Warforged Species in Ettor | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Warforged

First created by Giants as machines used in labor and war before the appearance of humanity, the Warforged are actually closer to living beings than simple constructs. Despite their machine-like nature, the Warforged always develop intelligence similar to humans, and after a long ethical debate by the governments of Kessia and Weismark, they are now considered citizens equal to humans. Though considered strange, and are rarely extended the same courtesies as most humans, they constitute roughly 0.5% of the population of Ettor. The secret to their construction has been lost to time, however, and they are no longer produced.

Additional Information

Geographic Origin and Distribution

Warforged have wandered Ettor for centuries, and can be found anywhere on the continent.

Civilization and Culture

Naming Traditions

Warforged have no naming traditions, as they were a manufactured race and never developed their own traditions. The names they have are usually either given to them by a long dead master, a caretaker, or by themselves.

History

WIP
Lifespan
Warforged do not age as biological creatures do, however time does take a toll on them and they must be maintained like any other machine.
Average Height
Warforged come in many sizes, ranging from small sized to large sized creatures.
Average Weight
Weight depends on the composition of a Warforged, and thus can vary greatly. A small sized, Mithril Warforged can weigh only a few dozen pounds, while a large sized Warforged plated with Adamantine can weigh several tons.
Modular Design: A Warforged receives a +2 bonus to any two ability scores and a -2 penalty to any one ability score. Additionally, a warforged can be either small, medium, or large sized. Large sized warforged have +2 LA   Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with 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 cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also 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 damage is instead rolled normally.   Natural Weapons: A warforged has a natural weapon in the form of a slam or a claw attack that deals 1d6 points of damage.   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 creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.   A warforged cannot heal lethal damage normally   Unlike other constructs, Warforged have a constitution score   Warforged may either have low light vision or darkvision up to 60 feet   Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.   Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or 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 disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability 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 takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 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 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.   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 hero's feast or potions.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!