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Warforged Feats

Adamantine Body [Warforged]

At the cost of mobility, your body has been crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.

Prerequisite: Warforged.

Benefit: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -7 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.

Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

You may only select this feat as a 1st level character.




Cold Iron Body [Warforged]

Your body has been crafted with a layer of cold iron that provides innate protection against magical attacks.

Prerequisite: Warforged.

Benefit: Your armor bonus is increased to +4, and you are considered to be wearing medium armor. You now have a +3 maximum Dexterity bonus to AC, a -3 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.

In addition, you gain spell resistance equal to 11 + your character level.

Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor.

You may only select this feat as a 1st level character.




Cold Iron Tracery [Warforged]

The cold iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protects against some magical attacks.

Prerequisite: Cold Iron Body, Warforged.

Benefit: Your natural weapons and grapple checks made to inflict damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +2 bonus on saving throws against spells or spell-like abilities.




Composite Plating [Warforged]

Your body possesses its own built-in armor.

Prerequisite: Warforged.

Benefit: You possess the standard armor of a warforged, granting you a +2 armor bonus. You are considered to be wearing light armor at all times, and may not wear armor or any other item that occupies your torso/chest slot. You have a +6 maximum Dexterity bonus to AC and an arcane spell failure chance of 10%.

Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing armor.

Warforged characters gain Composite Plating as a bonus racial feat.




Crystalline Body [Warforged]

Your body has been crafted from large, sculpted crystals, rather than from metal.

Prerequisite: Warforged.

Benefit: Your armor bonus is increased to +5, and you are considered to be wearing medium armor. You now have a +3 maximum Dexterity bonus to AC, a -3 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.

You are considered to be a crystalline creature, rather than a ferrous creature. In addition, as an immediate action, you may expend 1 power point to gain a +4 deflection bonus to your Armor class in reaction to being the target of an attack. This bonus to armor class lasts until the end of your next turn.

Special: Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor.

You may only select this feat as a 1st level character.




Darkwood Body [Warforged]

Your body has been crafted almost entirely out of large blocks of carved of living darkwood.

Prerequisite: Warforged.

Benefit: Your armor bonus is increased to +4, and you are considered to be wearing medium armor. You now have a +3 maximum Dexterity bonus to AC, a -3 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 20%.

You are not considered to be a ferrous creature. In addition, since your body is constructed entirely of living materials, healing spells affect you, though their power is diminished. You may be healed by positive energy as if you were a living creature, though you recover only half the normal amount of hit points (rounded down).

However, negative energy now affects you as well, though any damage dealt from such a source is halved.

Special: Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor.

You may only select this feat as a 1st level character.




Improved Damage Reduction [Warforged]

You gain damage reduction or improve your existing damage reduction.

Prerequisite: Adamantine Body, Warforged.

Benefit: Your existing damage reduction increases by 2.

Special: You may take this feat multiple times.




Living Body [Warforged]

Your darkwood body is a fully living creature.

Prerequisites: Darkwood Body, Warforged.

Benefit: You may be fully affected by positive and negative energy, as if you were a living creature. The skill penalty imposed by your darkwood body is lessened by one.

In addition, your body sprouts numerous small leaves and twigs, granting you a +4 bonus on Hide checks you make while in forested terrain.




Mithril Body [Warforged]

A warforged character’s body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.

Prerequisite: Warforged.

Benefit: Your armor bonus is increased to +5, and you are considered to be wearing light armor. You now have a +5 maximum Dexterity bonus to AC, a -1 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.

Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor.

You may only select this feat as a 1st level character.




Mithril Reflexes [Warforged]

Your mithril body is able to move incredibly fast at times.

Prerequisite: Mithril Body, Warforged.

Benefit: A number of rounds per day equal to half your character level (rounded down), you may act as if you were under the effects of a haste spell. These rounds need not be continuous.

In addition, you gain a +2 bonus on initiative checks.




Obsidian Body [Warforged]

Your body has been crafted from large, sculpted pieces of obsidian, rather than from metal.

Prerequisite: Warforged.

Benefit: Your armor bonus is increased to +5, and you are considered to be wearing medium armor. You now have a +3 maximum Dexterity bonus to AC, a -3 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.

You are considered to be a crystalline creature, rather than a ferrous creature. In addition, you gain power resistance equal to 11 + your character level, and if you are the target of a psionic power, the manifester must spend additional power points equal to your Wisdom modifier (minimum 1 point), or the power fails.

Special: Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing medium armor.

You may only select this feat as a 1st level character.




Psionic Dampener [Warforged]

Your obsidian body naturally dampens psionics in the area around you.

Prerequisite: Obsidian Body, Warforged.

Benefit: Any psionic power manifested within 30 feet of you requires 2 more power points than normal. Within this area, using a psi-like ability becomes a full-round action.

The limit on the number of power points a subject can spend on a power remains in effect, possibly denying access to a subject’s higher-level powers. If manifesting a power would cause a subject to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.

Special: You may take this feat multiple times. Each time, the number of additional power points required to manifest a power increases by +2.




Psionic Facilitator [Warforged]

Your crystalline body naturally amplifies psionics in the area around you.

Prerequisite: Crystalline Body, Warforged.

Benefit: All allies within 30 feet of you (including yourself) gain the ability to speak to each other telepathically.

Additionally, other psionic characters and creatures (whether friend or foe) add +2 to the save DCs of any powers they manifest while within the area.

Special: You may take this feat multiple times. Each time, the area you affect with this ability increases its radius by 20 feet.




Resistant Armor [Warforged]

Your armored body has been specially treated with rare oils, glazes, and solutions, rendering you partially immune to certain energy attacks.

Prerequisite: Warforged.

Benefit: Choose one energy type (acid, cold, electricity, fire, or sonic). You gain resistance 10 against this type of energy.

Special: You may select this feat multiple times. Each time, it applies to a new type of energy.




Thorns [Warforged]

Numerous thorns protrude from your armor, damaging those who attempt to grapple or strike you.

Prerequisite: Darkwood Body, Warforged.

Benefit: Any creature grappling with you or striking you with handheld or natural weapons takes 1d4 + your Strength bonus in piercing damage from the thorns protruding from your body. Reach weapons do not endanger their wielder in this way.




Unarmored Body [Warforged]

Your armor plating has been removed, increasing your flexibility and allowing you to wear normal armor.

Prerequisite: Warforged.

Benefit: Your composite plating has been removed, negating all bonuses and penalties granted by the Composite Plating feat.

Special: You may only select this feat as a 1st level character.



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