I'd like to play a Warforged Fighter 5/ Warforged Juggernaut 5(prestige class from Eberron). If you object to this please stop me.
If you have any questions about Warforged hit me up on AIM
----------------------------------------------------------------
Reaper
Base Racial Items Total
Str 15+1 8 pts 16 18 18
Dex 8 0 pts 8 8
Con 17+1 13pts 18+2 24 24
Int 14 6pts 14 14
Wis 10 2 pts 10-2 8
Cha 9 1pt 9 -2 7
http://invisiblecastle.com/find.py?a=show&id=172362
8+13+6+2+1=30
Level 4 adjustment Con +1
Level 8 adjustment Str + 1
Warforged Racial +2 con, -2 Wis, -2 Cha
Amulet of Health +4
Gauntlets of Ogre Power
SP (2+int)*13
SP (2+2=4*13)=52 sp
Stat Rank Misc = Total
Craft(Armorsmithing)(Int) 2 13 2 17
Jump(Str*) 4 13 -5+5 17
Intimidate(Cha) -2 10 8
Survival(Juggernaut)(Wis) -1 10 12
Swim(Str*) 4 6 -5 5
Base Armor Dex Nat Deflection
AC 10+ 8+2 (-1)
Feats
1,3,6,9 Adamantine Body(1), Improved Unarmed Strike, Cleave, Quick Draw
Ftr 1,2,4 Power Attack, Improved Bull Rush, Improved Sunder
Adamantine Body:
Prereq: Warforged, 1st level only
Benefit: Your armor is increased to +8 and you gain damage reduction 2/adamantine. However your base speed is reduced to 20 and your max dex is +1. You are considered to be wearing heavy armor. -5 Check penalty to skills and a 35% arcane spell failure.
Warforged Living Construct
Traits:
-Unlike other constructs, a warforged has a constitution score.
-Unlike other constructs, a warforged does NOT have low-light vision or darkvision.
-Unlike other constructs, a warforged is NOT immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, diesease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
-A warforged cannot heal damage naturally.(I think there's an errata saying it's lethal damage)
-Unlike other constructs, a warforged is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death or necromancy effects.
-Damage dealt to a warforged can be healed by a cure light spell or a repair light damage spell, for example, and a warforged is vulnerable to a disable construct and harm spell. However, spells from the healing subschool and supernatural abilities that heal hit point damage or ability damage only provide half their normal effect.
-Vulnerable to heat metal, chill metal, repel metal or stone, rusting grasp. However warforged are not vulnerable to spells such as flesh to stone because they affect objects only.
-At 0 a warforged can still take a move or standard action but it does not further injur a warforged. Between -1 and -9 inclusive, a warforged is inert. He is unconscious and helpless and cannot make any actions. However, a warforged does not lose further hitpoints between -1 and -9.(E.G. He's stable)
-As a living construct a warforged can be raised or resurrected.
-A warforged does not need to eat, breath or sleep but can still benefit from the effects of consumable spells and magic items such as Heroes feast and magic potions.
-Although Warforged do not need to sleep, a warforged wizard must still rest for 8 hours.
-+2 con, -2 Wis, -2 Cha: Warforged are resilient and powerful, but their difficulty in relating to others makes them seem aloof or even hostile.
-Medium
-Base speed of 30'
-Composite plating: See Adamantine Body instead.
-A warforged has a natura
l weapon in the form of a slam attack which deals 1d4 points of damage.
-Automatic Language:Common Bonus language: None
-Favored Class: Fighter
Fighter 5th level
5d10 +35 Link http://invisiblecastle.com/find.py?id=172363
First d10 should be max.
10+7+10+7+10+7+4+7+8+7=77
Bab +4
Saves 4/1/1
Warforged Juggernaut 5th Level
5d12+35 Link http://invisiblecastle.com/find.py?id=172365
5+7+10+7+7+7+4+7+8+7=69
BAB +3
Saves 4/1/1
Special Abilities:
1st: Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, reserved.
2nd: Charge Bonus +1, Construct perfection I, extended charge.
3rd: Construct Perfection II, healing immunity, Superior Bull Rush
4th: Armor Spikes 1d8, Bonus on Charge +2, Construct Perfection III
5th: Construct Perfection IV, Greater Powerful Charge
Armor Spikes: (paraphrase) proficient in use. 1d8 damage on grapple. Can be affected like other weapons by spells.
Expert Bull Rush: A warforged juggernaut can add his level to strength checks when making a bull rush attempt or defending an attempt. A warforged also adds his class level to strength checks when trying to break down doors.
Powerful Charge: When you charge, if your melee attack hits, you deal an extra 1d8 points of damage if you are medium. +2d6 if large.
Reserved: Starting at first level a warforged juggernaut begins to distance himself from living creatures. Because of this a warforged juggernaut takes a penalty equal to his class level on the following skills: Bluff, diplomacy, gather information and sense motive.
Charge Bonus: +2 bonus to attack rolls when charging
Construct Perfection I: No longer subject to nonlethal damage or extra damage from critical htis.
Construct Perfection II: Immunity to all mind-affecting spells and abilities(Charms, compulsions, phantasms, patterns and morale effects.)
Construct Perfection III: Immunity to death effects and necromancy effects
Construct Perfection IV: A warforged juggernaut is no longer subject to ability damage or ability drain.
Extended Charge: A warforged juggernaut gains +5 speed when charging.
Healing Immunity: Immune to the effects of healing and the healing subschool. Can't use consumables such as heroes' feast or magic potions.
Superior Bull Rush: When a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal letah damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of the bull rush. If the bullrush was made as part of a charge the juggernaut can add its extra damage from Powerful Charge OR Greater Powerful Charge.
Greater Powerful Charge: As powerful charge, except you treat yourself as one size category larger.
Cash Money Gold: 49,000
---------------------------
Gauntlets of Ogre Power: 4,000
Amulet of Con +4:16,000
Repair Kit: 50gp
Hat of Disguise: 1,800
Greatsword +2: 8,000+315+3,000(adamantine)
Cloak of Res +1: 1,000
Armor +2 :4,000
Glamered: 2,700
Boots of Striding and Springin': 5,500
Ring of Feather Falling: 2,200
Tree token: 400gp
35gp
Reaper
AC: 19
HP: 146
BAB: 7/2
Saves
Fort 16= 8+7+1
Ref 2= 2-1+1
Will 2= 2-1+1
Speed: 20+10 Boots=30 +5 when charging
DR= 2/adamantine(Adamantine Body)
My Minmaxed Stats:
18(+4)
8(-1)
24(+7)
14(+2)
8(-1)
7(-2)