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Why are Warforged so bad?
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<blockquote data-quote="Staffan" data-source="post: 2159002" data-attributes="member: 907"><p>In Eberron, there are a number of Dragonmarked Houses, each made up by a very extended family (more like a clan) and employees, who have virtual control over certain economic areas through various guilds, aided by magical powers provided by their dragonmarks. House Cannith is one of these houses, and they have the Mark of Making, controlling most industries in Khorvaire.</p><p></p><p></p><p>I'm not so sure they are stronger than dwarves. Sure, they're outright immune to certain spells, but dwarves get +2 to saves versus all of them. Warforged have to spend a feat to get decent armor, and can't remove it if they're in a situation where it's a hindrance (e.g. climbing). Warforged don't heal naturally (although they can repair themselves - but that requires the Craft skill, which gives them less skill points to use for other things) and only get half benefit from most healing (and most wizards feel they have better things to do with their spells than heal the warforged). They have no special vision unlike dwarves (unlike regular constructs, living constructs specifically do not get darkvision), and have a Wisdom penalty - so despite not sleeping, they don't make particularly good guards, and they're even more vulnerable to mind-affecting magic that isn't humanoid-only. They are also especially vulnerable to certain magics (rusting grasp and heat/chill metal come to mind).</p></blockquote><p></p>
[QUOTE="Staffan, post: 2159002, member: 907"] In Eberron, there are a number of Dragonmarked Houses, each made up by a very extended family (more like a clan) and employees, who have virtual control over certain economic areas through various guilds, aided by magical powers provided by their dragonmarks. House Cannith is one of these houses, and they have the Mark of Making, controlling most industries in Khorvaire. I'm not so sure they are stronger than dwarves. Sure, they're outright immune to certain spells, but dwarves get +2 to saves versus all of them. Warforged have to spend a feat to get decent armor, and can't remove it if they're in a situation where it's a hindrance (e.g. climbing). Warforged don't heal naturally (although they can repair themselves - but that requires the Craft skill, which gives them less skill points to use for other things) and only get half benefit from most healing (and most wizards feel they have better things to do with their spells than heal the warforged). They have no special vision unlike dwarves (unlike regular constructs, living constructs specifically do not get darkvision), and have a Wisdom penalty - so despite not sleeping, they don't make particularly good guards, and they're even more vulnerable to mind-affecting magic that isn't humanoid-only. They are also especially vulnerable to certain magics (rusting grasp and heat/chill metal come to mind). [/QUOTE]
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