Warforged and Ironborn - Room for Both?

Warforged and Ironborn: Which would you use in the game you run/play?

  • Warforged (Eberron Game)

    Votes: 29 29.0%
  • Ironborn (Eberron Game) (Well, you never know)

    Votes: 1 1.0%
  • Both (Eberron Game)

    Votes: 6 6.0%
  • Warforged (non-Eberron game)

    Votes: 12 12.0%
  • Ironborn (non-Eberron game)

    Votes: 13 13.0%
  • Both (non-Eberron game)

    Votes: 19 19.0%
  • None of these options fit me but I have some other pertinent input which I will post presently

    Votes: 20 20.0%

Haven't seen the Ironborn yet so can't comment upon them. However, we have a Warforged as a party member in our in-house game of Eberron and found they work excellently as a player race, a trait that will be enhanced by new material for them in Races of Eberron. Much of their success in Eberron I feel is due to how their racial concept suits the poto-modern fantasy flavour of Eberron. As our party's Warforged is an artificer I have first hand experience of how Warforged can function as non-combat classes. Certainly, combat and artifice will be part of any Warforged character, but their origins within the Eberron world demand this and create a place, thematically, for them in the world.

Despite their inclusion in MM3 I'd look for perhaps a more generic construct race to tailor to your world than the warforged. Given the established themes and roles of non-sentient constructs in existing fantasy settings I can understand and agree with those who do not feel sentient construct races are needed. However, like most things I feel its a case of using what you think works within the settings flavours and themes, I certainly don't see a need to import sentient constructs into existing games due to them being in vogue right now. Nevertheless, I'll being looking at the Ironborn and feel COGS from OGL Steampunk could be used in other settings, especially anything really clockword obsssessed, like the gGnomes in HROE.

Nigel
 

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I haven't seen the Ironborn yet (I don't like PDF products). I think I would allow both however. Though at the moment I'm not really happy with the Warforged as they stand. They need to either be rewritten or boosted and made a +1 race.

How do the Ironborn differ from the Warforged? Are they more balanced?
 

Ironborn are like warforged in the sense they are both sentient beings with oraganic parts to them (Ironborn have theirs in the center, Warforged, mixed in)
Unlike the warforged, ironborn have the ability to cater/conform themselves to be much like their creator (ie they can have the racial stat modifiers of their creator and often take the shape/form of their creator). The ironborn don't have inherent stat modifiers unless their creator dicates otherwise. They can also be of small, medium or large size, with the bonuses and penalties inherent in such size changes.







Ability Score Modifiers:
Ironborn display a wide range of physical and mental abilities. Some of them are built for combat, while others are designed for reconnaissance or duty as battle wizards. Thus, their ability scores tend to reflect their intended role. When building your character, you may give a +2 racial bonus to any ability score other than Strength in return for a –2 penalty to any other score. Or, if you want a +2 bonus to Strength, you must assign –2 penalties to two other scores. You do not have to take any ability score modifiers if you do not wish to.







Size:Most ironborn are Medium, but a few are built for roles where a larger or smaller size would be advantageous. Ironborn of a size other than Medium tend to have fewer special abilities relating to their mechanical heritage.







Medium:​
Ironborn of this size gain no disadvantages due to size. They enjoy the full range of benefits from the ability packages described here. A Medium ironborn’s base land speed is 30 feet.






Small:Ironborn of this size are built as scouts or rogues. Most of them are designed to take advantage of their size to sneak past their enemies or remain hidden in battle. A Small ironborn gains all the standard benefits for this size: +4 size bonus on Hide checks, +1 size bonus on attack rolls, and a +1 size bonus to Armor Class. Its base land speed is 20 feet. A Small ironborn may opt for a –2 penalty to Strength, or it can drop its ability package’s secondary feature.
Large:Ironborn of this size are invariably built for war. They use their great bulk to wield heavy weapons and slam opponents before they can draw near. A Large ironborn gains a natural reach of 10 feet, but takes a –4 size penalty on Hide checks and a –1 size penalty on attack rolls and AC. Its base land speed is 30 feet, and its space is 10 feet rather than 5 feet for Small and Medium characters. A Large ironborn does not gain its ability package’s secondary feature. Also, a Large ironborn takes a –2 penalty to Dexterity due to its ponderous bulk. Large ironborn are too heavy and unwieldy to move with the agility of their smaller brethren.
Ironborn Traits

All ironborn share the following traits and features:







Ironborn Subtype:​
Ironborn have the humanoid creature type with the ironborn subtype. This categorization indicates their partial, but not complete, artificial nature. Ironborn are, in essence, beings with the outer body of a construct but the inner workings of an organic creature.













The following traits are shared by all humanoids with the ironborn subtype: Ironborn do not need to sleep and are immune to all sleep-based spells, poisons, and other attacks. They need one-quarter of the food and water required by other creatures of their size; as a rule of thumb, multiply the days’ worth of food and water that an ironborn carries by 4 to determine how long it can make its supplies last. Unless otherwise noted, ironborn do not gain any of the other standard construct traits, such as immunity to critical hits.​

Immortal:As artificial creatures, ironborn suffer none of thedrawbacks and gain none of the benefits of aging. They never die ofnatural causes, and they are immune to any attacks or effects that age a character.

Natural Armor:All ironborn have heavy, metallic bodies. They gain a +1 natural armor bonus to Armor Class.
Rust Vulnerability:An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given,the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.







Humanoid:​
Unless otherwise noted, an ironborn is treated as a humanoid creature. For example, it falls below 0 hit points, stabilizes, and dies using the same rules as any other creature and has no other vulnerabilities or immunities based on its type and subtype.






Skills: Ironborn are ignorant of the ways of society and other creatures. They are born as adults and have few of the social skills that other intelligent beings take for granted. They take a –2 racial penalty on all Bluff, Diplomacy, Gather Information, and Sense Motive checks.
Favored Class:An ironborn’s favored class fits whatever role it was built to fulfill. You may choose any class as an ironborn’s favored class, and once you make this choice you cannot change it.
 
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GreyShadow said:
Warforged (Wizards)
Ironborn (Malhavoc)
Mechanus (Studio Ronin)
COGS (Mongoose)

Perhaps the Shaan (sp?) from Dragon.

Throw in Doom Striders (Bastion), mix them all together. Throw out the normal races and use it as a mechanical world that you could visit.
This is a cool idea. Better yet, throw them together on an island that is presumed deserted. Perhapse a wizard has been secretly advancing mech technology there. Perhapse there is an evil group from the PCs homeland that discovers this island and seeks the use of these constructs to shift the balance of a conflict towards their side. Perhapse the wizard or faction that developed these machines seeks to return to the mainland and sieze power for himself. Or, maybe he's a total recluse to simply creates them for his own amusement, but the ironborn and warforged have gone to war with one another.

Just a few thoughts.
 



Better yet, throw them together on an island that is presumed deserted. Perhapse a wizard has been secretly advancing mech technology there.
Why use just an island when you could have a mechanoid colony on...the moon? If the moon has no atmosphere nor food, it's not like they'll be worried.

Probably less likely to rust up there too.
 
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And not forgetting the iron cobras! And scaladar too. And not forgetting half-machine templaters from Dungeon of course...

And what's the name of that mechano-mage from undermountain, Halaster's apprentice? Just came to me; Trobriand. Throw in some Rings of Trobriand to control them all, then after the PCs destroy the main power source/control panel, have Trobriand utter the immortal words "Zee rings! Zey do nuhsink!" just before he is marched upon and dismembered by his own mechanical creations. :]

Yeah. :cool:

(How the PCs get back from the moon is their problem. :D )
 
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