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Why Vampires Suck in 3.X, and How 4e Can Fix Them
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<blockquote data-quote="Rechan" data-source="post: 3872590" data-attributes="member: 54846"><p>Lessee. Warforged </p><p>- +2 Con, -2 Wis/Cha.</p><p>-Medium, 30 feet, does not have dark vision or lowlight vision.</p><p>-Subject to mind effecting spells. </p><p>-Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.</p><p>-Vulnerable against critical hits, non lethal damace, stunning, ability damage, ability drain, and death effects or necromancy effects.</p><p>-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).</p><p>-Subject to spells like repel metal, repeal rock and wood, rusting grasp, heat/chill metal, and the attacks of a rust monster.</p><p>-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.</p><p>-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. </p><p>-Light fortification. 25% miss chance for critical hits/sneak attacks</p><p>-Natural slam attack (1d4).</p><p>-Favored class: Fighter.</p><p>LA +0.</p></blockquote><p></p>
[QUOTE="Rechan, post: 3872590, member: 54846"] 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. [/QUOTE]
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