0 +3</p><p>Sense Motive +3 0 +2 +1 w Shifter Instincts</p><p>Spot +8 3 +2 +2 w/ Alertness, +1 w/ Shifter Instincts</p><p>Survival +6 2 +2 +2 w/ nature sense</p><p>Swim +4 [+5] 2 +2 [+3] </p><p>Feat:</p><p>Alertness (b)</p><p>Shifter Instincts</p><p>Possessions: Leather armor, scimitar, sling, holy symbol (mistletoe), backpack, rope, flint and steel, 5gp.</p><p>Spells Prepared 3/2</p><p>Shifting: +2 Strength, 2 Claws (1d4 damage)</p><p>Action Points: 5</p><p></p><p>Drago Vedenin</p><p>Male Human Artificer1</p><p>Medium Humanoid</p><p>HD 1d6+1(Artificer) ; hp 7</p><p>Init +2; Speed 30 ft. (6 squares)</p><p>AC:16 (Flatfooted:14, Touch:12; +2 Dex, +3 studded leather, +1 buckler*);</p><p>Base Attack/Grapple: +0/+0</p><p>Attack: Light crossbow +2 ranged (1d8, 19-20);</p><p> Light mace +0 melee (1d6)</p><p> Longspear +0 melee (1d8)</p><p>Special Attacks: Infusions.</p><p>Special Qualities: Artificer knowledge +4, artisan bonus, disable trap, item creation.</p><p>AL NG; Saves Fort +1, Ref +2, Will +2</p><p>STR 11, DEX 14, CON 13, INT 16, WIS 10, CHA 14.</p><p>Skill mod ranks ability misc.</p><p>Appraise +4 1 +3 </p><p>Concentration +2 1 +1 </p><p>Craft (Alchemy) +3 2 +3 -2 (no tools)</p><p>Craft (Wpnsmth) +7 4 +3 </p><p>Disable Device +7 4 +3 </p><p>Knowledge (Arc) +7 4 +3</p><p>Listen +0 0</p><p>Open Lock +6 4 +2 </p><p>Search +7 4 +3</p><p>Spellcraft +7 4 +3</p><p>Spot +0 0</p><p>Use Mgc Device +6 4 +2 +2 w/ scrolls </p><p>Feat</p><p>Point Blank Shot (+1 to hit and damage up to 30 feet)</p><p>Precise Shot (no penalty at firing into melee)</p><p>Scribe Scroll (b)</p><p>Possessions: Studded leather armor, buckler, light crossbow, crossbow bolts (10), longspear, light mace, alchemist’s fire, acid (2), weaponsmith’s tools, thief’s tools, backpack, bedroll, waterskin, 2 gp.</p><p>Infusions Known: 3</p><p>Craft Reserve: 20</p><p>Action Points: 5</p><p></p><p></p><p>Even though he's one level above the other two ('cause the character will enter the party by the time the other two are 2nd level), Guardian really suffers, skill-point-wise. Most of his abilities are defensive in nature, and his stats are far more average than the other two (all with 32 point-buy).</p></blockquote><p></p>
[QUOTE="Klaus, post: 2741718, member: 607"] I don't find them particularly overpowered (at least not when compared to, say, a dwarf). For comparison's sake, here are three PCs from my Eberron campaign: Guardian Male Personality Warforged Pal2 Medium Construct (Living Construct) HD 2d10+6(Paladin) ; hp 22 Init +0; Speed 20 ft. (4 squares) AC:19 (Flatfooted:19, Touch:10; +8 Adamantine Body, +1 buckler*); Base Attack/Grapple: +2/+5 Attack: Greatsword +5 melee (2d6+4, 19-20); Longbow +2 ranged (1d8, x3) Longspear +5 melee (1d8+4) Morningstar +5 melee (1d8+3) Slam +5 melee (1d4+4) Special Attacks: Smite Evil/Construct 1x/day (+1 attack, +2 damage). Special Qualities: DR 2/adamantine, no natural healing; vulnerability to chill metal, heat metal, repel metal or stone, repel wood, rusting grasp; light fortification (25% chance of negating sneak attack or critical hit); Aura of Good, Detect Evil at will, Durable Will (Con modifier adds to Will save) Immunities: Poison, sleep effects, paralysis, disease, fatigue, exhaustion, nausea. AL LG; Saves Fort +6, Ref +0, Will +3 STR 16, DEX 10, CON 17, INT 10, WIS 10, CHA 12. Skill mod ranks ability misc. Craft (Armorsmithing) +7 5 +0 +2 masterwork tools Knowledge (Nob&Royal) +1 1 +0 Knowledge (Religion) +2 2 +0 Listen +0 0 +0 Ride +1 1 +0 Search +0 0 +0 Spot +0 0 +0 Feat: Adamantine Body. Possessions: Greatsword, Longbow, Arrows (20), Morningstar, Longspear, Buckler, Masterwork Armorsmith`s tools, Backpack; Silver Holy symbol, 3gp. Action Points: 6 Soranda Moonhunt Female Shifter (Razorclaw) Druid1 Medium Humanoid (Shapechanger) HD 1d8+1(Druid) ; hp 9 Init +5; Speed 30 ft. (6 squares) AC:15 (Flatfooted:12, Touch:13; +3 Dex, +2 leather); Base Attack/Grapple: +0/+2 [+2] Attack: Scimitar +2 melee (1d8+3, 18-20);* Sling +3 ranged (1d4+2); [Scimitar +3 melee (1d8+4, 18-20)];* [2 claws +3 melee (1d4+3]; [Scimitar +1 melee (1d8+3, 18-20) and claw +1 melee (1d4+1)] * - Soranda wields her scimitar two-handed. Special Attacks: Spells, shifting (1/day, duration 7 rounds). Special Qualities: Beast spirit, low-light vision, nature sense, wild empathy +1 (+5). AL NG; Saves Fort +1, Ref +2, Will +2 STR 14 [16], DEX 16, CON 12, INT 10, WIS 15, CHA 10. Skill mod ranks ability misc. Balance +6 1 +3 +2 racial Climb +5 [+6] 1 +2 [+3] +2 racial Concentration +2 1 +1 Handle Animal +5 1 +0 +4 w/ beast spirit Heal +3 1 +2 Hide +3 0 +3 Jump +5 [+6] 0 +2 [+3] +2 racial Knowledge (Ntr) +3 1 +0 +2 w/ nature sense Listen +8 3 +2 +2 w/ Alertness, +1 w/ Shifter Instincts Move Silently +3 0 +3 Sense Motive +3 0 +2 +1 w Shifter Instincts Spot +8 3 +2 +2 w/ Alertness, +1 w/ Shifter Instincts Survival +6 2 +2 +2 w/ nature sense Swim +4 [+5] 2 +2 [+3] Feat: Alertness (b) Shifter Instincts Possessions: Leather armor, scimitar, sling, holy symbol (mistletoe), backpack, rope, flint and steel, 5gp. Spells Prepared 3/2 Shifting: +2 Strength, 2 Claws (1d4 damage) Action Points: 5 Drago Vedenin Male Human Artificer1 Medium Humanoid HD 1d6+1(Artificer) ; hp 7 Init +2; Speed 30 ft. (6 squares) AC:16 (Flatfooted:14, Touch:12; +2 Dex, +3 studded leather, +1 buckler*); Base Attack/Grapple: +0/+0 Attack: Light crossbow +2 ranged (1d8, 19-20); Light mace +0 melee (1d6) Longspear +0 melee (1d8) Special Attacks: Infusions. Special Qualities: Artificer knowledge +4, artisan bonus, disable trap, item creation. AL NG; Saves Fort +1, Ref +2, Will +2 STR 11, DEX 14, CON 13, INT 16, WIS 10, CHA 14. Skill mod ranks ability misc. Appraise +4 1 +3 Concentration +2 1 +1 Craft (Alchemy) +3 2 +3 -2 (no tools) Craft (Wpnsmth) +7 4 +3 Disable Device +7 4 +3 Knowledge (Arc) +7 4 +3 Listen +0 0 Open Lock +6 4 +2 Search +7 4 +3 Spellcraft +7 4 +3 Spot +0 0 Use Mgc Device +6 4 +2 +2 w/ scrolls Feat Point Blank Shot (+1 to hit and damage up to 30 feet) Precise Shot (no penalty at firing into melee) Scribe Scroll (b) Possessions: Studded leather armor, buckler, light crossbow, crossbow bolts (10), longspear, light mace, alchemist’s fire, acid (2), weaponsmith’s tools, thief’s tools, backpack, bedroll, waterskin, 2 gp. Infusions Known: 3 Craft Reserve: 20 Action Points: 5 Even though he's one level above the other two ('cause the character will enter the party by the time the other two are 2nd level), Guardian really suffers, skill-point-wise. Most of his abilities are defensive in nature, and his stats are far more average than the other two (all with 32 point-buy). [/QUOTE]
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