Warforged

[This race is not yet available for play]

Physical Description: Warforged are living constructs forged from a combination of metal, magic, stone, wood and other rare materials once native to the Fara desert. Older warforged often have runic designs to ward against devils and demons, typically represented with symbols of Iomedae. Their builds are well balanced from top to bottom, the many interwoven plates over their wooden frame flowing and moving with little issue.

Society: Most warforged are ancient constructs built long ago to defend the Fara Kingdom from a demonic invasion force. This civilization was very advanced, and the secrets of their creation is mostly lost to time, only rare cases of new ones being created in the present day. Surviving warforged may have been inactive for a long time or simply standing by to still perform their duty, unaware that their guard was no longer needed. Those who lived through the centuries may subsist inside the ruins of the fallen kingdom, or wander the desert in search of more spare parts or their compatriots.

Relations: Due to their innate programming, their views towards the tiefling's of Mo'Lumos beyond the waters north of the Fara Desert make them the target of their scrutiny, naturally allying themselves with the halflings on their continents shores against them. Their view towards Orcs is also tenuous due to constant raids into the desert over the eastern mountains, though their reach never extends more than a day travel. Warforged ten to ally themselves with others who they see has benefiting their own personal directive, and see taking time to help their allies as benefiting the strength that would be later lent back to them.

Alignment and Religion: Warforged are often known for their loyalty and commitment to their spoken word. Most warforged are lawful neutral, acting out what each one believes to be the best course of actions given their task, which often leads to unforeseen consequences to those around them they did not account for. Warforged often follow the Fara Kingdom's own worship of Iomedae, with the most devote often becoming paladin's under their code.

Adventurers: Some survivors still decide to serve the present day remnants of the Fara Kingdom, although their engineers no longer hold the key to creating more. Particularly ambitious warforged may set off to wander the world, after their programmed duty has been recognized to be complete.

Warforged Names: Warforged names do not have a formal naming convention, and are typically derived based on what what they are excel at.

Standard Racial Traits

 * Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Charisma


 * Type: Warforged are Humanoid with the (Living Construct Subtype)


 * Size: Warforged are Medium creatures and have no bonuses or penalties due to their size.


 * Base Speed: Warforged have a base speed of 30 feet.


 * Languages: Warforged begin play speaking Common. Warforged with high intelligence scores can choose from the following languages: Abyssal, Draconic, Gnoll, Gnome, Halfling, Infernal and Orc.


 * Construction Metabolism: Warforged have the following alterations to a normal humanoid's natural processes
 * Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
 * Warforged do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
 * All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
 * Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
 * Warforged do not change size or appearance naturally over time.


 * Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.


 * Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.


 * Natural Plating: Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.


 * Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.

Middle Age: 150, Maximum 150 years

Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.


 * Arcane Plating: The composite plating of the warforged was made with dozens of crystals. These crystals allow the construct to store up to one spell level worth of spells, similar to a ring of spell storing. Warforged with this alternate racial ability can be targeted by spells, powers and effects that affect crystal, glass, wood and metal, but not stone. This racial trait replaces natural plating.


 * Darkwood Plating: The warforged still has a +2 natural armor bonus to AC and their plating is made of darkwood, which satisfies the metal requirement for druids. Warforged with this alternate racial ability can be targeted by spells, powers and effects that affect stone and wood, but not metal. Only Craft: Woodworking can be used to repair warforged with this alternate racial trait. This racial trait replaces natural plating.


 * Elemental Redundancy: The internal workings of these warforged are protected against common elemental damage, but at the cost of a redundant neural matrix. Choose fire, cold or electricity. The warforged gains resistance 5 to that damage type. This racial trait replaces construct mind.


 * Reinforced Plating: The composite plating of the warforged was reinforced, granting you a +2 natural armor bonus and damage reduction of 1 / -. However, you are always considered to be wearing metal armor and your base movement is reduced to 20'. This damage reduction does not stack with other sources of damage reduction. Warforged with this alternate racial ability weigh eight times as much as a normal warforged for their size and can be targeted by spells, powers and effects that affect metal, stone and wood. This racial trait replaces the normal movement rate and natural plating.

Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.


 * Fighter: Add +1 to the fighter's CMD when resisting bull rush or disarm attempts.


 * Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.


 * Ranger: Add +1/2 round to the duration when using Hunter's Bond to grant his companions a bonus.


 * Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate proficiency for that weapon.


 * Wizard: Add 1 spell from the wizard / sorcerer spell list to the wizard's spellbook. This spell must be at least one level lower than the highest-level spell he can cast.

Living Construct:
Living constructs are special subtype that can apply to either humanoids or constructs. Living constructs are universally intelligent, if not necessarily very smart. Likewise, they are universally capable of change over time. Regardless of whether this subtype is applied to either humanoids or constructs, they all have the following abilities.


 * Unlike constructs, living constructs have a Constitution score. They do not get the bonus hit points due to their size, like normal constructs. Living constructs do not die until they are at negative hit points equal to their Constitution score, but are subject to the same rules for negative hit points as other humanoid creatures..


 * All living constructs have an Intelligence score of at least 1 and thus have skill ranks and feats as appropriate for their Hit Dice.


 * Dying living constructs have a +2 racial bonus to stabilization checks.


 * Like constructs, living constructs are immune to paralysis and sleep effects.


 * Unlike constructs, living constructs are not immune to disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sickened effects, but they do get a +2 racial bonus to saving throws to resist them.


 * Unlike constructs, living constructs are not immune to ability damage, ability drain, bleed, necromancy effects (see below), negative levels, non-lethal damage, effects that require a Fortitude save or death from massive damage.


 * Living constructs do not need to eat, breath or sleep, but those with abilities that require rest, like spellcasting, still require 8 hours in a relaxed state to regain them.


 * Spells from the conjuration (healing) subschool are only half effective on living constructs, rounded down.


 * Like constructs, living constructs do not heal naturally, but can be repaired using an appropriate Craft skill (like armorsmithing, blacksmithing, gemcutting or sculpting). Each check takes 8 hours and the number of hit points regained is equal to the result of the Craft check -15.


 * Living constructs can be raised, reincarnated and resurrected. They cannot be reanimated as undead or deathless unless specifically stated otherwise.


 * Living constructs do not get low-light vision or darkvision, unless stated otherwise.


 * Regardless of whether the creature type is either humanoid or construct, those with the living construct subtype count as both humanoids (of the living construct subtype) and constructs for extraordinary abilities, supernatural abilities, spell-like effects, feats, and spells. This includes spells, like Make Whole, special weapon qualities, like Bane (construct), and class abilities, like favored enemy (construct). If there a situation where the same effect would affect humanoids and constructs differently, like Charm Person, assume that the effect does apply and in the most severe applicable manner.