Friday, January 1, 2010

Race: Warforged

+2 Con, +2 Wis, -2 Cha

  • Composite Plating (+2 Armor Bonus, 5% Arcane Spell Failure)
  • Natural Slam Attack (1d4)
  • Immunity to poison, sleep effects, paralysis, disease, nausea, sickened, fatigue, exhaustion, nonlethal damage, and energy drain.
  • Warforged can be affected by spells that target living creatures as well as by those that target constructs.
  • Warforged do not heal lethal damage naturally. Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage only provide half their normal effects. Spells that repair objects may be used at full effect. Using a relevant Craft skill can also be used to repair the warforged over time and at cost.
  • Does not breathe, eat, or sleep but can still benefit from the effects of consumable spells and magic items.
Warforged are resilient and powerful but have a difficult time relating to other living beings. Their relatively detached point of view offers unique insights often unattainable by other creatures.

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