Site hosted by Angelfire.com: Build your free website today!

Advanced Warforged, Yeoman Class


Created by the Clockwork Consortium as the ultimate soldiers during the Clockwork Wars of the 6th Age, the warforged were instrumental in the Consortium’s plan for world dominance. With each new model developed in the factories and workshops of gnomish artificers, the warforged evolved until they became near-perfect soldiers, eventually developing sentience and unique personalities.

After a handful of particularly one-sided defeats at the hands of elves and dwarves, the gnomish inventors began to study the results of each battle with an almost manic zeal, searching for some sign of weakness among their constructs. Eventually, a handful of artificers discovered the problem – the warforged were unable to quickly adapt to the tactics of their enemies, and were often over-specialized for specific tasks. Often, the gnomes had analyzed their opponents and dispatched the appropriate models of warforged to the battlefield, only to have their enemies attack while the specialized models were still en route. Units designed to fight dwarves in their tunnels were decimated by elven archers on open ground. Models equipped to hack and burn the forests of the elves were completely destroyed by humans fighting from horseback. The costs of repairs to warforged units, and the continual reinforcements required to replace nonfunctional units, were astronomical.

To alleviate this disastrous problem, the Consortium issued an edict to its artificers, ordering the more specialized modifications to the warforged to be encoded within their manufactured bodies. The changes were dramatic and noticeable; units of standardized warforged could be marched to any given location, and then modified on the spot to fit whatever terrain they were to fight in. The tide of the war soon turned in the favor of the Consortium.

Though the Clockwork Consortium has long since been disbanded, some warforged occasionally stumble upon the secrets of unlocking their encoded programing, gaining incredible powers. Such warforged are linked by nothing more than a desire to tap their true potential, and, perhaps, a yearning for their half-remembered days of conquest and belonging to something greater than themselves.

The “Yeoman”-Class warforged is one of the standardized models created by the Consortium in the 6th Age. More offensive than an “Aegis”-Class, the “Yeoman” is something of a “Jack of all Trades” among the various warforged models. Their energy cannon allows them to strike enemies from a distance, while their cloaking device and maneuvering jets allow an advanced degree of stealth and maneuverability that is important for reconnaissance or infiltration assignments. When worse comes to worst, the “Yeoman”-Class advanced warforged is able to open its safety vents and purge its energy tank, an improvised tactic which results in a scorched, blasted zone of painful, roasting death for anyone foolish or unlucky enough to be near the desperate warforged.

Hit Dice: d10


Requirements

In order to qualify to become an Advanced Warforged, a character must meet the following criteria.

Race: Warforged

Base Attack Bonus: +4

Skills: Disable Device 4 ranks, Knowledge (architecture and engineering) 4 ranks, Knowledge (history) 4 ranks


Class Skills

The Advanced Warforged’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Concentration (Con), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Listen (Wis), Search (Int), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Energy Tank
2 +2 +3 +0 +0 Energy Cannon
3 +3 +3 +1 +1 Leg Chip
4 +4 +4 +1 +1 Directive Circuitry 1.0
5 +5 +4 +1 +1 Head Chip
6 +6 +5 +2 +2 Maneuvering Jets
7 +7 +5 +2 +2 Attack Subroutine
8 +8 +6 +2 +2 Directive Circuitry 2.0
9 +9 +6 +3 +3 Cloaking Device
10 +10 +7 +3 +3 Vent Tank


Class Features

All of the following are class features of the Advanced Warforged, “Yeoman”-Class prestige class.

Weapon and Armor Proficiency: Advanced warforged gain no proficiency in any weapons or armor.


Energy Tank (Ex): Research into his own design and the history of the Clockwork Consortium leads the warforged to the discovery of a hidden energy reserve within its own manufactured body. An advanced warforged of 1st level or higher is able to convert any excess recovered hit points from repair spells or normal resting into energy points (at a one-for-one ratio), storing them in its energy tank. The warforged may store up to 10 points of energy in this way. At each additional class level the warforged achieves, the maximum amount of energy it is able to store increases by 10 energy points, to a max of 100 energy points at 10th level.

In order to access any energy stored within its energy tank, a warforged must take a standard action, which does not provoke attacks of opportunity. It is then able to convert any number of energy points into hit points, as if it were receiving the benefits of a repair effect. This energy transfer is one-way – the advanced warforged is unable to convert hit points from its current life total into energy points for storage.


Energy Cannon (Ex): At 2nd level, the advanced warforged uncovers upgrade schematics encoded into the deep recesses of its brain, seemingly awaiting discovery. By acting upon these schematics, the warforged is able to modify its off-hand into a powerful energy cannon, a process which requires one full day of work, access to artisan’s tools, and raw materials costing 1,000 gp. Adding an energy cannon effectively removes one of the warforged’s hands, rendering it unable to use two-handed weapons or to wear a ring on that arm. Magical gloves and gauntlets continue to function normally, so long as the warforged continues to wear at least one of the set on its remaining hand.

The energy cannon functions by gathering latent ethereal energy and focusing it into a brief, concentrated blast, with a range increment of 60 ft. The result is a ranged force attack, which bypasses damage reduction as if it were a magical weapon. Since the cannon fires a force projectile, the advanced warforged is able to affect ethereal creatures with the projectile, as well as corporeal creatures and objects. The warforged must succeed on a ranged attack roll to strike his target as normal, dealing 2d6 points of damage, plus 1 point per class level. The energy cannon has a critical threat range of 20, with a critical hit multiplier of x3.

Firing the energy cannon requires an expenditure of energy. Each time the cannon is fired, the weapon drains 1 energy point worth from the advanced warforged’s energy tank. If the warforged does not have enough stored energy to pay this cost, the energy cannon fails to function.

Should the warforged have a high enough base attack bonus to warrant multiple attacks per round, it may make these additional attacks with his energy cannon as normal, so long as it pays the requisite energy cost for each attack. Feats or abilities such as Rapid Shot work normally with an energy cannon. The energy cannon may be enchanted as a typical masterwork ranged weapon.


Leg Chip (Ex): By accessing archived mobility programs, an advanced warforged of at least 3rd level is able to increase its movement capabilities. The warforged increases its base speed by 5 feet, and may add its class level to all Jump checks it makes.

In addition, by accessing rerouting power from its energy tank to its legs (a free action), the advanced warforged is able to duplicate the effects of an expeditious retreat or jump spell for one round (self only). Each use of either the expeditious retreat or jump ability requires the expenditure of 2 energy points from the warforged’s energy tank.


Directive Circuitry (Ex): At 4th level, the warforged learns how to activate the advanced circuitry built into its body, allowing it to make use of a highly advanced series of dampening fields, heat sinks, and directive circuits. The advanced warforged gains fire and electricity resistance 10. In addition, any fire or electricity damage “absorbed” by this energy resistance is converted into energy points and transferred to the character’s energy tank. Damage prevented due to any other form of energy resistance (such as a protection from elements spell) is not directed to the character’s energy tank.

At 8th level, the fire and electricity resistance granted by this ability increases to 20.


Head Chip (Ex): Further experiment with its manufactured body allows a 5th level warforged to locate archived scouting and detection programs hardwired into its head. These programs allow the advanced warforged to add its class level to all Spot and Listen checks it makes.

In addition, by redirecting power from its energy tank to its head (a free action), the warforged is able to increase its darkvision range from 60 feet to 120 feet, and gain the blindsight ability to a range of 30 feet. Each round it chooses to redirect power in this way, the character must expend 2 energy points from his energy tank.


Maneuvering Jets (Ex): An advanced warforged of at least 6th level is able to access his body’s built-in maneuvering jets, allowing the character to slow its falls and even take to the air. By expending 2 energy points from his energy tank (a swift action, usable even on another creature’s action), the advanced warforged is able to slow his fall with short, controlled bursts of plasma from his jets, effectively gaining the benefits of a feather fall spell for 1 full round.

Additionally, the warforged can choose to apply full power to his maneuvering jets, granting it the ability to fly through the air with a fly speed equal to twice its base land speed and good maneuverability. Flying in this way requires a great expenditure of energy, though, requiring 5 energy points per round of flight. Should the warforged not expend the necessary energy on a given round, it begins to fall as normal.


Attack Subroutine (Ex): At 7th level, the advanced warforged activates its advanced attack subroutines. As an immediate action, the warforged may expend 5 points of stored energy to gain a +5 racial bonus on a single attack roll. The warforged may use this ability any number of times per turn, so long as it pays the energy cost for each use.


Cloaking Device (Ex): By rerouting stored energy through special circuits and fibers built into its body, an advanced warforged of at 9th level or higher is able to render itself invisible. This ability essentially duplicates a greater invisibility spell, though any excessive contact with water (such as from rain, a create water spell, or the like) ends the effect and prevents further use of this ability until the warforged has dried off. Using this ability requires an energy expenditure of 3 energy points each round.


Vent Tank (Ex): At 10th level, the advanced warforged gains the ability to overwrite its self-preservation and fail-safe security subroutines, allowing it to openly vent its energy tank. In order to begin the process, the advanced warforged need only spend a move action during its turn. A warforged may not vent its energy tank if its tank contains less than 10 points of stored energy. Once begun, this process cannot be halted until the warforged’s energy tank has been fully emptied.

On the round following the activation of this ability, 10 points of energy are emptied from the warforged’s energy tank and vented into the open air, dealing 10d6 plasma damage (half fire damage, half electrical damage) to every creature and object within 30 feet of the warforged (but not the warforged itself). Creatures within this area may attempt a Reflex saving throw (DC 10 + the advanced warforged’s class level + its Constitution modifier) for half damage. Each round, the advanced warforged loses 10 more points of energy from its energy tank as it is vented into the immediate area, dealing damage as stated above. If the warforged no longer has enough energy points to fuel this ability, the remaining energy points are lost, and this ability ends.

While venting its tanks, an advanced warforged is surrounded in a corona of plasma, giving off light to a radius of 60 feet. Any creature striking the advanced warforged with its body or a handheld weapon during this time deals normal damage, but also takes 1d6 points of plasma damage +1 per advanced warforged level. In addition, all creatures within 30 feet of the advanced warforged while its tank is venting take only half damage from cold attacks, none on a successful save.

While venting its tank, a warforged’s energy cannon is considered to be a flaming burst, shocking burst, vicious weapon, in addition to any other magical properties it may possess.


Back to Prestige Classes
Migdalia Home