I thought it would be cool to have new model experimental warforged that could tinker with themselves in search of self improvement so I made up these feats. I think its a more interesting way of being "better than flesh" than turning yourself back into an asoicial war machine like the Lord of Blades. I'm not sure how balanced the mechanics are so comments and suggestions are welcome.
Modular Body
Prerequisites: warforged (level 1/1st HD)
Warforged with this feat are especially good at integrating new and non-standard body parts into their being.
Benefits: With this feat the warforged can remove much of its outer plating (craft smith/armoursmith DC10), losing the +2 armour bonus and the armour check penalties and freeing the armour/robe magic item slot. It still cannot wear armour made for other races but armours equivalent to the standard types that attach to the warforged body can be custom made or adapted (armourer check DC10+AC bonus to fit). This feat also lowers the DC to repair the warforged by 2.
Normal: A warforged is stuck with the armour it is created with and if it wants it enchanted it must stay present throughout the process.
Special: Other constructs may take this feat at 1st level to give access to the custom body parts feat tree.
Accept New Hands
Prerequsisites: Modular Body, base will save +4
Warforged with this feat may have replacement hands attached including scavenged hands and customised hands with special properties and integrate them into themselves so that they work properly including their special features by expending life energy.
The repair DC to fit a new hand or part thereof is 20 + 5/1000gp market price of the hand and the xp cost to integrate it is 1/25gp market pice (minimum 5). The warforged can change its hands as often as it likes paying the costs each time.
Accept New Arms
Prerequsisites: Modular Body, base will save +6
As above but the entire limb can be replaced in whole or in part.
Accept New Legs
Prerequsisites: Modular Body, base will save +6
As above but the legs can be replaced in whole or in part.
Accept Extra Arms
Prerequsisites: Modular Body, Accept New Arms, base will save +8
Extra arms can be attached.
The repair DC to fit an extra arm is 30 + 5/1000gp, xp cost as above. No more than two extra arms will fit on a standard warforged torso. The extra arms can attack but with full secondary attack penalties unless appropriate feats (multiattack, multiweapon fighting etc) are taken.
Accept New Eyes
As with Accept New Hands but for eyes.
Accept Extra Sensors
Prerequsisites: Modular Body, Accept New Eyes, base will save +8
The repair DC to fit an extra sensor is 30 + 5/1000gp, xp cost as above.
Accept Lower Body Refit
Prerequsisites: Modular Body, any two other feats from this tree, base will save +10
Want a radically different bodyplan from the waist down? This feat lets you swap ‘em.
Repair DC 30+
Accept Whole Body Refit
Prerequsisites: Modular Body, any two other feats from this tree, base will save +12
This feat can let you acquire the effects of the Mithral/Adamantine body feats or let you try on that inert warforged titan…
Repair DC 30+
What do you think?
Any suggetions for cool custom parts and/or a pricing scheme for same?
Modular Body
Prerequisites: warforged (level 1/1st HD)
Warforged with this feat are especially good at integrating new and non-standard body parts into their being.
Benefits: With this feat the warforged can remove much of its outer plating (craft smith/armoursmith DC10), losing the +2 armour bonus and the armour check penalties and freeing the armour/robe magic item slot. It still cannot wear armour made for other races but armours equivalent to the standard types that attach to the warforged body can be custom made or adapted (armourer check DC10+AC bonus to fit). This feat also lowers the DC to repair the warforged by 2.
Normal: A warforged is stuck with the armour it is created with and if it wants it enchanted it must stay present throughout the process.
Special: Other constructs may take this feat at 1st level to give access to the custom body parts feat tree.
Accept New Hands
Prerequsisites: Modular Body, base will save +4
Warforged with this feat may have replacement hands attached including scavenged hands and customised hands with special properties and integrate them into themselves so that they work properly including their special features by expending life energy.
The repair DC to fit a new hand or part thereof is 20 + 5/1000gp market price of the hand and the xp cost to integrate it is 1/25gp market pice (minimum 5). The warforged can change its hands as often as it likes paying the costs each time.
Accept New Arms
Prerequsisites: Modular Body, base will save +6
As above but the entire limb can be replaced in whole or in part.
Accept New Legs
Prerequsisites: Modular Body, base will save +6
As above but the legs can be replaced in whole or in part.
Accept Extra Arms
Prerequsisites: Modular Body, Accept New Arms, base will save +8
Extra arms can be attached.
The repair DC to fit an extra arm is 30 + 5/1000gp, xp cost as above. No more than two extra arms will fit on a standard warforged torso. The extra arms can attack but with full secondary attack penalties unless appropriate feats (multiattack, multiweapon fighting etc) are taken.
Accept New Eyes
As with Accept New Hands but for eyes.
Accept Extra Sensors
Prerequsisites: Modular Body, Accept New Eyes, base will save +8
The repair DC to fit an extra sensor is 30 + 5/1000gp, xp cost as above.
Accept Lower Body Refit
Prerequsisites: Modular Body, any two other feats from this tree, base will save +10
Want a radically different bodyplan from the waist down? This feat lets you swap ‘em.
Repair DC 30+
Accept Whole Body Refit
Prerequsisites: Modular Body, any two other feats from this tree, base will save +12
This feat can let you acquire the effects of the Mithral/Adamantine body feats or let you try on that inert warforged titan…
Repair DC 30+
What do you think?
Any suggetions for cool custom parts and/or a pricing scheme for same?