Warforged Components [Archive] - Wizards Community

Post/Author/DateTimePost
Korlall

11-13-07, 11:57 PM
Hey all. I'm new to Eberron stuff. I'm currently more Greyhawk- custom setting and core stuff. But I want to introduce a warforged in the campaign i'm making (race stats only, their social standing will be quite different from Eberron). My question is about warforged components. In races of Eberron book, it says that any magic item can be made as a warforged component. So I can have a +1 longsword as a warforged component if I'm correct. But what about normal stuff... The warforged is gonna start level 1 and I would want it to carry mundane weapons attached to him.

In fact, the warforged is like an alien being who crashed with his airship. When the party discovers the body, I would want him to be equipped with an attached Shotgun (as a warforged component). Since he'll be out of ammo soon enough, he'll be jsut hang with swords and axes after that. The thing is I don't want other characters to use the gun.. Plus, in future, maybe the warforged NPC will take skills in Craft Weaponsmith and he's gonna create warforged blades components...

Anyway... the simple question is : "Can a character craft mundane warforged component like weapons and does it means additional costs?"
larry_the_titan

11-14-07, 01:04 PM
I am kinda thinking of saying yes to this but then again why? Why would you want to? Warforged can use any magical item a normal person can with only a simple limitation of not being able to change there armor or wear robes. To get those options back they would have to use the No armor feat. Which is kinda useless unless you are an arcane caster.

You might want to consider what limitations you might be placing on the player if his sword is stuck in his hand. He can't remove his shield and can't free his hands for anything. What happens when he wants to use mundane weapons like everyone else but can't because you didn't give him a hand?

The only thing you might want to give this character in order to make it easier for him to interact with the rest of the world is a magic item I made up called 'The Face of Man' which lets a warforged take on the appearence of one kind of humanoid. It would be very limited in power let very useful. No worries about standing out as the random Metal man in the party.
Korlall

11-14-07, 01:10 PM
The reason why i want to use these kinds of weapons component is mroe for flavor than anything else... I was thinking the the part that attach to the warforged arm looked something like a glove. So the warforged put his hand "within" the longsword component. It looks cool to me and when it need to interact with environement, it can just take it off as standard action.
abraham

11-15-07, 04:42 PM
how about ice skate type boot components?
Dragoloth

11-18-07, 11:51 AM
By the rules a warforged component has to be at least +1. No mundane components. But I like the component shotgun idea, just be careful that the players don't keep a shell to study for making more ammunition.
Korlall

11-19-07, 10:05 AM
By the rules a warforged component has to be at least +1. No mundane components. But I like the component shotgun idea, just be careful that the players don't keep a shell to study for making more ammunition.

Except that warforged NPC, the setting is low-tech, so no way the characters can create more ammunition and i don't think they're heading to invent the gunpower anyway
abraham

11-19-07, 08:28 PM
the ice scate attachments could probibly give at least +1-2 to movement on icy serfaces!
on a other note how about a flame thrower type attachment?
ChaoticGood

11-20-07, 12:18 AM
As was said before, by the book, warforged components are magical only. However, you've got a darned good reason for a non-magical component there (built-in shotgun), and since it's an NPC anyway, I see no reason not to house-rule it behind the screen. If you have a rules-lawyer who keeps asking about the mechanics of the thing, just tell him it's a unique creature and no, he can't look it up to find loopholes.

Also, I could be wrong about this, but I think you are mistaken about the idea of "I can just take it off when I need to use my hands." I'm fairly certain that the idea is that the weapon is a component, i.e.: part of the warforged's body.
Korlall

11-20-07, 07:18 AM
As was said before, by the book, warforged components are magical only. However, you've got a darned good reason for a non-magical component there (built-in shotgun), and since it's an NPC anyway, I see no reason not to house-rule it behind the screen. If you have a rules-lawyer who keeps asking about the mechanics of the thing, just tell him it's a unique creature and no, he can't look it up to find loopholes.

Also, I could be wrong about this, but I think you are mistaken about the idea of "I can just take it off when I need to use my hands." I'm fairly certain that the idea is that the weapon is a component, i.e.: part of the warforged's body.

WEll, in in book, it really tells that the component can be removed... I don't remember the times it takes but if i remember correctly, it is standard action.
Edymnion

11-20-07, 09:31 PM
If the weapon is going to be limited use (needs ammo), then why bother trying to make it mundane? Just make it +1 to begin with, and just don't give him any further magical treasure until his character wealth advances enough to cover it. Although, he'll probably run out of ammo before then, and unless you plan on letting him find more ammo somewhere, the thing will be useless to him, and he'll probably junk it.

I mean, think about it. If you were thrown back in time with a shotgun and no clue how to make shells, would you really carry the thing around with you for the rest of your life after you ran out of ammo? Nah, you'd either toss it, sell it to somebody, or go put it up somewhere safe. Whatever happens, you wouldn't lug it around with you while you adventure.