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Warforged Feats

Construct Lock
[Warforged]
Your knowledge of construct nature allows you to deal extra damage to or even immobilize such foes.
Prerequisite: BAB +2
Benefit: You gain a +2 bonus on damage rolls / 5 levels against creatures with the construct type (including living constructs). If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + your character level + your Con modifier) or be rendered immobile and helpless for 1d4+1 round / 5 levels (as if it had been paralyzed).
Special: If you spend an action point to improve an attack roll against a construct and hit with the attack, the attack roll is automatically considered to be a critical threat regardless of the number rolled on the die.

Overload Metabolism
[Warforged] 
You can heal damage at a cost to your other physical attributes.
Prerequisite: STR 13, Con 13
Benefit: Once per day as a standard action, you can excite your warforged metabolism to heal a number of hit points equal to 5 + your HD. Doing this incurs a -2 penalty to your Strength and Dexterity scores for 10 minutes. If you are unconscious and have not yet used this ability, any healing that targets you automatically activates it.

Second Slam
[Fighter Bonus Feat, Warforged] 
You have learned to use your form to the utmost and can make two slam attacks.
Prerequisite: BAB +6
Benefit: You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a -5 penalty, and deals your normal slam attack damage.
Special: A fighter can select Second Slam as one of his fighter bonus feats.

Magical Attunement
[Warforged] 
Prerequisite: Craft  5 Ranks, Spellcraft 5 Ranks, INT 13
warforged has had enough experience modifying his own body that he can even add magical items made by others into his own body. He gains the ability to change any magic item into a warforged component specifically designed for his own body with a craft check with a dc of 20 plus the caster level of the magic item and eight hours of work.

Mithril Fluidity
[Warforged] 
Your movements are smoother and more fluid than those of other warforged.
Prerequisite: Mithral Body (ECS)
Benefit: The maximum Dexterity bonus a warforged with the Mithral Body feat can apply to Armor Class is increased by 2/ 5 levels. In addition, the armor check penalties to Acrobatics, Athletics, Stealth, Sleight of Hand, checks are reduced by 2/ 5 levels.

MODIFICATION COMPONENT FEATS

These can be obtained in one of three ways. Either the warforged can purchase them, craft them or the warforged may take a feat to obtain them. Either way the perquisite must be fulfilled before they can be used. 

Finger Picks
Price: 500 gp 

Body Slot: Hands (embedded)


Activation: —

Weight: —

Prerequisites:  Dex 13
With a faint click, a series of slender wires, probes, and picks slide from the tips of your fingers.
These delicate, intricate tools function as masterwork thieves’ tools that grant an additional +2 bonus on Disable Device and Open Lock checks, for a total bonus of +4.

Faint transmutation; CL 5th;  Craft Wondrous Item; knock;
 250 gp 

Armblade 
Price: 4,600 gp
Body Slot: 
Hands (attached)
Activation: —

Weight: 8 lbs. 
Prerequisites: BAB +3, Exotic Weapon Proficiency
This large metal cylinder with a heavy, serrated sword blade at one end attaches to a warforged. It fits over the hand and forearm. 

An armblade is a +1 bastard sword, and requires the Exotic Weapon Proficiency (bastard sword) feat to use it properly. While the weapon is attached, the warforged cannot be disarmed, but the warforged also cannot use that hand for other tasks without removing the arm blade.

In addition, the wielder gains a +2 bonus on opposed attack rolls made to disarm an opponent. If the wielder uses a ready action to set an armblade against a charge, he deals double damage on a successful hit against a charging character.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, heroism; Price 2,300 gp

Battlefist 
Price: 5,200 gp
Body Slot: Hands (attached)

Activation: —

Weight: 
6 lbs. 
Prerequisites: BAB +1, STR 13
This +1 weapon resembles a massively oversized spiked gauntlet; one designed for a Medium warforged looks like a gauntlet designed for an ogre. It attaches to the arm of a warforged, completely covering the hand. This component only operates when attached and locked in place.

A battlefist increases the damage dealt by the character’s natural slam attack to 1d8 points of bludgeoning and piercing damage (assuming a Medium character). Versions with higher enhancement bonuses are not uncommon.

A warforged monk who uses a battlefist deals increased unarmed damage as though the character were one size larger than actual, and he can add the battle fist’s enhancement bonus to his unarmed attack and damage rolls.
Faint transmutation; CL 3rd; Craft Magic Arms and Armor, bull’s strength;  2,600 gp

Vanguard Treads
Price: 3,100 gp 
Body Slot: Feet
Activation: see text
Weight: 2 lb.
Prerequisites:
These massive boots have spiked, treaded soles and look large enough to fit a heavily armored ogre. A row of inset amethysts runs around the top cuff.

A common warforged component, vanguard treads provide speed and stability to a warforged fighting amid the rubble and carnage of the battlefield.

Vanguard treads appear to be oversize metal boots with spiked, treaded soles. Their most impressive feature is their sheer size—they look big enough to fit a heavily armored ogre. Along the top cuff is a row of inset amethysts that seem to glow a bright purple whenever the wearer runs, charges, or resists a bull rush.

Activation: A set of vanguard treads occupies space on the body as a pair of boots, providing its benefits automatically as long as it’s embedded. Embedding or detaching a pair of vanguard treads is a standard action that doesn’t provoke attacks of opportunity.

Effect: Your vanguard treads provide you with superior traction and stability, which has the following game effects:

• You can move through difficult terrain (such as rubble, undergrowth, steep slopes, stairs, or snow) at your normal speed and without suffering any other impairment.

• You are likewise unaffected by slippery ice, wet stones, or other areas where traction is a problem.

• You gain a +8 bonus on attempts to resist bull rushes, and a +4 bonus on grapple checks to resist a grapple attempt if that grapple would move you into another square.

Areas that have been magically manipulated to impede movement (such as an entangle spell) still affect you, as does water, quicksand, and other nonsolid surfaces. You likewise have to slow down for narrow paths requiring Balance checks and for surfaces steep enough to require Climb checks.

If the terrain deals damage (such as the burning ground on the plane of Fernia), you still take that damage. The massive spikes and treads on the soles of your feet leave a distinctive trail. Anyone following you gains a +8 circumstance check on the Survival or Search checks made to track you.

Faint transmutation; CL 3rd;  Craft Wondrous Item, spider climb; 1,550 gp.

Traction Claws
(attached component)
Price: 8,000 gp
Body Slot: see text

Activation: —

Weight: 
10 lbs
Prerequisites: 
This magic item consists of a set of large metal crampons and cumbersome clawed gauntlets, all four of which must be worn to function. The items occupy space on the body as a pair of gloves and a pair of boots, but when a warforged attaches them, they fuse with his armor and retract until needed. A warforged wearing these magic items gains a +5 competence bonus on Climb checks to climb a surface (but not to climb a rope) and a +5 competence bonus on Balance checks on slippery surfaces (such as ice or an area coated by a grease spell).

Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength, cat’s grace; 4,000 gp

Essence Of The Guard
(embedded component)
Price: (Lesser) 12,500 gp, (Greater) 25,000
Body Slot: see text

Activation: —

Weight: 
-
Prerequisites:
This dull coppery disk bears symbols representing watchfulness. When embedded in a warforged, it occupies space on the body as an amulet, granting the character a (Lesser )+2 or (Greater) +4 competence bonus on Perception checks. Perception becomes a class skill. 

Faint divination; CL 5th; Craft Wondrous Item, clairaudience/clairvoyance; (Lesser) 6,250 gp,  (Greater)  12,500 gp.

Command Circlet 
(attached component)
Price: 25,800 gp
Body Slot: see text

Activation: —

Weight: 
2 lbs
Prerequisites: INT 13, WIS 13, CHA 13
This circlet bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from wearer, it does not function if the wearer hides or conceals himself in any way.

A warforged wearing a command circlet can telepathically speak to any allies within 100 feet as a free action (though the circlet does not grant the ability to hear mental replies). The wearer must be able to see the allies that he wishes to speak to; if multiple allies are in range, the wearer may speak to them all at the same time or deliver different messages to individuals or groups as time allows. In addition, once per day, the circlet can be used to cast remove fear upon up to ten allies within 30 feet of the wearer (including the wearer, if desired).

Strong Enchantment; CL 15th; Craft Wondrous Item, detect thoughts, remove fear, mass charm monster;  12,900 gp

Somatic Cables
Price 24,00 gp 
Body Slot: Torso (embedded)
Activation: Swift (mental)
Weight: —
A small mass of writhing metal cables slides from your chest, twisting about one another in arcane configurations.

Developed for spellcasting warforged, somatic cables can be used to execute the somatic component of any spell. This effect allows a warforged to cast spells even with both hands occupied, when its hands are immobilized, or even when grappled (though this still requires a Concentration check).

A warforged who suffers from a spell failure chance due to armor can roll twice, taking the better of the two results.


Moderate transmutation; CL 10th; Craft Wondrous Item, Still Spell, telekinesis. Cost to Create: 12,000 gp.

Monocle Of The Ebon Hunter
Price: 18,000 gp (lesser) or 38,000 gp (greater)
Body Slot: eyes

Activation:  see text
Weight: 
-
Prerequisites: see text
This lens attached to your face makes you a deadly hunter at night, able to bring down your prey with arrows from the dark.

A monocle of the ebon hunter is a coin-sized lens of smoky crystal, set in a wire frame that attaches to your head near the temple.

When you have a ranged weapon in your hands and are in shadowy illumination or darkness, the wire frame around the monocle glows faintly red-orange, like embers in a campfire. Peering through the monocle, you see auras surrounding your foes within 60 feet. Bright sparks on the periphery of the aura indicate weak points in your enemies’ defenses; you’re more likely to strike a telling blow if you can hit those points.

Prerequisite: A monocle of the ebon hunter is an embedded warforged component, so it functions only for warforged characters.

Activation: A monocle of the ebon hunter occupies space on the body as a set of lenses or goggles, providing its benefits automatically as long as it’s embedded. Embedding or detaching a monocle is a standard action that doesn’t provoke attacks of opportunity. You can wear only one monocle at a time.

Effect: Monocles of the ebon hunter come in two varieties. A lesser monocle grants a +2 competence bonus on ranged attacks made against targets within 60 feet. A greater monocle grants a +4 competence bonus on ranged attacks on targets within 60 feet, and a +2 competence bonus on damage rolls if those ranged attacks hit.

Both versions of the monocle of the ebon hunter grant darkvision out to 60 feet.

Moderate transmutation; CL 6th;  Craft Wondrous Item, darkvision, true strike; 9,000 gp (lesser) or 19,000 gp (greater).

Tracker Mask
Price: 18,000 gp
Body Slot: goggles (attached component)

Activation: —

Weight: 
1 lb. 
Prerequisites:  Survival 3 ranks, WIS 13
Crafted to fit above the mouth of a warforged, this thin mask is a peaked band of silvery metal with ventlike structures that fall under the eyes when worn. Originally created for use by warforged reconnaissance troops, the tracker mask grants its wearer the scent ability. However, many warforged covet this item because it gives them the ability to smell all scents, not merely those of a creature being tracked. Gain a +2 to Survival when tracking. 

The mask occupies space on the body as goggles and fuses with the wearer’s face when donned, forming a nose ridge with the slatted vents on either side.

Faint divination; CL 5th; Craft Wondrous Item, owl’s wisdom; Price 9,000 gp

Projection Orb
Price 25,200 gp 
Body Slot: Face (embedded) and —; see text
Activation: Standard (mental)
Weight: — and 7 lb. (globe); see text
A perfectly spherical globe, resembling a small crystal ball, glints with the same glassy hue as your own eyes.

This “item” is made up of three parts: two crystalline eyes embedded in your face, and a matching globe. As a standard action, you can cause anything you see to appear in the globe, allowing its possessor to view what you are viewing. Deactivating the link is a swift action.

Moderate divination; CL 7th; Craft Wondrous Item, scrying; 12,600 gp.

Armbow 
Price: 25,000 gp
Body Slot:  Hand (attached component)

Activation: —

Weight: 
12 lbs
Prerequisites: DEX 13, Str 13, BAB +5, Exotic Weapon Proficiency 
This +2 repeating crossbow is formed from darkwood, and it has an unusually thick and rounded stock. It attaches to the arm of a warforged, completely covering the hand. This component only operates when attached and locked in place.

An armbow magically loads and fires with a thought, as a standard action. The weapon automatically creates bolts to keep its ammunition case filled. The case holds 5 bolts at a time; whenever one bolt is fired, another one is magically created. It can create 20 bolts per day. Thereafter, the warforged can use his own life energy to create additional bolts, at a cost of 1 hit point per bolt. At any time, the warforged can expend 3 hit points to create a bolt that is aligned as if he had cast align weapon on it. Creating a bolt is a free action. Bolts vanish if they are removed from the armbow without being shot. Hit points used to create a bolt are treated just as if the character took damage; they can be healed or repaired normally.

An armbow cannot use normal bolts (either magical or mundane); it is designed to create and fire its own magical bolts.

Moderate evocation and conjuration; CL 9th; Craft Magic Arms and Armor, align weapon, minor creation; 12,500 gp

Improved Fortification
[Warforged] 
Price: 18,000 gp
Body Slot:  -

Activation: -
Weight: 
-
Prerequisites:BAB +6,  Light Fortification
You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits.
Benefit: You gain 50% immunity to sneak attacks and extra damage from critical hits
Perception Enhancement
[Warforged] 
Price: 8,500 gp
Body Slot: eyes

Activation: —

Weight: 
-
Prerequisite: WIS 13
Cost: 
A warforged who chooses this body augmentation fine tunes his own senses to be able to perceive the world around him more accurately. He gains blind fight as a bonus feat. He gains low–light vision and he also adds a +2 bonus to perception checks. Perception becomes a racial skill. 
Faint Divination; CL 5; Craft Wondrous Item; Owl's Wisdom; 4,250 gp


Manipulation Enhancement
[Warforged] 
Price: 1,800 gp
Body Slot: Hand

Activation: —

Weight: 
-
Prerequisite: DEX 13
A warforged who chooses this body augmentation adds a number of small tools to the tips of his fingers and to his hands that can be extended or retracted as a free action. He is always treated as having masterwork tools whenever he performs a craft, open lock, or slight of hand skill check. He also adds open lock and slight of hand to his class skills. 
Faint Transmutation; CL3; Craft Wondrous Item; Repair Light Damage, Minor CReation; 900 gp

Leg Enhancement
[Warforged] 
Price: 5,500
Body Slot: Legs

Activation: —

Weight: 
-
Prerequisite: STR 13, DEX 13, HD 3+
A warforged who chooses this body augmentation upgrades the constructed “muscles” in his legs; this grants him the feat athletic, a +2 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps as well as a ten foot bonus to his base land speed. He also adds athletics and acrobatics to his class skills. He is more stable on his feet and gains the stability racial feature, receiving a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. 
Faint Transmutation; CL3; Craft Wondrous Item; Jump; 2,750 gp

Vocal Enhancement
[Warforged] 
Price: 3,000 gp
Body Slot: 

Activation: —

Weight: 

Prerequisite: CHA 13, Linguistics 3 Ranks
A warforged who chooses this body augmentation upgrades his voice box granting him  bluff and diplomacy as a class skill as well as the negotiator and persuasive feats as bonus feats. 
Mild Enchantment; CL 3; Craft Wondrous Item; Charm Person; Cost 1,500 gp

Wings
[Warforged] 
Price: 54,000 gp
Body Slot: cloak

Activation: swift action
Weight: 
-
Prerequisite: DEX 13
A warforged who chooses the wings augmentation adds huge pair of retractable wings made out of living metal. Fly becomes a racial skill. This allows the warforged a glide speed equal to his base land speed, when he gains 5 ranks in fly, he can use his wings for full flight with a speed equal to twice his land speed and has poor manuaverability he may only fly with a light load. When he gains 10 ranks in fly,  the warforged has good maneuverability. He may fly with up to a medium load but takes the movement penalties for flying with anything more and may take the fly by attack feat. 
Moderate Transmutation; CL 10; Craft Wondrous Item ; Fly ; 27,000 gp

Fins
[Warforged] 
Price:
Body Slot: 

Activation: —

Weight: 

Prerequisite: STR 13
A warforged who chooses the fins augmentation installs a number of retractable fins on his sides and limbs that provide him with a swim speed equal to his base lands speed plus 20 as well as granting him a +8 racial bonus on swim checks (stacks with the leg enhancement if he chose that as well) the ability to take 10 on swim checks even if threatened or rushed, and the swim-by attack feat 
Aura; CL; Feat; Spells; Cost

Bladed Hands
[Warforged] 
Price:
Body Slot: 

Activation: —

Weight: 

Prerequisite: STR 13
A warforged who chooses the bladed hands augmentation installs a retractable spade shaped adamantine blade on the back of each of his hands. When the blades are out, they grant him a burrow speed of 5’ and the ability to use the blades as manufactured weapons. The blades do 1d6 damage, threaten a critical hit on a roll of 20 and do double damage with a critical hit. The blades are treated as adamantine and slashing.
Aura; CL; Feat; Spells; Cost

Automated Repairs 
[Warforged] 
Price: 30,000 gp
Body Slot: -

Activation: swift action
Weight: 
-
Prerequisite: INT 13, Craft 5 Ranks
With this body augmentation the warforged installs automated systems under his platting that automatically repairs his body. This grants him fast healing 1/ per 4 HD. This is not a conjuration(healing) effect and works for the warforged unhindered by the warforged's lack of natural healing and resistance to conjuration(healing) spells. 
Faint Conjuration; CL 5; Craft Wondrous Item; Repair Damage; 7,500 gp

Massive Frame 
[Warforged] 
Price:
Body Slot: 

Activation: —

Weight: 

Prerequisite: CON 13, STR 13
With this body augmentation the warforged adds a number of additions to his body accenting his movement, strength, and size. This grants him the powerful build racial trait and dr 2/- (this stacks with other dr) 

Powerful Build: Your physical stature lets you function in many ways as if they were one size category larger. Whenever a you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous. also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Aura; CL; Feat; Spells; Cost

Weaponized Chain 
[Warforged] 
Price:
Body Slot: 

Activation: —

Weight: 

Prerequisite: STR 13, BAB+3
With this arm add on the warforged adds a  +1 mithral chain dispenser to the bottom of his wrist. He may dispense or retract the chain as a free action and he is proficient in its use. When dispensed the chain acts as a one handed +1 mithral weapon that deals 1d6+1 damage (for a medium creature), has a reach of 10’ yet can attack and threatens at 5’ and 10’, threatens a critical hit on a roll of 19 or 20, and does double damage on a critical hit. The warforged my choose to have it spiked or not making damage either piercing or bludgeoning when he chooses this add on and may change it with a dc 20 craft (blacksmithing) check and eight hours of work. The chain give a +4 bonus to trip and grapple attempts. 
Aura; CL; Feat; Spells; Cost

Retractable Blade 
[Warforged] 
Price: 4,000 gp
Body Slot: wrist

Activation: —

Weight: 

Prerequisite: DEX 13, BAB+2
With this arm add on the warforged adds an +1 adamantine keen blade that extends and retracts from the back of his hand fast enough that it is typically extended as part of the attack and retracted before the attack is over. The speed of this blade allows the warforged to attack the flatfooted ac of any enemy who has never seen it’s use before or does not know that the warforged posses it. This one-handed weapon does 1d6 damage and threatens a double damage critical hit on a roll of 16 or better however it cannot have this critical range further enhanced. 
Moderate Transmutation; CL 10; Craft Magic Arms & Armor; keen edge; 2,000 gp

Shield Arm 
[Warforged] 
Price: 12,650 gp
Body Slot: Shield

Activation: —

Weight: 

Prerequisite: Shield Proficiency, STR 13, BAB+3
This arm add on implants a variable shield of living metal that as a free action the warforged can change to any type of +1 shield other then tower shield (including having it completely retract into his arm). This shield is made out adamantine. 
Moderate Transmutation; CL 10 ; Craft Magic Arms & Armor; Instant Summons; 7,650 gp

  








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