Anthtriel said:
Oh ... er ... sorry, never mind ... that was a pretty major case of reading snafu on my part then.
I guess it's because I somehow thought Warforged don't have a con score, or something similar.
Lessee. Warforged
- +2 Con, -2 Wis/Cha.
-Medium, 30 feet, does not have dark vision or lowlight vision.
-Subject to mind effecting spells.
-Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
-Vulnerable against critical hits, non lethal damace, stunning, ability damage, ability drain, and death effects or necromancy effects.
-Cannot heal naturally (but can be repaired with a craft check). Spells of the Healing subschool only give half points to warforged (repair spells give total HP recovery). Can be ressurrected and raised. When reduced to 0 HP, warforged go inert, rather than bleeding out (but can still be taken to -10 in this inert state).
-Subject to spells like repel metal, repeal rock and wood, rusting grasp, heat/chill metal, and the attacks of a rust monster.
-Do not need to eat, sleep, or breathe, but can benefit from magical items that must be ingested (goodberries, potions). Despite not needing to sleep, a spellcaster must still rest 8 hours.
-Composit plating: Warforged have a +2 armor bonus. This armor is their body, and cannot be removed. They cannot wear artificial armor or a robe, but they can have their composit plate magically enhanced like regular armor. This plating subjects the warforged to a 5% arcane spell failure.
-Light fortification. 25% miss chance for critical hits/sneak attacks
-Natural slam attack (1d4).
-Favored class: Fighter.
LA +0.