King Eothyr Nerra III opened imperial coffers to the Society of Imperial Artificers, an organization of learned arcanists honored by, but independent of, the king. He set their goal as an adaptive artificial being—one that didn’t imprison another creature, such as an immortal spirit or elemental being, as the spark for sentience. This new being had to be autonomously capable of its tasks and able to learn. Eothyr’s son, Elidyr ascended to the throne upon his father’s death, before the artificers had succeeded at their work. Rumblings of unrest among savages within the empire led Elidyr to turn the work in the direction of war. He wanted a soldier, not just a utopian construct.

Recently, the Society of Imperial Artificers completed the first creation forge, along with the rituals that led to the birth of the first warforged. The emperor allowed nobles to eschew battlefield duty if they could pay for warforged to be built to take their place.

+2 Constitution, -2 Wisdom, -2 Charisma

  • Medium: As Medium creatures, warforged have no special bonuses or penalties due to their size.

• Composite plating (Ex): +2 Armor bonus to AC, but 5% Arcane failure chance.

• Light Fortification: 25% chance of negating a Critical Hit or Sneak Attack bonus damage.

• Natural weapon: Slam attack for 1d4 + strength modifier damage.

  • Living Construct: A living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
    • Unlike other constructs, a living construct does not have low-light vision or darkvision.
    • Unlike other constructs, a living construct is not immune to mind-influencing effects.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
    • A living construct cannot heal damage naturally.
    • Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
    • Unlike other constructs, a living construct can use the run action.
    • Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
    • A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    • Can be raised or resurrected.
    • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
    • Does not need to sleep, but must rest for 8 hours before preparing spells.

The warforged are made using a blend of materials. The core of a warforged is a frame formed from wood, stone, or metal. Bundles of rootlike fibers surround the core and serve as the muscles of the construct. Plates of steel and wood are fused over this layer of tendrils, forming the hard outer shell of the warforged. The precise appearance and construction of the body depends on the model of the warforged, as represented by its initial feats. This also affects the weight of the warforged, as shown below.

Composite Plating: A warforged with the default composite plating has a base height of 5’10”, with a +2d6 height modifier, base weight of 270 pounds, and weight modifier of x4.

Adamantine Body: Its base weight is 320 pounds, with a weight modifier of x6. While adamantine itself is no heavier than steel, a warforged with this feat is typically more massive than other models, with more steel and stone in its construction. Provides a +7 bonus to AC, 15% arcane spell failure chance, and damage reduction of 3/-.

Unarmored Body: Its base weight is 225 pounds, with a weight modifier of x3. A warforged with this feat is covered with composite plating, but these plates are extremely thin and do not interfere with movement or spellcasting. Nor do they provide an bonus to AC.

Warforged Marshals are outfitted with a +1 Armblade (treat as a one handed bastard sword) attached to the end of one of the warforged’s arms.

Warforged Scouts are fitted with an +1 Armbow (treat as a repeating crossbow that can summon 1d4 crossbow bolts each round at the cost of 1 hp, and the warforged is automatically proficient with) attached to the end of one the warforged’s arms.

Warforged Warmages are fitted with a Wand Bracer that can hold up to three wands, inside the warforged’s forearm, and switch between them as a swift action as long as the warforged has that hand free.


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