The Warforged are a newer race of beings, an indirect result of attempts to fuse ancient magics with cutting-edge technology. As living constructs, they are rational beings, placing value in logic more than anything else, and their dedication is like clockwork. Warforged excel in just about any task, as they are well equipped to handle many situations.

Warforged Racial Traits

  • +2 Strength, +2 Constitution, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Living Construct Subtype (EX): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
  • Features: As a living construct, a Warforged has the following features.
    • A Warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    • Unlike other constructs, a Warforged has a Constitution score.
    • Unlike other constructs, a Warforged does not have Low-Light Vision or Darkvision.
    • Unlike other constructs, a Warforged is not immune to mind-affecting spells and abilities.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
    • A Warforged cannot heal damage naturally.
    • Unlike other constructs, Warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects and necromancy effects.
    • As living constructs, Warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Warforged can be healed by a Cure Light Wounds spell or a Repair Light Damage spell, for example, and a Warforged is vulnerable to a Disable Construct spell and Harm. However, spells from the Healing subschool and supernatural abilities that cure hit point damage provide only half their normal effect to a Warforged.
    • The unusual physical construction of Warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A Warforged is affected by Repel Metal and Chill Metal as if he were wearing metal armor. Likewise, a Warforged is affected by a Repel Metal or Stone as if he were wearing metal armor. A Warforged is repelled by Repel Wood. The iron in the body of a Warforged makes him vulnerable to Rusting Grasp: The creature take 2d6 points of damage from the spell (Reflex, half). A Warforged takes the same damage from a Rust Monster’s touch (Reflex DC17, half). Spells such as Stone to Flesh, Stone Shape, Warp Wood, and Wood Shape affect objects only, and thus cannot be used on the stone and wood parts of a Warforged.
    • A Warforged responds slightly differently from other living creatures when reduced to 0 hit points. A Warforged 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 are greater than -10, a Warforged is inert: he is unconscious and helpless, and he cannot perform any actions. However, an inert Warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    • As a living construct, a Warforged can be raised or resurrected.
    • A Warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as Heroes’ Feast and potions.
    • Although living constructs do not need sleep, a Warforged spellcaster must rest for 8 hours before preparing spells or renewing spells per day.
  • Medium: As medium constructs, Warforged have no special bonuses or penalties due to their size.
  • Warforged base land speed is 30 feet.
  • Warforged always treat the Craft (Mechanical) skill as a class skill, regardless of their class.
  • Composite Plating: The plating used to build a Warforged provides a +2 bonus to Armor Class. This plating is not natural armor and does not stack with the other effects that give an Armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Warforged character cannot wear armor or magic robes. Warforged Composite Plating can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him.
    Composite plating provides a Warforged with a 5% Arcane Spell Failure chance, similar to the penalty for wearing light armor. Any class ability that allows a Warforged to ignore the Arcane Spell Failure chance for light armor lets him ignore this penalty as well.
  • Light Fortification (EX): When a critical hit or sneak attack is scored on a Warforged, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
  • A Warforged has a natural weapon in the form of a Slam attack that deals 1d4 points of damage.
  • Automatic Languages: Common. Bonus Languages: None.
  • Favored Class: Fighter.

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