I'm looking at Warforged Components.. and I don't see many drawbacks..

Three_Haligonians

First Post
Hey all,

I was hoping someone could point out anything I've missed here about Eberron's warforged components.

What I am getting from the magic item section in the Eberron book is that they are magic items that the warforged can attach to their own bodies. Some of these items can still be targeted specifically, or sundered.. and others can't (even going so far as to say that on a natural 1 save, such items are not affected). Even the "weapon instead of a hand" ones have the benefit of being "undisarmable".

That's pretty good, but I am wondering about the flaws. Looking over the prices, they don't seem to cost more and looking over the rules for making them I don't see any special requirements (no Craft: Component) feat or what-have-you, no check to implant them.. etc.

So is the fact that they are only usable by Warforged the balance here? Is there something else I might be missing? Have I got my costs wrong? (that could be.. my math is not perfect at times). They do take up an item slot, but so do regular magic items so that cancels out..

Maybe I am crazy, but they seem like a pretty sure thing.

J from Three Haligonians
 
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I don't have Eberron in front of me, but one drawback might be that, while a human warrior can switch out his magic sword for a club when facing a monster with DR x/bludgeoning, the warforged doesn't have that option.

If I have an amulet of natural armor +2 and an amulet of water breathing, I have more options than if I have a neck that gives me one ability or the other.
 

I really liked the war fist (or whatever it is called) on first look. It seemed to make your natural slam attack into the equivalent of a morningstar. Then I figured out that you can't get itterative attacks with it, and I was no longer interested.
 

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