PGtE 069 76 Warforged
PGtE 069 76 Warforged
PGtE 069 76 Warforged
Warforged
Trained from the instant they were constructed, until the moment they were deployed,
warforged were invented and born for war. As the war came to an end, warforged
were recognized and granted their rights as humanoids by the Treaty of Thronehold.
Now, they are soldiers whose only purpose has come to an end and must find meaning
in a world that has abandoned them.
Warforged were created as expendable construct soldiers to fight in the HIT POINTS
last war. 8
SIZE
You might… Medium
Have scars and wounds from fighting in the last war, dealing with SPEED
old injuries and trauma that has never healed 25 feet
Often misread other creatures' emotions, struggling to understand
ABILITY BOOSTS
their - and your own - feelings
Constitution
Apply wartime thinking to every situation, analyzing every situation
Free
as a tactical puzzle
Free
ABILITY FLAW
Others Probably… Charisma
Believe you do not experience emotions and are incapable of higher LANGUAGES
thinking beyond your programming Common
Are an expendable asset, and to be taken advantage of for your Additional languages equal to 1 +
tireless nature and lack of world experience outside the war your Intelligence modifier (if it's
See you as a valuable ally to have on the battlefield, even if positive). Choose from Dwarvish,
sometimes they struggle to relate to you
Elvish, Gnomish, Goblin, Halfling,
and any other common languages
Physical Description… to which you have access (such as
the languages prevalent in your
Warforged exterior is covered in a series of flexible metallic or leather
region).
plates, creating a form of integrated armour which grants them protection
on the battlefield. TRAITS
Warforged
As constructs, warforged typically don't need to breathe, eat, or sleep; Construct
however, the body of a warforged needs to vent alchemical impurities at a
LIVING CONSTRUCT
constant rate. This venting process requires breathable air to prevent a
Your physiological needs are
buildup of impurities in a warforged's alchemical fluids which can seize a different from those of living
warforged's biological components, sometimes to fatal effect. Thus, creatures. You don't need to eat or
warforged can still suffocate much like living creatures, but can in a drink, but can if you choose to for
limited sense hold their breath as other humanoid creatures can. Though the effects of consumable spells
they don't sleep, warforged require a period of restoration to allow the and magic items. You don't need to
alchemical fluids of their body to replenish. Without this process, a sleep, but you still need a daily
warforged is incapable of fully restoring their body and they enter an period of rest. During this period of
inefficient state (similar to a humanoid who doesn't get 8 hours of sleep). rest, you must enter a recuperating
standby state for at least 2 hours,
Society… which is similar to sleeping except
Warforged do not have any established cultures or traditions, or any sort you are aware of your surroundings
of developed place in society. and don't take penalties for being
unconscious. Much like with
sleeping, if you go too long without
entering your standby state, you
become fatigued and can't recover
until you enter standby for 2 hours.
Version 1.6.6
LIVING BODY
Alignment and Religion… Your body is formed of both wood
Warforged tend to be neutrally aligned. Warforged similarly tend to be and steel which by the powers of
unreligious. the creation forge are granted life.
This life energy flows through you
Names… much like the blood of humanoids.
Most warforged do not have a name for themselves beyond their creation As a result, you are a living
number such as unit 4859. Others come up with a specific name, typically creature. You don't have the typical
just a single noun or adjective. construct immunities, can be
affected by effects that target a
Sample warforged names living creature, and can recover Hit
Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Points normally via positive energy.
Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Additionally, you are not destroyed
Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, when reduced to 0 Hit Points.
Spike, Temple, Vault, Wall Instead, your life energy attempts
to keep you active even in dire
straits; you are knocked out and
Integrated Armor begin dying when reduced to 0 Hit
Points.
Your heritage grants you one type of integrated armour, as noted below. If
your integrated armour becomes destroyed, it no longer grants an item CONSTRUCTED RESISTANCE
bonus to your AC but remains integrated into your body. However, your Your constructed body has
destroyed integrated armour can still be repaired at a very hard DC for its advantages and disadvantages that
level, losing the destroyed condition when its HP is above 0.
most humanoid creatures do not.
You gain a +1 circumstance bonus
Nominal Integrated Armour to saving throws against diseases
Your body does not have the armour protections afforded to most other
and poisons. However, you are
considered to be a creature
warforged. Though you are still physically wearing integrated armour,
composed entirely of wood and
you are considered unarmored. Your integrated armour is in the leather
metal for the purposes of magical
armour group and has a Dex cap of +5. This armour has no bulk, but you or other effects regardless of your
can never wear other armour or remove your integrated armour; however, integrated armour type. Your
you still don't become fatigued from sleeping. Finally, you can etch integrated armour and physical
armour runes onto your armour as normal. composition do not violate
anathemas - such as the druid's
Light Integrated Armour anathema - against metals.
Your body is designed to be agile with some protection. Your integrated
EMOTIONALLY UNAWARE
armour is light armour in the leather armour group that grants a +2 item
Warforged find it difficult to
bonus to AC, a Dex cap of +3, a check penalty of –1, and a Strength value understand and express complex
of 12. This armour has no bulk, but you can never wear other armour or emotions. You take a –1
remove your integrated armour; however, you still don't become fatigued circumstance penalty to Diplomacy,
from sleeping. Finally, you can etch armour runes onto your armour as and Performance checks, and on
normal. Perception checks to Sense Motive.
Warforged Heritages
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among
those of your ancestry in the environment where you were born or grew up. You have only one heritage and
can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities
might have more or fewer members from a particular heritage.
Vanguard Warforged
The primary soldier of the warforged armies of the last war, the Vanguard warforged was the most commonly
created of the warforged.
You have medium integrated armour and gain the Weapon Proficiency general feat.
Juggernaut Warforged
Used as shock troops in the last war, they are a heavier version of the Vanguard Warforged but otherwise have
many of the same physical attributes.
You have heavy integrated armour. You gain the Armor Proficiency general feat.
Skirmisher Warforged
Designed as lightly armoured but more mobile warforged, the Skirmisher Warforged were widely deployed
throughout Khorvaire.
You have light integrated armour and gain the fleet general feat.
You have nominal integrated armour and become trained in one lore and one common or uncommon language
of your choice. At 5th level, you become an expert in the selected lore.
You have nominal integrated armour, and gain one cantrip from the arcane spell list. You can cast this spell as
an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
As unique warforged design, work with your GM to figure out what you were created for. Select an integrated
armour type, and you become trained in a skill and a 1st level skill feat associated with that skill.
Version 1.6.6
Enhancement Your body has more space for Enhancement You can see mistakes as they happen
integration, or you have become more adept at and rapidly adjust to prevent them. If you use
using your tools. You can now either integrate two Skilled Capability on a skill check and fail, you may
tool kits of 2 bulk or less, or gain a +1 circumstance reroll the triggering check without the +2 status
bonus to a tool kit of your choice when it is bonus from Skilled Capability. If you do so, skilled
integrated into your body. Capability gains the fortune trait. You must use the
new result, even if it's worse than your first roll.
REPLACEABLE INTEGRATED ARMOUR FEAT 1
WARFORGED
WARFORGED ARMAMENT FEAT 1
Though it is an extremely uncomfortable process - less WARFORGED
painful but akin to a human replacing their skin - you You gain either a claw or slam unarmed attack. The
can replace your integrated armour. You can remove claw deals 1d4 slashing damage, is in the brawling
the integrated armour that you are wearing, and group, and has the agile, and finesse, and unarmed
replace it with any other set of armour. This activity traits. The slam deals 1d8 bludgeoning damage, is in
takes 1 hour, and while you replace your armour you the brawling group, and has the shove and unarmed
are considered unarmoured and flat-footed. When you traits. This attack is not affected by the material
complete the process, the new armour is incorporated configuration of your integrated armour.
into your body and has no bulk as a result. You can
still never wear other armour on top of this armour, Your weapon can be reconfigured; you can select this
and can only have one integrated armour at a time. feat at any level, and you can retrain into or out of this
While this armour is integrated, you don't become feat or change the type of attack you gain.
fatigued from sleeping in it. As before, you can etch
Enhancement Your attacking part is reinforced.
armour runes onto your armour while you are wearing
Increase the damage die of the unarmed attack you
it as normal.
gain from this feat by one step (from 1d4 to 1d6, or
If you are removing the Integrated Armour from your from 1d8 to 1d10).
Heritage, it is considered worthless scrap metal and WARFORGED LORE FEAT 1
can only be used as armour if you reincorporate it into
WARFORGED
your body.
You have come to better understand the process that
Enhancement Your armour becomes more integrated made your body and the magic that powers it. You
into your body. You gain the Chassis Deflection gain the trained proficiency rank in Arcana and
reaction. Crafting. If you would automatically become trained in
one of those skills (from your background or class, for
CHASSIS DEFLECTION
example), you instead become trained in a skill of your
Trigger A critical hit deals physical damage to you choice. You also become trained in Warforged Lore.
Attempt a DC 17 flat check. If you are successful, the
attack becomes a normal hit. Enhancement You gain a greater understanding of
your creation. Increase your proficiency rank in
SKILLED CAPABILITY FEAT 1
either Arcana or Crafting, as well as Warforged
WARFORGED CONCENTRATE
Lore, to expert. If you were already an expert in the
Prerequisites Skilled Warforged heritage chosen skill, increase your rank to master instead.
Frequency once per hour
Trigger You attempt a skill check in which you are at
least trained requiring three actions or fewer.
Your training allows you to rapidly adapt
circumstances to give yourself the best chance of
success. You gain a +2 status bonus to the triggering
skill check.
Version 1.6.6
Critical Success You slam the foe down and the force 13th Level
overwhelms it. The creature is knocked prone,
becomes dazzled for 1 round, and takes damage CONSTRUCT REJUVENATION FEAT 13
equal to 2d6 plus your Strength modifier. The foe is WARFORGED
Enhancement You may select the other precious You are also capable of reconfiguring your
material type and become traced in both. augmentations to meet your needs. You can spend one
week of downtime to change the enhancement you
gain with this feat.