War Somafex in Sartova | World Anvil

War Somafex

a.k.a. Warforged
  Warforged were created by House Kyndarai in 898 AB, shortly before Dinlirys, their home at the time, joined the world's greatest war. They were not made to be weapons by initial design, but as the world devolved to chaos, science became a weapon, runic engines into war machines, arcane transport into airships of war.   By the time the war ended, the Warforged Prototype XIV was a perfect model for a foot-soldier, with with the Rune Synthesis designs appearing near the end of the war. Soon after, the Sentinel model was created to keep watch over the remote and horribly magical lands that mortals cannot remain in for long due to risk of eldritch pollutants. Only then, as the war turned to a lasting peace, was it discovered that miscalculations and freak accidents early in the Warforged designs enabled them to gain sapience. When their mission of war was lost, they were purposeless. Their sentience took time to develop, and what was formerly seen as a fluke of the constructs quickly spread into a commonality.   Warforged would stand in fields for days, tales, even years. They would attempt to console the dead, not understanding the fact of death. They might even go mad, refusing to let the war turn to peace, as it was all they knew. Over time, these fledgling people became adjusted to the world around them, yet production of Warforged ended the same day it was discovered that these were not like other constructs. They were people, in skin of wood, steel, and magic.  
 

Construct Form

Warforged heal half from positive energy and take half damage from negative energy.
They have weakness 5 to Rot and Terror damage, but heal fully from mechanical and law damage.
Any time a Medicine check would be rolled on a Warforged, Lore Artifice is used instead, or Crafting with a -2c penalty.
Warforged require a period of focus and restoration that lasts 4 hours and will make them unaware for a time, which functions as rest.
Warforged do not make death saves, as no bodily processes cause time to be a factor in their expiry. However, simple destruction of their fragile magical enchantments can render their form inert all the same. When they would lose the dying condition, they gain Wounded 2 instead of Wounded 1. If they are already Wounded 2, they become Wounded 3. They die normally at Dying 4.
Warforged do not lose Wounded through natural healing, and must undergo further maintenance with an Artifice check.  

Reconstruction

Warforged are unique in that they are designed by their creators for a task, though they commonly outlive that task and must find a new purpose in their suddenly existent life. Their heritage decides what that task is, be it Prototype XIV for a warrior, Rune Synthesis for a capable spell relay or mage, Sentinel for a hunter or assassin. However, this design can be altered through their lifetime with an extensive reconstruction. As such, a Warforged can undergo a very difficult process lasting 8 hours, costing 10 gold per feat level gp or 25 gold for heritage, and requiring a hard Artifice DC (20-30), which allows them to change their heritage or ancestry feats. While this requires access to modern technology and components, it does not require re-enchantment, and the exterior chassis is preserved, though it might be stretched or distorted to match a different form.   This process can also be done to "enhance" every ancestry feat the Warforged chooses, upgrading it to a more powerful version. When a feat is upgraded in this way, it can no longer be changed without destroying the Warforged.  
 

New Skill Feat:

 
Artifice Inventor - Crafting 3 - Expert
You devise a new design for a Warforged upgrade that you may create and attach to yourself. This functions as an ancestry feat, but you do not gain the standard benefits of it until a normal Reconstruction procedure is done. This does not provice the enhanced level of the ancestry feat unless a second Reconstruction is done.  
 

Ancestry Feats:

 
ARCANE COMMUNICATION - 1
You can deliver silent messages. You gain touch telepathy, allowing you to communicate silently and mentally with any creature you’re touching, as long as you share a language.
Enhancement You can send your messages even further. Your telepathy gains a range of 10 feet, but you still have to share a language with your target.  
AUTOMATON ARMAMENT - 1
You’ve been provided a body part designed for combat. You gain a weapon that is part of your body. It deals 1d6 damage by default, and you use your highest weapon proficiency.
You may choose:
Scissorblade - agile, finesse, unarmed
Loaded Fist - shove, fatal d6
Telescoping Rod - reach 10ft, parry
Forceful Chassis-cannon - ranged 30ft, limited ammo, can only be shot once before a 10-minute activity must be taken to reload. Does 3d6 damage without any addition.
Special: Reconstruction can be done at a lower DC to simply change the weapon choice.
Enhancement Your attacking part is reinforced. This weapon gains a +1i bonus to attack and additional materials can be added to give it a further type, such as elysian bronze or cold iron.  
ENERGY BEAM - 1
You can channel your core’s power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals 1d6 fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects.
Enhancement You channel greater power. Either increase the range to 40ft, or the damage to 2d6. In either case, critically failing an attack with this will make you blinded until the start of your next turn, and deal 1d4 damage to you.  
REINFORCED CHASSIS - 1
Choose a piece of standard armor that you gain for free. It takes the place of your chassis with all relevant stats. It cannot be removed, and gains the flexible trait, allowing you to wear it permenantly. It does not take bulk, but you cannot wear any armor.
Special: Changing this armor requires Reconstruction, and you cannot equip other armors, though you can use materials such as cold iron or elysian bronze to add type or powers to your chassis.
Enhancement Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction.
CHASSIS DEFLECTION - free action
When you would suffer a critical hit from a Strike action, attempt a DC 17 flat check. (20%) If you are successful, the attack becomes a normal hit.  
 
ARCANE SAFEGUARDS - 5
The magic powering you makes it difficult for outside magic to affect you. You gain the Resist Magic reaction, which lets you react to a spell targeting you to gain a +1c on a saving throw.
Enhancement 1 Choose a tradition of magic. When you Resist Magic, you gain a number of temporary Hit Points. If this is the chosen tradition of magic, this is equal to the spell level +2, if it is not, then it is equal to the spell level -2 (minimum 1).
Enhancement 2 Choose a tradition of magic. If you use this reaction and you succeed on the save against that tradition of magic, you critically succeed instead.  
Integrated Armament - 5
Inside your body or arms is an integrated weapon or shield. You can make this your formerly chosen Automaton Armament, or a chosen one-handed weapon or shield. It is nearly impossible to find by those who do not know to search for it, granting them a -3c on perception checks to find the item on you. You may retrieve it as a single action
Enhancement 1 This space becomes extra-dimensional, allowing you to hide any small object such as a weapon, shield, potion, wand. It will not be detected by simple detect spells, though the compartment itself is magic.
Enhancement 2 You may store two handed weapons within the comparment, comprised of pieces from both arms or your body.  
MAGICAL RESISTANCE - 5
Your animating magic provides some defense. Choose a thematic or elemental damage type. You gain resistance 5 to that damage type.
Enhancement You tap deeper into your animating magic, and your resistances improve. Choose one of the following benefits: you gain resistance 5 to the remaining two damage types from the above list, or your chosen resistance increases to a value equal to 3 + half your level.  
RELIQUARY - 5
Special: This feat does not require access to technology, and Reconstructing it will use Religion instead of Artifice.
Adding to your body, face, arms, and core are relics, holy symbols, and blessings of a chosen deity or a pantheon. Through these blessings you have fashioned yourself a holy warforged, walking in the light (or dark) of some powerful god.
You gain Fast Healing 1 when in combat, the ability to heal from the gods thematic damage, and weakness 5 to an opposing god's thematic damage. If you suffer this weakness damage, you lose the Fast Healing for 1 minute.
Enhancement 1 The Fast Healing increases to 2, but whenever you would suffer your weakness damage, you must make a Fortitude DC 18 or become slowed 1 on your next turn.
Enhancement 2 (your deity is a good deity, and you have fast healing). You may make a single action to bless an ally. You heal them 2d10, but lose your Fast Healing for 10 minutes.
Enhancement 3 (your deity is an evil deity, and you have fast healing). You may make a single action to curse a foe. You lose your Fast Healing and take 2d4 persistent thematic damage of your weakness, and a target within 30ft will gain disadvantage on their next d20 roll unless they succeed at a DC 21 Will Save.  
 
ARCANE CAMOUFLAGE - 9
You have developed magical techniques to aid you with stalking your prey. You can cast blur and invisibility each once per day as 2nd-level arcane innate spells.
Enhancement Your camouflage is more potent. Your blur spell now lasts 10 minutes and when you cast invisibility, you can choose to gain the effects of the 4th-level version of the spell. In addition, you can now cast blur and invisibility each twice per day.  
ARCANE PROPULSION - 9
2 action ability. Frequency once per day
You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this energy through sustaining a spell, and if you fail to do so you will fall. You can sustain this ability to gain flight for a minute from first activation, and if you stop sustaining for a round, you can continue again before the minute ends.
Enhancement 1 You can maintain your flight for longer. This ability is useable infinite times per day.
Enhancement 2 Your flight becomes innate. Yyou no longer need to sustain it to fly, and you gain a +10ft speed bonus in the air.  
ARCANE SLAM - 9
2 action ability. Requirements: You have a creature grabbed or restrained.
You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. Attempt an Athletics check against the foe’s Fortitude DC. You will suffer a -2 penalty if the target is larger, and a +2 bonus if the target is smaller.
Critical Success You slam the foe down and the magical energy overwhelms it. The creature is knocked prone, becomes dazzled for 1 round, and takes damage equal to 2d6 plus your Strength modifier. The foe is no longer grabbed or restrained by you.
Success You slam the foe down. The creature is knocked prone and takes damage equal to your Strength modifier. The foe is no longer grabbed or restrained by you.
Failure You are unable to slam the creature, but your hold on the creature remains.
Critical Failure The creature breaks free and is no longer grabbed or restrained by you.
Enhancement 1 Mageslayer Slam - If you succeed at the atheletics check, the target makes a Will save DC 16. On a failure, they lose a spell slot of their lowest level. On a critical failure, their highest level. Regardless of either roll, the target will suffer a -4c to spellcasting checks. Enhancement 2 Empowered Slam - Once per day when you use this ability, you may make an Empowered slam, dealing 4d6 plus strength modifier damage on a success, and doubl eon a critical success.  
CORE ATTUNEMENT - 9
Your core allows you to draw more power from it. Select one 1st-level arcane spell and one 2nd-level or lower arcane spell, to which you have access. You can cast your chosen spells as arcane innate spells each once per day.
Enhancement Your attunement grows stronger. Select one 3rd-level to which you have access. You can cast it as an arcane spell once per day.  
DISSIPATION SALVO - 9
2 action ability. Frequency once per day
Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 45-foot line, a 30-foot cone, or a 10-foot emanation. Foes in the area take 6d6 piercing damage with a basic reflex save. This increases to 7d6 at 12th level, 8d6 at 15th level, and 9d6 at 18th level.
Enhancement The projectiles regenerate quicker, they are much more powerful, and you can refine the metallic content to harm certain creatures. You can use Rain of Bolts once per hour instead of once per day. You add 2d6 to the damage.

Prototype XIV Warforged:

898 AB
Base Hit Points: 8
Speed: 25ft
Ability Boosts: Strength, Free
Gain General Feat  

Rune Synthesis Warforged:

902 AB
Base Hit Points: 6
Speed: 25ft
Ability Boosts: Intelligence, Free
Ability Flaw: Constitution
Rune Infusion - Choose a Rune that is emboldened within your enchantments. You gain two cantrips you can cast at will connected to it.  

Sentinel Warforged:

906 AB
Base Hit Points: 8
Speed: 30ft
Ability Boosts: Dexterity, Free
Ability Flaw: Charisma
Automaton Aim action (Pathfinder)  

Wardenforged:

955 AB
Base Hit Points: 10
Speed: 20ft
Ability Boosts: Constitution, Free
Cold Iron Chassis - You gain the Resist Dimension Magic reaction, letting you make a reaction for a +1c against an extra-dimensional spell. You also gain resistance 2 to thematic damage.

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