| Post/Author/DateTime | Post |
|---|---|
| Anarchysun8508-27-07, 05:46 PM | Ok still trying to get this game down and then i hear things about this warforged race. Who are they? |
| Greco08-27-07, 05:50 PM | Check out Monster Manual 3 or Races of Ebberon. The are living constructs made of steel and wood. They have no need of sleep several immunities and takes only partial healing from cure spells. |
| Anarchysun8508-27-07, 06:58 PM | Oh ok thx for the help I will check it out. |
| LoneStranger08-27-07, 11:14 PM | The best things I can recommend for reading up on the Warforged is the Eberron Campaign Setting, Races of Eberron (the story at the front of the warforged section is pretty well done I think), and if memory serves Forge of War has some stuff in it. Warforged are a great new addition to D&D I think. |
| Shedeo08-28-07, 12:03 AM | The best things I can recommend for reading up on the Warforged is the Eberron Campaign Setting, Races of Eberron (the story at the front of the warforged section is pretty well done I think), and if memory serves Forge of War has some stuff in it. Warforged are a great new addition to D&D I think. I only agree with using Eberron if that's the campaign setting. Otherwise, the DM is best to come up with his own storyline to fit his particular campaign. It is good stuff, however, heavily campaign specific. Of course, this should be the case. :cool: |
| Keenath08-28-07, 04:03 PM | They're a constructed race, originally an attempt at a more flexibile golem. Some people call them robots, but that's not really accurate; they're a combination of living thing and construct, with wood and stone making up as much of their body as steel plate. Warforged were originally made for combat (as the name suggests) and were intended to be merely more intelligent constructs. But somewhere along the line, they got souls. It may be that souls automatically are drawn into bodies that pass a certain line, or the creation process was 'flawed' -- but in any case, the warforged turned out to be people instead of machines, and eventaully were legally declared sapient beings with rights, rather than mere possessions. Many warforged remained in the combat-related jobs they were made for, but some have tried to turn their back on combat as a way to prove that they are not just war machines. Warforged have the type "living construct", which gives them some of the construct immunities, and not others. They do have a con score; they are not immune to crits, but have partial fortification; they are immune to fatigue, but not nonlethal damage; they do not sleep, eat, or breathe. They do not heal naturally, and gain only half effect from Cure magic, but are fully affected by Repair spells, and can be repaired with a skill check. All warforged are less than ten years old (at least in the Eberron setting), and tend to have limited experiences. Psychologically, they tend to be curious, patient, and loyal, but not particuarly childlike -- they were made to be stone cold killers, and that carries over. Most warforged, however, engage in some form of artwork, possibly to continually prove that they are not mere destructive tools. |
| Thomasyo408-28-07, 04:10 PM | if you've seen Full Metal Achamist, their like Al... |
| NerdNumber108-28-07, 09:49 PM | I only agree with using Eberron if that's the campaign setting. Otherwise, the DM is best to come up with his own storyline to fit his particular campaign. It is good stuff, however, heavily campaign specific. Of course, this should be the case. :cool: I think it is pretty easy to incorporate warforged into a champaign world. Soldiers that know neither fatigue or hunger that can be healed quickly... by a Blacksmith! Add that to the fact that you don't have to pay them (in theory), their durability, their reasoning power, their ease and speed in training and their numerous immunities and you have the dream of any military leader. Also, most would rather send a warforged to their death rather than one of their race. All it would take is a mage (or group of mages) with enough resources and will to start development. ((I know undead fit most of the criteria, but many people have problems with undead.)) |
| Shedeo08-29-07, 12:36 AM | I think it is pretty easy to incorporate warforged into a champaign world. Soldiers that know neither fatigue or hunger that can be healed quickly... by a Blacksmith! Add that to the fact that you don't have to pay them (in theory), their durability, their reasoning power, their ease and speed in training and their numerous immunities and you have the dream of any military leader. Also, most would rather send a warforged to their death rather than one of their race. All it would take is a mage (or group of mages) with enough resources and will to start development. I wasn't disagreeing with that. All I was saying was that Eberron, while it has a well-fleshed out backstory for the Warforged, isn't quite everyone's pot of stew, and their backstory may neither fit into the DM's setting for flavor reasons, or s/he might have a different idea in mind already. |
| Salla08-29-07, 12:43 AM | if you've seen Full Metal Achamist, their like Al... Only marginally, but I suppose it's a decent starting point for comparison. Warforged aren't hollow, for instance, and don't have transplanted human minds. |
| Legdiwena08-29-07, 06:35 PM | Are warforged considered masterwork? Could a warforged monk get himself enchanted for both unarmed strikes and his innate armor thaT doesn't count against monks? |
| deathbane08-29-07, 07:22 PM | Are warforged considered masterwork? Could a warforged monk get himself enchanted for both unarmed strikes and his innate armor thaT doesn't count against monks? His armor can be enchanted. The unarmed strikes may be able to be handled by magic fang and permanency. |
| Legdiwena08-29-07, 07:32 PM | I know about the magic fang trick, but he's not a masterwork creation for purposes of applying enchants to his natural weaponry? |
| Shaggy_Shaggs08-29-07, 07:50 PM | I know about the magic fang trick, but he's not a masterwork creation for purposes of applying enchants to his natural weaponry? Not normally. He can, however, get a Battlefist (Eberron Campaign Setting) as an attached component that affects both his slam damage and his unarmed strikes. That could be enhanced (in fact by default it's a +1 weapon). |
| ToastedAmphibian08-29-07, 09:19 PM | Hes not masterwork, because hes NOT AN ITEM Hes a Living construct. And besides, you cant (legally) have a +1 Flaming Golem, so even if he wasnt alive you still would not be able to make him into a magic Weapon or a magic suit Armor (Unless you wanted to go the dragonhide route... Speaking of which, is WarfrogedHide armor light/medium/heavy? Any ideas about stats? Might have to go skin me some warforged.) |
| GEEKAZOID08-29-07, 10:46 PM | I believe there is a Warforged Faq in the Eberron board. Check there for more info. |
| ArcTan08-30-07, 05:19 PM | Hes not masterwork, because hes NOT AN ITEM Hes a Living construct. And besides, you cant (legally) have a +1 Flaming Golem, so even if he wasnt alive you still would not be able to make him into a magic Weapon or a magic suit Armor (Unless you wanted to go the dragonhide route... Speaking of which, is WarfrogedHide armor light/medium/heavy? Any ideas about stats? Might have to go skin me some warforged.) WF's plating degrades after they die (since there's a magical/alchemical process that keeps them alive in the first place) and is useless for almost all other purposes. |
| drryot08-30-07, 05:25 PM | There a bit broken IMO but interesting. |
| ToastedAmphibian08-30-07, 05:57 PM | WF's plating degrades after they die (since there's a magical/alchemical process that keeps them alive in the first place) and is useless for almost all other purposes. :{ Why must their hide rot after they die? No other creatures have hides that rot after they die..... Seriously, does it give some kind of time frame or reason for this? (And in DnD there is some kind of magical/alchemical process that keeps all things alive. Typically positive energy) |
| Istaran08-30-07, 06:23 PM | Warforged can explictly be enchanted as armor, but not weapons. Though as mentioned, you can easily get a Battlefist installed to turn your slam/unarmed strike into a magic weapon that can be enhanced further from there. |
| ArcTan08-30-07, 06:28 PM | :{ Why must their hide rot after they die? No other creatures have hides that rot after they die..... Actually, *most* creatures have hide that rots after they die. You usually have to specially treat hide to turn it into leather, which isn't always practical or possible. Seriously, does it give some kind of time frame or reason for this? (And in DnD there is some kind of magical/alchemical process that keeps all things alive. Typically positive energy) Warforged are kept alive by alchemical substances that give them the semblance of life in unliving material. After they die, these alchemical substances undergo a reaction that causes corrosion and decay in their bodies. It's really not that different from the fact that when *you* die, your body undergoes chemical and biological processes that cause it to decay. The fact that Warforged "life" is artificial rather than natural doesn't mean it isn't vulnerable to the same kind of breakdown. From a game balance perspective, this is just to make sure you can't harvest thousands and thousands of GP worth of adamantine from a WF you kill. From a flavor perspective, this reinforces the idea that WF really are quasi-living things and the metal in them "grows" through alchemy, rather than being actual metal they put in the WF when they made it. |
| LoneStranger08-31-07, 01:31 AM | I only agree with using Eberron if that's the campaign setting. Otherwise, the DM is best to come up with his own storyline to fit his particular campaign. It is good stuff, however, heavily campaign specific. Of course, this should be the case. :cool: I was only suggesting the story to get an idea of what Warforged are going through since the end of the Last War. Wasn't going for it as the overall plotline. :{ Why must their hide rot after they die? No other creatures have hides that rot after they die..... Seriously, does it give some kind of time frame or reason for this? (And in DnD there is some kind of magical/alchemical process that keeps all things alive. Typically positive energy) This was answered over on the Eberron board, actually by Keith Baker himself. He basically said that it's not true adamantine or mithral that makes up the outer plating, it's only trace elements that alchemically are made into the whole plating that covers the Warforged. And when the Warforged dies and you remove the stuff, it loses the connection to the alchemy that created it in the first place, so it turns to garbage on you. |
| Salla08-31-07, 01:34 AM | This was answered over on the Eberron board, actually by Keith Baker himself. He basically said that it's not true adamantine or mithral that makes up the outer plating, it's only trace elements that alchemically are made into the whole plating that covers the Warforged. And when the Warforged dies and you remove the stuff, it loses the connection to the alchemy that created it in the first place, so it turns to garbage on you. That, and it was both distasteful and childish to ask how much you can sell your comrade's armor plating for. I know it's called looting the body, but SERIOUSLY, people. |
| LoneStranger08-31-07, 01:56 AM | That, and it was both distasteful and childish to ask how much you can sell your comrade's armor plating for. I know it's called looting the body, but SERIOUSLY, people. Granted that too... ...but really how often do party members loot dead party members, pick out the nice stuff for themselves, and send what's left back home to the family? |
| hiryuu08-31-07, 12:46 PM | Granted that too... ...but really how often do party members loot dead party members, pick out the nice stuff for themselves, and send what's left back home to the family? How often do you cut off that party member's skin with the explicit intention to wear or sell? ...and warforged are only broken in the hands of the DM who doesn't know how to restrict or hamper movement, set combats over deep water, plant enemies with heat/chill metal, or (as long as they're not a juggernaut) pile on the debuffs. Heck, that's usually how I go at players. Debuffing, poisons, bizarre combat locations, etcetera. It makes the players feel like they're in more danger than it does when you use hit point damage. Actually, the Dragonshard bit wasn't originally intended as a patch for people stripping warforged; it was intended to address a different question, namely "Where the #$%@ is Cannith getting all that adamantine?" With tens of thousands of adamantine warforged in service, it seemed valid to question whether adamantine weapons and armor were more common in the world, how much Cannith spent on its ores, and who was supplying this material. The assertion that these facsimile substances are actually created using the Mark of Making and creation forges is an answer I like; it's like the creation spells, except that the duration of the spell is then linked to the lifespan of the warforged. So essentially, it began as an answer to the question "Where's all the adamantine come from", and happened to include an easy answer to "and can it be stripped after death?" |
| ToastedAmphibian09-04-07, 06:02 PM | Actually, *most* creatures have hide that rots after they die. You usually have to specially treat hide to turn it into leather, which isn't always practical or possible. Yes, i was being sarcastic there Warforged are kept alive by alchemical substances that give them the semblance of life in unliving material. After they die, these alchemical substances undergo a reaction that causes corrosion and decay in their bodies. It's really not that different from the fact that when *you* die, your body undergoes chemical and biological processes that cause it to decay. The fact that Warforged "life" is artificial rather than natural doesn't mean it isn't vulnerable to the same kind of breakdown. From a game balance perspective, this is just to make sure you can't harvest thousands and thousands of GP worth of adamantine from a WF you kill. From a flavor perspective, this reinforces the idea that WF really are quasi-living things and the metal in them "grows" through alchemy, rather than being actual metal they put in the WF when they made it. Which is exactly my point. My characters skin decays, the dragons skin decays, the deers skin decay, a vampires skin decay. Still, you can get armor made out of all of these. |
| ToastedAmphibian09-04-07, 06:06 PM | This was answered over on the Eberron board, actually by Keith Baker himself. He basically said that it's not true adamantine or mithral that makes up the outer plating, it's only trace elements that alchemically are made into the whole plating that covers the Warforged. And when the Warforged dies and you remove the stuff, it loses the connection to the alchemy that created it in the first place, so it turns to garbage on you. Thank you. How often do you cut off that party member's skin with the explicit intention to wear or sell? As often as doing so would seem to be benifical and or plausible to my character. (damn, frank the vampire and Frilly the dragon wyrmling died :{ Sniff. Ohwell, guess that means new armor for me and some spiffy Dragon Scale armor for teh Sprite Druid!) |
| ArcTan09-04-07, 08:10 PM | Which is exactly my point. My characters skin decays, the dragons skin decays, the deers skin decay, a vampires skin decay. Still, you can get armor made out of all of these. Well, because animal hide is something we've known about for a long time, so after years of trial and error humans invented a way to treat animal hide with tannin to make leather. Warforged were, at least in Eberron, invented a few years ago, and *no one* knows how they really work. So no one really knows how to arrest the process that makes Warforged parts decay. It's important to note that the WF Adamantine isn't "real Adamantine", but Adamantine made with alchemy through the power of the Dragonshards. It's "magic metal" that was made "for free", and in order for WF not to count as walking Philosopher's Stones, it means that the magic Adamantine needs to decay back into base metals after the WF's life is ended. |
| Svartgeirr09-05-07, 12:56 AM | Monster Manual III, they're basically living constructs. They can still be affected by mind-affecting spells, etc, but they have some of the normal construct traits as well. No armour for them either. they can take feats to get chassis upgrades to boost AC. |