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Warforged (Ironborn)

The warforged are a race of living, sentient constructs, superficially similar to golems. Warforged are composed of a blend of materials: predominantly stone, wood, and some type of metal. Though they have free will, whether they have a soul is not known with certainty; they can be resurrected by spells designed to restore human souls to life, but, unlike humans, never remember anything of their experience in the afterlife after such an event.

While they have no biological sex, warforged may adopt a gender role as part of their individual personality. They do not age as the other races do, and it is not known what effects time will have on them. It is generally assumed that, like all living creatures, their bodies must experience degradation over time. Like other races, warforged may take levels in any character class.

Warforged have their own armor and have various immunities, including to poison and disease. Healing spells have reduced effect on warforged, but a series of repair spells work fully on them. 

The Warforged are an invention of the Taldans.   Using creation forges, the Warforged were created for a war long ago and now only one Creation Forge is in operation.  The Warforged come in many flavors, but the most popular are the standard model and the Scout model.  Warforged are found everywhere these days, although the Creation Forges have gone out of operation in most states.  The only known working Creation Forge is in Taldor, but there are rumors that Cheliax has a working Creation Forge, as their Warforged are often taught to serve the forces of Evil.

Racial Traits

-2 Cha, +2 Con, +2 Str or Dex 

Medium As Medium constructs, warforged have no special bonuses or penalties due to their size.

Warforged base land speed is 30 feet.

Living Construct Subtype 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.

- Immunity to sleep effects, paralysis, disease, nausea, effects that cause the
sickened condition, and energy drain.
- Cannot heal damage naturally.
- 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.
- A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.
- 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 negative his Constitution, 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.
- 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 potions. Although living constructs do not need to sleep, a warforged spellcaster must rest for 8 hours before preparing spells.

Tireless Warforged gain the Endurance feat. In addition, whenever they would normally suffer fatigue or exhaustion, they may instead choose to be able to act normally and suffer 1d6 non-lethal damage. Spells or effects that remove the fatigued or exhausted conditions do not reverse the non-lethal damage that the warforged received. Fatigue or exhaustion from rage like effects are an exception and warforged may not choose to trade the effects of their fatigue or exhaustion from an ending rage for non-lethal damage. Warforged do not sleep and are not affected bysleep spells and effects. A warforged spellcaster must still remain inactive for 8 hours per day to be able to cast spells but these hours need not be consecutive. Endurance: Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.

Part-Machine Warforged are humanoids with the living construct sybtype and are affected by spells that effect constructs as well as humanoids. As living constructs they do not have normal anatomy the way other living humanoids do. They require very little to function and are immune to starvation, dehydration, and suffocation. While still vulnerable to poison, their unorthodox anatomies grant them a +4 to saving throws against poisons.

Warforged do not heal with rest. Instead they requiring repair by someone with the proper tools and a craft specialization in woodworking, blacksmithing, armorer, or clockworks to gain hit points from rest. The DC for performing repairs on a warforged is 15, and the warforged gains their current level in hit points per 4 hours of repairs. Warforged gain only 1/2 the hit points from magic healing spells and effects. They gain the full amount of hit points from repair spells, and the spell make whole.

Ferrous Though incredibly resilient warforged can fall prey to some dangers that threaten animated object and constructs. They are considered a ferrous creature and suffer damage from the spell rusting grasp or similar effect such as the touch of a rust monster. The spell repel metal or stone and repel wood as if holding an object that they cannot let go. Their bodies require some basic maintenance to avoid rust, mold, and corrosion. A warforged who has not undergone maintenance once during the week suffers a -1 armor check penalty per week neglected.

Armor Plating Warforged possess a built-in armor plating of masterwork quality that grants a +2 armor bonus to AC. This plating cannot normally be removed though it can be sundered. A warforged is affected by the spells heat metal and chill metal normally and cannot remove their armor plating to avoid its effects. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him.

Warforged may be retrofitted with custom designed masterwork armor plating that resembles other armors. This custom armor plating can be installed with a DC 20 craft (armorer) check, requiring 4 hours and tools and conditions suitable for crafting armor. The cost of creating or commissioning new armor plating is the same as that of masterwork armor of the same type. This plating must be custom made to fit the individual warforged who receives it.

Focused Training Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.

Natural slam attack deals 1d6 bludgeoning damage.

Automatic Languages Common. Bonus Languages Any.

Warforged Archtypes

Charger (pic) Warforged that are larger than standard designed for brute strength, but have little intelligence.
-2 Int, -2 Cha, +2 Str, +2 Con. Large size.  Slam does 1d8. Adamantine Tracery replaces Focused Training.  Adamantine Body replaces Armor Plating. Gain Light Fortification.

Scout (pic) Smaller versions of the traditional war forged. The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.

Self Forged Creatures that strive to make themselves like Warforged by replacing parts of their bodies with magical metal prosthetics, becoming fantasy-themed cyborgs. Warforged are an intriguing race, and regard for them ranges from viewing them as property to accepting them as people. Most folks resent, distrust, or tolerate warforged. You take a different view: You want to become one. A few mastermakers who worked in the foundries that produced warforged became convinced that warforged were exemplars of perfection. Now renegades from their former employers, these individuals seek to improve their own forms by installing mechanical augmentations into their flesh. 

Crystalforged (pic) Also known as  Psiforged, their body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects. 

Gun Tank Warforged who are gunslingers modify their armor to protect themselves from both traditional weapons and gunfire. These gun tanks trundle into battle with barrels blazing, dealing out punishment with their firearms while knowing few can penetrate their hard protective shells.

Warforged Alternate Racial Feats

You can exchange one or several of your character’s normal racial Traits, but of course you cannot exchange the same racial trait more than once. A warforged may treat warforged feats as combat feats whenever it is convenient to do so. For instance, a warforged fighter could select a warforged feat as one of his bonus feats.

Cyborg Some warforged have a brain-pan inside of them that has living brain cells attached. These brain continue to grow new cells and learn, but are a bit more susceptible to mental fatigue. They lose all immunities to sleep effects and require 4 hours of sleep per night. They gain +1 skill point per level.

Steam Engine Some warforged were built a little bit dirtier and a lot noisier, using a combustion device as the primary power source. They can burn almost anything as fuel and usually have one or more exhaust pipes that constantly vent black smoke. Often these warforged emit a loud steam whistle when charging opponents. Due to the incredible burst of steam, their natural slam attack damage becomes a d8. However, because they are so noisy and emit smoke constantly, they receive a -4 penalty to Stealth and handle Animal checks and never receive a class skill bonus for them.

Glowing Eyes Many warforged were created specifically to fight underground, indoors, or at night. The eyes of these warforged are magically enhanced with special lenses or gems that glow brightly, allowing them to see in the dark. This focused vision does make them somewhat less aware of their surroundings. While the eyes are illuminated, these warforged gain Darkvision 60ft and their eyes emit light as a torch. They can turn off the light and the Darkvision as a free action. This ability replaces Light Fortification.

Extend-able Arms  (Go, Go Gadget arms!) Some experimental warforged filled a specific roll as crowd control. These warforged have telescopic arms that can extend out far beyond a normal creature's reach. However, the nature of the telescoping arms limits the structural strength of the arms. These warforged have a -2 Strength score, but all one-handed weapons wielded are considered to have reach. This means that they threaten a 10 foot area around them. Two-handed weapons and weapons with reach are too massive and heavy for the arms to support, and function as normal without the benefit of the extend-able reach.

Prototype The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.

Wheeled Some warforged were built with one or more wheels rather than legs. This gives them incredible bursts of speed, but limits their terrain mobility. The base speed of a wheeled warforged is 30 ft. These warforged gain X 3 movement during a hustle or charge movement. However, because they have no legs, they receive a -4 penalty to Swim and Climb checks and never receive a class skill bonus for them.

Tracked Some warforged were built to handle any terrain without slowing down. Often they carried heavy loads or even transported other warriors across difficult terrain. These warforged have one or more revolving treads, rather than legs. They gain Slow and Steady as a Dwarf would; They have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. In addition they may cross encumbered or difficult terrain with no movement penalty.

Quadruped Some warforged either have four legs or were crafted to move using their arms and legs like living animals. These warforged are more stable and faster, but have limbs that are not as muscular. The base speed is 40 ft. They have a -2 Strength score, but gain a +4 CMD against trip attempts.

Body Double Rather than combat, the warforged was created to resemble a specific creature of the same size category. He gains a +10 racial bonus on Disguise checks made to impersonate that creature. If the warforged has Plating he appears to be wearing normal armor, though it cannot be removed. This disguise bonus is reduced to +8 if the warforged is injured, and to +2 if he is reduced to 0 hp. Some warforged of this type are capable of sleeping, though they do not require it. This ability replaces Light Fortification.

Ironwood Body Your armor bonus increases to +3 and you gain damage reduction 2/slashing. You are considered to be wearing light armor, and have a +4 maximum Dexterity bonus to AC, a -3 penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 20%.

Adamantine Body 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 -5 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%.

Integrated Weapon One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.

Tracery  that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.Your natural weapons and grapple checks made to deal damage are treated as the type weapon for the purpose of overcoming damage reduction. You also gain a +1 bonus on Will saves against spells and spell-like abilities.  
Cold Iron; Adamantine

Improved Damage Reduction You gain damage reduction 1/adamantine or improve your existing damage reduction by 1.

Improved Resiliency You are immune to nonlethal damage but lose the ability to benefit from regeneration or fast healing, even if you would gain those qualities through magic or the application of a template.

Jaws of Death Gnashing teeth and a powerful set of jaws allow you to bite foes. You have a bite attack that deals 1d6 points of damage (for a Medium warforged). Your bite is treated as a secondary natural weapon (-5 penalty on your attack roll and you apply only 1/2 your Strength bonus on damage rolls). For warforged larger or smaller than Medium (or if you are subject to an effect that increases your size), see Table 5-1 on page 296 of the Monster Manual for bite damage.  or The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Light Fortification.

Mithral Body A warforged character's body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness. 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 -2 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 15%.

Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefi t of any class feature prohibited to a character wearing light armor.

Normal: Without this feat, your warforged character has an armor bonus of +2.
Silver TraceryAlchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. As well, you gain a +1 bonus on Fortitude saves against spells and spell-like abilities.

Spiked Body Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.
You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 points for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and piercing damage. The effect of this feat doesn't stack with equipment or abilities (such as the warforged juggernaut's armor spikes.

Unarmored Body Your body is crafted without its normal layer of armor, trading off physical strength for magical potential. You lose the normal +2 armor bonus, but you  can wear armor or magic robes and gain their full effects. You also gain a +10' to your land speed. 

Fortification Whenever a sneak attack or critical hit is scored against a warforged, there is a 25% chance that the extra damage is negated and damage is rolled normally.

Warforged Favored Class Options

Alchemist Add +1/4 to the natural Armor Bonus granted by Mutagen. Add +1/2 to bomb damage.

Artificer add one to his caster level for determining the effect of any infusion he imbues upon himself. Any time you imbue an infusion on a construct, living construct, magic weapon, magic shield, magic armor can repair target object of a number of points of damage equal to his Int Mod. + Craft Checks and CL equivalent is +1.  Can craft a construct familiar which is equivalent to a wizard's familiar. Gain Magical Attunement Feat. 

Barbarian Add 1 to the barbarian's total number of rage rounds per day. Add +1/2 to damage against Constructs and objects.

Cleric Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.

Monk (Trained Fist) The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.

Gunslinger (Gun Tank archetype) The gunslinger gains +1/3 points of grit.

Magus Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.

Fighter Add +1 to the fighter’s CMD when resisting a bull-rush or dirty-trick. Add +1 to the fighter's CMD when resisting a bull rush or dirty trick. +1 initiative, +1 bonus to fear effects. May substitute a warforged racial feat for a fighter bonus feat. +1 dmg on slam attacks. 

Inquisitor Add +1/2 to the CMB when attempting a Reposition or Dirty Trick Combat Maneuver.

Paladin Add +1/2 to the bonus against fear granted by Aura of Courage. The paladin gains +1/4 DR/adamantine. Can smite constructs. Add Con bonus to Will saves. Lay on Hands as Repair Damage , use Con Mod. 

Wizard Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.

Prestige Classes

Warforged Components

Warforged Feats

GM Notes

Warforged are golems imbued with tactical cunning and basic intelligence that have become increasingly common amongst the Scriveners' Guild of Meritende. The guild has a secret method for produces these strong and versatile guardians and they share this with no one. Mid-level wizards who have passed several academic rigors and also have demonstrated their skills at managing field deployments are sometimes given a new warforged which will bond and protect hat wizard.

Part 1: What is a warforged?


Warforged appear as massive humanoids molded from a composite of materials: obsidian, iron, stone, darkwood, silver, and organic materials, though they move with a surprising grace and flexibility. Flexible plates connected by liver-root or vinemetal make up the body of a warforged, topped by a mostly featureless head. Warforged typically have no physical distinction of gender; most have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways. A few warforged created in recent times have been molded with specific female or male physiques, but the personality of the warforged is always developed by the individuals upbringing.

They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience. Unique among constructs, warforged have learned to modify their bodies through magic and training. Many warforged are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another. These modifications range from magically enchanted docents that fit in slots on a warforged's body, worn as any other person would a badge or else internally as an organ, to intricate wings for flights or visors for enhanced vision.

Warforged have three organs within their bodies, which are actually runes. The heart, which pumps 'blood' throughout the body, the brain, which needn't be explained, and the liver, which cleanses the blood. The 'blood' that the warforged have is actually an oily, sap-colored substance that has 2 functions: Powering the runes, and keeping the liver root/vinemetal oiled so that the warforged has mobility.


Every warforged has one unique feature: the sigil engraved on its forehead. These symbols are as individual as human fingerprints. These symbols were not designed by human hands. When the kender's first construct emerged from the creation forge, it bore a symbol on its forehead, and the second had a different sigil. The kender called these symbols "ghulra," a word for "truth."

Warforged adopt names to deal with humans, but when dealing with each other, the ghulra serves as an important form of identification. A warforged may wear a hood to conceal its forehead from strangers, but when among friends most prefer to leave the symbol visible. While someone could gouge away the symbol, the ghulra is a part of the warforged in a way nobody truly understands; when someone uses repair or cure spells on the warforged, a damaged ghulra is restored to its original shape


Most warforged come off as singled-minded to many creatures, having difficulty adapting to society and understanding the wider depth of emotion showed by other intelligent creatures. Indeed, lacking any family structure and sense of childhood, a warforged develops it's personality quickly within the first year of it's life and only slowly learns more of the world, and those within it, thereafter. Some warforged were created for the sole purpose of experimenting different personality traits, so finding a warforged "norm" among the race is difficult at best; it can be said that they are mostly no-nonsense and dedicated in whatever cause they have taken up. Here are some examples of warforged personality quirks:

Stutters or speaks in odd syntax (refers to self in third person, reverses word order, and so on)

Whispers all the time and then is angered when people do not understand

Tries to mimic human behavior in every way, right down to hygiene and heightened emotions

Stares at non-warforged and enjoys how it makes them nervous or uncomfortable

Refers to all non-warforged as "master" or "mistress"

Formerly used as an executioner and absentmindedly recites the last words of the accused

Casually violent, remaining completely calm even when dismembering the corpses of foes

Pathological interest in dead creatures, studies death in all forms and finds it fascinating

Laughs at inappropriate times in a failed attempt to mimic humanoids

Warforged do not need sleep. When others are sleeping, most warforged spend their time practicing or working.


Warforged are physically one of the strongest races, almost as strong as dragons and possibly occasionally stronger than giants. A warforged's strength truly depends upon the warforged themselves, and how they are built. A warforged composed primarily of heavy metal plating and such would be more suited as a warrior, while a warforged that consists of generally wooden parts would be better as an archer of some sort. Warforged lack the ability to perform magic, which may be the reason there are not many warforged player characters. However, despite this they remain quite powerful and can easily overpower most melee users.

Plating: Warforged bodies are usually fitted with reinforced plating which replicates one type of mundane armor. The choice of whether to fit a warforged with such plating is made at 1st level, after which it cannot be added or removed. The warforged does not need to pay for this plating any more than a human needs to pay for their skin, and it does not count against his encumbrance (though it may still reduce his speed). Due to its integration with its wearer, plating is treated as masterwork armor; in addition its arcane spell failure is reduced by 10% and its Armor Check Penalty by 2, while its maximum Dex bonus is increased by 1. Plating may not be constructed of special materials unless you select the appropriate [Warforged] feat at 1st level, though you may have it enchanted afterwards (the warforged must be present at all times while his body is enchanted).