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.