Warforged ECL 0???? Yeah right!!!!


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A couple other ideas to think about.

5% ASF (effectively makes them weaker arcane casters)
The ___ Body feats are permanent; if they find the Holy Armor of Awesomeness, they cannot use it.
Armor Check penalties for those ____ body feats; a fighter can shed his full plate to climb or avoid drowning, a WF cannot. (yes, I know WF can't drown, but that doesn't help if you're stuck in a well)
Who doesn't like only getting 55 hp back from a HEAL spell? (rather than 110)
No bonus languages: A commonly forgot thing: they only know common, no matter how high their INT score is.
 



Henry said:
Does the wizard have some kind of special feat or a bard level to help him do this? By default rules, this is a no-no, and I'm not aware of anything other than a level of another class to let him do that.

Beside that, that's some pretty expensive healing long-term -- 750 gp for one wand, and you have to use twice as many of its charges to make it work.



We've never had a problem with them, because we never relied on poisons much. I never saw players rushing to play warforged in droves, only one or two, and they never had a big advantage over the party.

If you wanted to tone them down, I would probably remove the immunity to ability damage or drain, and possibly even immunity to fatigue and no need for sleep. It's easy enough to explain, in that they need time to rejuvenate, or for their minds to rest similar to flesh creatures. Warforged are not all metal, they are also part organic components, too, even if not alive in the same sense.


I think he means a Wand of Repair Damage, in Eberron Repair damage is a Wiz/Soc, Artificer spell that heals Warforged and other constructs for full effect.
 

BrooklynKnight said:
I think he means a Wand of Repair Damage, in Eberron Repair damage is a Wiz/Soc, Artificer spell that heals Warforged and other constructs for full effect.

yep...that was it...didn't have the Eberron book handy. sorry for any confusion.
 

I haven't got the books handy, but I wonder how a Warforged Psion (shaper) would fare. It could take Adamantine body at 1st level to up the DR a bit (to counter the low hp, even with the Con bonus) and at 3rd level could take "Psionic Repair Construct" as a power. And psionics don't carry the ASF penalty.

And if an Adamintine Warforged is just standing there, who is going to suspect it of being the one summoning Astral Constructs? (Heck, this even has the roleplaying hook of the construct trying to create other constructs).

Seems like a winner combo to me, but perhaps there is something I missed.
 

howandwhy99 said:
Warforged are nearly an unplayable race at early levels. They receive enormous benefits against some of the Primary challenges early 1-4th level characters face: starvation, sleep deprivation (including fatigue and exhaustion), poison, drowning, sickness and disease, and the Dying state.

Starvation is a group penalty, so unless the party is all 'forged it won't make a difference. (Except I guess he can dig their graves for them...)
sleep deprivation sure, the 'forged have a big advantage, same with drowning. (I can see circumstances where either could come up, such as a lever underwater that must be thrown), poison doesn't have a big effect, and disease is a nuisance.

Also let me say that if starvation or sleep deprivation was a continual threat, I'd probably ditch the game. :)
In return for these challenge-shortcircuiting abilities they aren't allowed to heal naturally.

Another thing I think a lot of this thread misses, is not just the penalties that a warforged has, but also that they lose advantages that other races gain. A lot of folks take human because of the feat, whereas a warforged must spend a feat to gain decent armor.
 

Crothian said:
If you want people to see something, you should show it to them. :D

As far as I know, the statement "Eberron has a place for anything in D&D" is accurate. The statement made earlier "Eberron has a place for everything in D&D" isn't really Keith's POV. You can fit anything in D&D in Eberron (although you might need to get creative), but you shouldn't try to fit everything in at once.

Also, the intent of the original line was that there is a place for everything in Core D&D in Eberron. I don't remember Keith taking issue with the expansion from that, but he did clarify that.
 

That line was poorly worded: the ECS says "everything in the Player's Handbook, Dungeon Master's Guide, and Monster Manual has a place somewhere in Eberron."

Granted, a lot of other content that exists in other campaign settings or in other non-core books can be worked in easily, but Eberron is not a kitchen sink setting. Not that a lot of things can't be worked in, you just have to do it properly. For example, Shadow Weave from Forgotten Realms would probably be a bad idea as is, especially considering the ambiguity of the divine in Eberron, but if you flavour it as drawing magic from Khyber, rather than Siberys or Eberron (the accepted 'mainstream' sources of magic), it could work. The divine word of Hellcow is available here. ;)

Personally, I would hoserule the energy drain immunity of Warforged out, and instead put it in with the immunities to necromatic effects in the Warforged Juggernaught PrC. The energy drain is a little much, and would make more sense in a PrC designed to make them more construct-like. It wouldn't change the balance too much, IMO.
 

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