Warforged Feats

Creamsteak

Explorer
Here I've tried to figure out the proper stats for a variety of different warforged body feats. Generally, these are weaker than the two feats presented in the Eberron Campaign Setting (Mithral Body and Adamantine Body). These are, primarily, intended as NPC feats, to fill out a larger variety of bodies. Some of them are possibly strong enough for a PC, or perhaps a bit too strong in one or two cases. Generally, some of these would imply obvious changes to other feats (or even the warforged juggernaut prestige class, depending on taste). It is, basically, intended to fill some gaps and add some variety. If anyone chooses to implement these, Also, this allows for a bronzewood warforged, a rather effective armor feat for a druid PC.

I have not presented Mithral body or Adamantine body here, as I probably don't have the right to. Just know that I extrapolated these modifiers and scores from those two feats with as little change to them as possible. For instance, I "subtracted" the modifiers for adamantine armor from adamantine body (with the slight adjustment that the damage reduction for AB is not as good as regular adamantine armor) to achieve Iron Body. I considered the mithral armor that a forged gains from mithral body to be medium armor, made lighter by the fact that it is actually mithral.

If anyone feels like expanding on this thread with any other variants (whatever they may be), they are completely welcome.



Heavy Armor Feats

COBBLED PLATING [WARFORGED]
Some warforged are adorned with heavier metal plates than those their creator originally endowed them with.
Prerequisites: Warforged.
Benefit: Your armor bonus is increased to +7. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +0 maximum Dexterity bonus to AC, a -6 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 40%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Warforged who take this feat lose access to any previous feat that modified the character's armor bonus. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

FLAMETOUCHED BODY [WARFORGED]
A warforged character can be crafted with the use of flametouched iron plating, providing armor and additional protection against evil outsiders at the cost of mobility.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8 and you gain a +1 resistance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

GREATER MITHRAL BODY [WARFORGED]
Rare and extremely expensive, a warforged character's body can be crafted out of layers of mithral plating, adding significant protection at the sacrifice of some speed.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8. However, your base land speed is reduced to 20 feet, and you are considered to be wearing Medium armor. You have a +3 maximum Dexterity bonus to AC, a -4 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Warforged who take this feat lose access to any previous feat that modified the character's armor bonus. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

[*] Two recommendations with this feat: 1) Perhaps add Mithral body as a pre-requisite if it seems too powerful. 2) Consider allowing this feat as a prerequisite to Mithral Fluidity.

IRON BODY [WARFORGED]
A common variant for warforged soldiers is a heavy layer of iron plating that provides protection at the cost of mobility.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

[*] One recommendation for this feat: Allowing this feat to work as a pre-requisite for the Warforged Juggernaut (with some modifications) would leave some room for more NPC warforged juggernauts.



Medium Armor Feats

BRONZEWOOD BODY [WARFORGED]
Though rare, a warforged character's body can be crafted with Bronzewood armor and using bronzewood as a replacement for all metal components, adding significant protection at the cost of mobility.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +5. However, your base land speed is reduced to 20 feet, and you are considered to be wearing medium armor. You have a +3 maximum Dexterity bonus to AC, a -3 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor. In addition, Warforged characters with this feat are no-longer affected by spells that effect metal such as heat metal, chill metal, or rusting grasp.

LESSER ADAMANTINE BODY [WARFORGED]
Few warforged were designed with the compromise of adamantine plating and moderate mobility in mind, but those that have are able to move much more freely than heavier warforged.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +5 and you gain damage reduction 1/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing medium armor. You have a +3 maximum Dexterity bonus to AC, a -3 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

[*] One recommendation with this feat: 1) This feat should not work with the warforged juggernaut.

LESSER COBBLED PLATING [WARFORGED]
Some warforged have added extra armor to their bodies, while others have removed some of their original armor in favor of more freedom of movement.
Prerequisites: Warforged.
Benefit: Your armor bonus is increased to +5. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +2 maximum Dexterity bonus to AC, a -4 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 30%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Warforged who take this feat lose access to any previous feat that modified the character's armor bonus. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

LESSER FLAMETOUCHED BODY [WARFORGED]
A few rare warforged were created with flametouched iron components, providing armor and additional protection against evil outsiders.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +5 and you gain a +1 resistance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +3 maximum Dexterity bonus to AC, a -3 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

LESSER IRON BODY [WARFORGED]
A common variant for warforged soldiers is a moderate level of iron plating that provides protection at the cost of mobility.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +5. However, your base land speed is reduced to 20 feet, and you are considered to be wearing medium armor. You have a +3 maximum Dexterity bonus to AC, a -3 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.



Additional Warforged Feats

FLAMETOUCHED BOND [WARFORGED]
A warforged created with Flametouched iron can tap into their connection to the Silver Flame, turning .
Prerequisites: Warforged, the ability to turn undead or censure fiends, Flametouched Body or Lesser Flametouched Body.
Benefit: You are able to turn undead or censure fiends as if your class level is one level higher than it actually is. In addition, your body becomes capable of functioning as a holy symbol. You cannot be disarmed of your holy symbol, and it is always considered to be on hand.
Special: The benefit of this feat does not stack with a normal Flametouched Iron holy symbol.
Normal: Your body is not normally able to act as your holy symbol or divine focus for the purpose of casting spells or turning undead.

LIVEWOOD HEART [WARFORGED]
A small number of warforged are capable of accepting a small portion of living wood into their bodies, allowing for slight natural regeneration.
Prerequisites: Warforged, Bronzewood Body, Ability to cast 4th level Divine spells.
Benefit: You accept a piece of livewood into your body, providing you the ability to regenerate some health like a living creature. When you rest for 8 hours, you recover hit points naturally as a character of your level would. You still do not sleep, but remaining inert allows your body to rebuild itself slowly. If you take any damage during a period of rest, you must begin the process of resting again from the beginning.
Normal: A warforged cannot heal damage naturally.

LIVEWOOD BODY [WARFORGED]
Through your symbiotic relationship with your livewood heart, you gain the ability to be affected by healing spells normally.
Prerequisites: Warforged, Bronzewood Body, Livewood Heart, Ability to cast 6th level Divine spells..
Benefit: Spells from the healing subschool and supernatural abilities that heal hit point damage or ability damage provide their full effect to you.
Normal: Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
 
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I think these are pretty cool. They all seem fairly balanced to me on paper.

I'd like to see more feats for all of the new Eberron races.

Starman
 

I'm not very into Eberron -- got too many other things on my plate -- but these seem interesting, if a bit too simliar.

Why not allow "Warforged Traits" that are internally balanced and don't require that the Warf give up his only 1st level Feat?

Another potential balance mechanism for expensive materials which might help you balance a feat-less system: "repair" spells on the Warf require a material component (adamantine dust, quicksilver, whatever) that costs 1 gp/hp healed.

-- N
 
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