Warforged- change Integrated Protection

For some reason, I never thought of it that way Cyber-Dave. Makes a whole lot more sense now.
I'll leave it alone, some of the Warforged only item attunements can take the place of magical enhancements to Armor.

Thanks for the insight.
 

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For some reason, I never thought of it that way Cyber-Dave. Makes a whole lot more sense now.
I'll leave it alone, some of the Warforged only item attunements can take the place of magical enhancements to Armor.

Thanks for the insight.
U was wondering, how are they switching out armor between rests? Wouldn't they need some sort of mechanic to remove the armor for them? I've always thought of the warforge as androids, maybe like the Exos from Destiny. Like for them to actually change armor, they would have to go to some facility in a city that is actually capable of taking them apart.
 


Maybe the best idea would be having different subclasses of warforged with different integrated armor. Skirmisher light armor. Juggernaut Heavy armor. Medium armor is not really needed as it is inferior in many cases and usually overlaps with heavy armor or light.
My take:
Skirmisher and envoy: darkwood core.
If proficient with no armor: 11+dex
If proficient with light armor: 11+dex+1/2 proficiency rounded up.
That will allow you to start with above average AC and keep ot at nearly every level.

The Juggernaut has always disadvantage on stealth checks and 16+1/2 proficiency.

Maybe add a modus for both types that is medium AC and has 13+dex max 2 +1/2 proficiency bonus. The darkwood core gains disadvantage the juggernaut loses it. The darkwood adjustments are just unweildy while the removal of leg and arm adamantium protectors make you more vulnerable but gracile.
The envoy may chose one of those cores at the beginning.

My AC is only half proficiency because arteficiers may transfer other armor enchantments on warforged or may even incorporate unique magic armors into warforged.
 

Okay, I have done some number crunching. Integrated Protection is worth about +2 AC at 1st level, but that advantage disappears completely as soon as the non-warforged acquires best-in category armour (other races with natural armour, such as Lizardfolk and Tortles, gain a similar 1st level boost). It's benefit is equivalent to +1 armour at level 5, +2 full plate at level 9 (but still only +1 studded leather because of the dex cap), +3 full plate/+2 studded leather at level 13, and +4 full plate/+3 studded leather at level 16.


The tweak I would make is to remove the proficiency requirement. Instead default warforged would only get "Darkwood Core", with the heavier types available as a racial feat (Warforged Armour). Juggernaut subrace (which is currently underpowered) would get Composite and Heavy Plating, but not Darkwood Core (unless they took the racial feat).
 
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Darkwood Core and Heavy Plating give the same AC at level 17 (22), while Composite Plating is the worse option to choose, getting an AC of 21 at level 17. That is, of course, if the Darkwood Core character has a 20 for Dex, which by level 17 probably would.

Removing the proficiency bonus, or even just giving them 1/2 proficiency would make the warforged rather "useless", as Integrated Protection is practically all they get. It's the biggest selling point of the race.

Taking away the proficiency bonus gives an AC of 16 (11 + 5 Dex), 15 (13 + 2 Dex), and 16 (no Dex to AC). A human in Studded would have AC of 17 (13 + 5 Dex), half-plate AC 17 (15 + 2 Dex), or full plate 18. That is not counting any magical armors.

Giving half proficiency would be 19 (11 + 5 Dex + 3 prof), 18 (13 + 2 Dex + 3 prof), or 19 (16 + 3 prof), which is like +2 studded leather, +1 half-plate, or +1 full plate. Slightly better, but still worse when +3 magic armor come into play.

If you wish to change it, I would give their Integrated Protection equal to the best armor of the tier (studded leather, half-plate, full plate), and create some kind of warforged only magic item that would give them something equal to the various magical armors (+1-3, armor of resistance, etc). Or, allow their bodies to be enchantable as if they were armor (which is what I am doing in my personal game, along with the Tortle's shell acting the same, though still only giving them 17 AC as they have the one ability to increase their AC by 4 when they enter the shell).
 

Maybe the best idea would be having different subclasses of warforged with different integrated armor. Skirmisher light armor. Juggernaut Heavy armor. Medium armor is not really needed as it is inferior in many cases and usually overlaps with heavy armor or light.

I believe there are some points you may be overlooking.

First, this locks in subrace based on what class you want to be, which means that for most builds you effectvely have no subraces, just one race. This fetters creativitiy a lot.

Second, medium armor is the best armor in plenty of cases. Most obvious is the barbarian - may not have the DEX for light armor to give a worthwhile AC, and loses all rage benefits in heavy armor.

There are plenty of classes that have mild need for DEX and medium armor proficiency where it will give them better AC then light and not have disadvantage on everything that heavy worn non-proficiently would bring.
 

This is why I opted to give both subraces the choice to switch to medium armor mode. I guess skirmishers would never use adamantium anyway and juggernauts won't use darkwood. And that way it is a lot more believable than switching from darkwood to adamantium.
 

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