More Warforged feats? [Archive] - Wizards Community

Post/Author/DateTimePost
Banatine

07-24-07, 08:33 AM
I was trying to think of a way to build on the warforged and allow greater modification of them.

What I would like is for this thread to be a place to post your own warforged feats, and a place to get constructive criticism for them. So, how about I start?

BUILT-IN WEAPONRY [WARFORGED]
Inspired by the design of the Zelekhut, a warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought.
Prerequisites: Warforged, 1st level only.
Benefits: Instead of possessing a slam attack, you instead have two masterwork weapons, each conceiled within your forearms. The weapons must both be the same, but they can be any light or one handed slashing and/or piercing weapon that you desire. If the chosen weapon is light, they take up space on the warforged character's body as a pair of bracers. If the weapon is one-handed, they take up space on the wargorged character's body as a pair of bracers and a pair of gloves.
Withdrawing or retracting the weapons requires the same action as drawing and withdrawind weapon normally, and you do not need to draw or withdraw both at the same time. If you are not proficient with the weapons you chose, you must gain proficiency with them before you can use them properly.
You may with with both of your built-in weapons, but you incur all of the normal penalties of fighting with two weapons if you do so. A warforged character's built-in weapons can be enchanted, just as a warforged character's composite plating can be.

So, what do you think of that one? I was going to use it with my next character.

So far, the feats i have created are:


Built-In Weaponry (http://forums.gleemax.com/showpost.php?p=13230766&postcount=27)
Built-in Wings (http://forums.gleemax.com/showpost.php?p=13577676&postcount=55)
Double Arms (http://forums.gleemax.com/showpost.php?p=13652427&postcount=57)
Loadspeaker (http://forums.gleemax.com/showpost.php?p=13723475&postcount=62)
Inevitable Heritage (http://forums.gleemax.com/showpost.php?p=13333030&postcount=49)
Arcane Empowerment
Greater Arcane Empowerment
SolenVlos

07-24-07, 09:35 AM
I like this idea, but I think that one handed weapons shouldn't be avaiable.
I mean, one couldn't conceal a bastard sword, a shortspear or a trident on the forearm.

IRRC, the slam damage is 1d8. so you are transforming a one handed 1d8 ability into two 1d4 or 1d6 abilities. seems ok to me.

would be great for warforged scouts or ninjas.
Banatine

07-24-07, 10:17 AM
I like this idea, but I think that one handed weapons shouldn't be avaiable.
I mean, one couldn't conceal a bastard sword, a shortspear or a trident on the forearm.


Maybe there should be more penalties for one-handed weapons? Maybe they take a standard/full round action to draw/withdraw (kind of like the modular weapon principle from Dragon Compendium) as the weapon 'assembles' itself. Also I thought that the losing gloves thing would be another balancing factor.

Or were you more just talking about the logic of it than the balance?
SolenVlos

07-24-07, 10:31 AM
I could say there's a part of logic, but I belive it's on balance. (I also don't like the logic x D&D debate)

if the slam is really 1d8, then the feat would grant 2 1d8 attacks, or even 2 1d10 attacks. however, you are spending a feat. it should improve your character, not hinder him.

can a warforged already make the slam attack magic??

EDIT: how does this modular weapon works?
runestar

07-24-07, 10:33 AM
If the weapons are grafted on their hands, should they not be treated as natural weapons?

This might be too powerful at low lvs, but too weak at higher lvs (since you can use both without penalties, but do not get iterative attacks).
Banatine

07-24-07, 10:56 AM
If the weapons are grafted on their hands, should they not be treated as natural weapons?

This might be too powerful at low lvs, but too weak at higher lvs (since you can use both without penalties, but do not get iterative attacks).

Runestar: I wouldn't think these would be natural attacks for the same reason that composite plating is not natural armour. Also you can get iterative attacks if you take two-weapon fighting (which would be the primary purpose of the feat.)

SolenVlos: Modular weapons are normal weapons "made up of several tiny and innocuous-looking components that snap, twist, or screw together to make a fully functioning weapon." They are mainly designed for use by assassins who wear the peices like jewelry and other wearable things. One handed weapons could be held in pieces in the same way. Also, when you roll a natural 1 for attacking with a modular weapon it falls apart, so I suppose I should include that point in the feat as well.
Grumman

07-24-07, 01:01 PM
The slam is only D8 for the Warforged Charger. Regular Warforged only get a pair of D4 slam attacks.

I do like the idea, kind of like a budget Nimblewright upgrade.
Lionhearted

07-24-07, 01:06 PM
regular warforged do get 1d6 if im not mistaken
Banatine

07-24-07, 01:21 PM
regular warforged do get 1d6 if im not mistaken

nope they only get a 1D4 slam. unless it's in another book. i only own the ECS.
SolenVlos

07-24-07, 02:08 PM
nope they only get a 1D4 slam. unless it's in another book. i only own the ECS.

Then I definitely think it should be just light weapons.

it changes an unenchantable 1d4 attack into 2 1d4 or 1d6 enchantable attacks, more with two weapon fighting and stuff. also, the weapons would count as imbued weapons, right? so can't be disarmed (not much of a benefit, since you can't be disarmed from the slam) but benefits from that feat that gives +2 to damage with imbued weapons.

the great benefit, on my opinion, is that they are enchantable and usable in interative attacks. if they will be primary or secondary weapons is a another matter, since the slam will always be secondary. but I doubt you will have 2 flamming +2 small swords and a greataxe - and the weapon from the feat will be the primary one.

but I do think that's a cool concept - I might use this on my next character.
Banatine

07-24-07, 02:45 PM
Solen, what do you mean by imbued weapons?

Also, i do see your point. They cannot be disarmed, but they could be sundered (They would count as manufactured weapons for all purposes).

What if i limited the weapon options avaliable? Lets try this:

BUILT-IN WEAPONRY [WARFORGED]
Inspired by the design of the Zelekhut, a warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought.
Prerequisites: Warforged, 1st level only.
Benefits: Instead of possessing a slam attack, you instead have two masterwork weapons, each conceiled within your forearms. The weapons must both be the same, and must be chosen from the following list: Dagger, Tiger Claw (DrC1 pg 111), Kukri, Punching Dagger, Sai, Short Sword, Sickle. These weapons take up space on the warforged character's body as a pair of bracers.
Withdrawing or retracting the weapons requires the same action as drawing or withdrawing weapons normally, and you do not need to draw or withdraw both at the same time. If you are not proficient with the weapons you chose, you must gain proficiency with them before you can use them properly.
You may fight with both of your built-in weapons, but you incur all of the normal penalties of fighting with two weapons if you do so. A warforged character's built-in weapons can be enchanted, just as a warforged character's composite plating can.
SolenVlos

07-24-07, 03:27 PM
Imbued weapons are the weapons the warforged "connects" to the arm - he is not actually holding, the weapon becomes an extension of the arm. there's a lot of illustration on the Eberron book..I just don't remember where it is explained. perhaps on the warforged component section.

here (http://www.wizards.com/global/images/products_eberron_864000000_lgpic.jpg) and here (http://www.wizards.com/dnd/images/eb_gallery/82102.jpg) are examples.

as for the description:

1 - if the weapon gets sundered, can it be replaced? is there already a ruling about this on the warforged plating?
I'd say that if sundered, must be replaced by another one of the same kind (no trading kukri to dagger, for example) - and that brings another questions - what about especial materials?

2 - aren't all this weapons, light weapons? I believe that if the feat allow to use any light weapon (simple, martial or exotic) isn't going to be a problem, since proficiency must be acquired separately.

3 - about enchantments, I think it should be explicit that you need to enchant them separately.

4 - can the drawing time be affected by quick draw?

5 - wouldn't it be better if this feat used the glove slot? I mean, what happens to the hand?
Banatine

07-24-07, 04:10 PM
Ah, I thought that 'imbued' basically meant 'enchanted' (e.g. imbuing a weapon with magic). I didn't realise you were talking about armblades and stuff like that. Now for the questions:

1. If the weapons are sundered, they can be repaired but not replaced.

2. They are all light weapons, but I thought that it would be best to stick to sword-like weapons, as they would fit in the arms better.

3. I thought I had covered that with the last sentence. I'll see to it that it is clarified.

4. I suppose it could. Since now it is only light weapons, they should probably just be a free action to extend and retract anyway. They are based on the Zelekhut's weapon systems after all. (I know that they don't have light weapons, but you know what i mean.)

5. When I was picturing the feat, I imagined the blades coming from the back of their arms, like a zelekhuts chain does (you know those plates on their forearms? I pictures them springing up slightly, and then the blades extending out from there.) So they could still use their hand, but the blades might get in the way slightly (at which point they would put them away.) Thats also why I thought the bracer slot was more appropriate than the glove slot.

Right. So, after those questions we now have:

BUILT-IN WEAPONRY [WARFORGED]
Inspired by the design of the Zelekhut, a warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought.
Prerequisites: Warforged, 1st level only.
Benefits: Instead of possessing a slam attack, you instead have a pair of masterwork weapons, each conceiled within your forearms. The weapons are both the same type, and you must choose a Light, sword-like weapon (such as a Dagger, Kukri, Short Sword, etc.). If you are not proficient with the weapons you chose, you must gain proficiency with them before you can use them properly. These weapons take up space on the warforged character's body as a pair of bracers.
Extending or retracting the weapons is a free action, requiring only a moments thought, and you do not need to extend or retract both at the same time. A warforged character's built-in weapons can be enchanted, just as it's composite plating can, but the two weapons must be enchanted separately. A warforged character cannot be disarmed of his built-in weapons, but if they are ever damaged or destroyed they can be repaired as any other weapon can.
You may fight with both of your built-in weapons, but you incur all of the normal penalties of fighting with two weapons if you do so.

It's difficult to come up with unambiguous rules, isn't it? I hope that this version creates less questions than answers. :D
Banatine

07-25-07, 05:35 PM
:bump:
ShadeOfDeciet

07-25-07, 10:56 PM
I'd suggest saying that things like Cold-Iron Tracery apply to your built-in weapons, too, since you'd basically be lining them as part of the process, neh?
Even if not, probably better to specify how they interact with such feats. Even though they aren't 'natural' weapons, they are fairly close, especially since the replace your existing one.
SolenVlos

07-25-07, 11:12 PM
but the armor-feats and this feat are both 1st level only, that's not a valid option (but it would be a good one, if warforged got 2 feats at 1st level)
ShadeOfDeciet

07-26-07, 12:10 AM
but the armor-feats and this feat are both 1st level only, that's not a valid option (but it would be a good one, if warforged got 2 feats at 1st level)

Neither Cold Iron, nor Silver Tracery are first level only, for some reason... using the flaws system, though, you could technically get bonus 1st-level feats..

Unless I missed something in an update for [Warforged] feats?
Banatine

07-26-07, 04:26 AM
ShadeOfDeceit: Which book are the Tracery feats from (I'll assume another ebberon book)? do they only work on natural attacks?

What if I add this?:

A warforged character's built-in weapons can be affected by feats and other abilities as if they were both natural weapons and manufactured weapons, but can only be enhanced by spells that enhance or improve manufactured weapons (such as the magic weapon spell.)

Also, would i have to say that these would be the warforged's primary weapons? I designed the feat with the idea that you wouldn't go out and buy other weapons, because you just use the arm blades. So, all attacks made with held weapons would be secondary attacks. Problem is, i don't know if primary and secondary attacks have any penalties on them (never had to look for it before). So if anyone can help with that part, i would be grateful.

Also, I am using flaws to have this and mithral body. (In our campaign the flaw represents the defects of him being a prototype, what with the twin blades and all.)

Is it just me or is the feat going to eventually need a whole book to hold? :)
Endarrion

07-26-07, 08:29 AM
I'd say to treat them as manufactured weapons only (heck, the warforged is manufactured already ;) )

And change the available weapons to, "Any light slashing or piercing weapon."

Everything else looks good.
Banatine

07-26-07, 11:56 AM
I'd say to treat them as manufactured weapons only (heck, the warforged is manufactured already ;) )

And change the available weapons to, "Any light slashing or piercing weapon."

Everything else looks good.

I'm not sure tha going back to any weapon is the right decision. The weapon has to be one capable of fitting within the warforged's arm, after all. (Would a sickle fit? What about an axe?)

Also, I see what you mean about them being manufactured, i'll change that.

OK. How about:


BUILT-IN WEAPONRY [WARFORGED]
Inspired by the design of the Zelekhut, a warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought.
Prerequisites: Warforged, 1st level only.
Benefits: Instead of possessing a slam attack, you instead have a pair of masterwork weapons, each conceiled within your forearms. The weapons are both the same type, and you may choose any Light weapon that is sword-like in shape (such as a Dagger, Kukri, Short Sword, Siangham etc. You may wish to consult your DM about your weapon choice.) or Hand Crossbows. These weapons are treated as manufactured weapons for all purposes (but can be affected by the Silver Tracery and Cold Iron Tracery warforged feats.) If you are not proficient with the weapons you chose, you must gain proficiency with them before you can use them properly. These weapons take up space on the warforged character's body as a pair of bracers.
Extending or retracting the weapons is a free action, requiring only a moments thought, and you do not need to extend or retract both at the same time. A warforged character's built-in weapons can be enchanted, just as it's composite plating can, but the two weapons must be enchanted separately. A warforged character cannot be disarmed of his built-in weapons, but if they are ever damaged or destroyed they can be repaired as any other weapon can.
Your built-in weapons are treated as your primary attack form at all times (even if they are retracted), and all weapons weilded in the warforged character's hands are treated as secondary weapon attacks (with the corresponding -5 penalty on attack rolls.)You may fight with both of your built-in weapons, but you must incur all of the normal penalties of fighting with two weapons if you do so.

There, that should do it. I have said "sword-like in shape" because I only just realised that the way that the weapons are stored, drawn, and retracted, is almost identical to that of a pocket-knife :rolleyes: . I also thought that my addition to the last paragraph would give additional incentive to use them over other weapons (for some reason, I now think it would be so fun to have both built in weapons as item familiars (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm) :D.) Now, should I mention something about whether they could be detected? Maybe a DC 20 spot check to see that a warforged has built-in weapons if they are not drawn?

One final point. I can't help noticing that no-one else has posted any feat ideas yet. Surely you don't think that this and the current warforged feats are definative, do you? Any and all suggestions are welcome here! :D
ShadeOfDeciet

07-26-07, 11:38 PM
ShadeOfDeceit: Which book are the Tracery feats from (I'll assume another ebberon book)? do they only work on natural attacks?

What if I add this?:



Also, would i have to say that these would be the warforged's primary weapons? I designed the feat with the idea that you wouldn't go out and buy other weapons, because you just use the arm blades. So, all attacks made with held weapons would be secondary attacks. Problem is, i don't know if primary and secondary attacks have any penalties on them (never had to look for it before). So if anyone can help with that part, i would be grateful.

Also, I am using flaws to have this and mithral body. (In our campaign the flaw represents the defects of him being a prototype, what with the twin blades and all.)

Is it just me or is the feat going to eventually need a whole book to hold? :)

Tracery feats are in Races of Ebberon, but as it stands, there's only the two of them currently. And yes, they state they affect your 'natural' weapons, i.e. your base Slam attack (which this feat replaces) or unarmed strikes, if you go Monk.
And yeah, making all other manufactured weapons 'secondary' makes sense. It'd be kinda hard to use anything but, say, a punching dagger, when you're also jabbing with a short sword...
Endarrion

07-27-07, 08:33 AM
I think that the built in weapons should replace his hands whenever they are drawn (the hands could just fold up into the forearm). That way you are left with a cooler image, and less arguing over how many weapons he can use. And there's no problem with the warforged having to manipulate objects because retracting the weapons is a free action.

And if you're going to limit the weapons to "sword-shaped" I'd say that you should just create a small list of available weapons. But I really don't see it being harder hiding handaxes or light maces in the forearm as opposed to a short sword.
Banatine

07-27-07, 09:44 AM
I think that the built in weapons should replace his hands whenever they are drawn (the hands could just fold up into the forearm). That way you are left with a cooler image, and less arguing over how many weapons he can use. And there's no problem with the warforged having to manipulate objects because retracting the weapons is a free action.

And if you're going to limit the weapons to "sword-shaped" I'd say that you should just create a small list of available weapons. But I really don't see it being harder hiding handaxes or light maces in the forearm as opposed to a short sword.

I didn't want them to replace the hands because I was trying to keep a distance between these and armblades. Also, mechanically (in both senses of the word), having the weapons flick out seems simpler to create, which ultimately means cheaper, which would likely define whether they would actually be produced or not. Also, there wasn't so much arguing about how many weapons you can fight with. I just wanted to clarify that if you took the feat, your built-in weapons would be your primary attack. (you couldn't multi-weapon fight anyway, because you only have 2 hands.) (Althought the point that raises is if we could design warforged inspired by the Thri-kreen?)

Also, about a weapon list, I might do it, but I don't have many books that include new weapons and all I would put on it would be 'sword-likes'. I suppose I could say 'other weapons may be permitted by your DM' and that would work as a cover all. What do you think?

(Now i'm off to think of a way to conceivably balance a feat that gives warforged characters 4 arms. I may be some time. See you tommorow, and keep the comments coming! :D )
SolenVlos

07-27-07, 10:51 AM
I'm with Endarrion here.

if the weapon doesn't stay allocated inside your arm, i think it can be an axe.

if the folding(or revolving, i don't know) part is near the wirst, and the axe head stay near the elbow...I think it's ok.

edit: what if you create a second race of warforged? a warforged with a +1 La, with variable diferences...like the fey'ri !
Banatine

07-28-07, 04:17 AM
I'm with Endarrion here.

if the weapon doesn't stay allocated inside your arm, i think it can be an axe.

if the folding(or revolving, i don't know) part is near the wirst, and the axe head stay near the elbow...I think it's ok.

edit: what if you create a second race of warforged? a warforged with a +1 La, with variable diferences...like the fey'ri !

I suppose that it could be axes and things, but they are harder to conceil.

Do you not know how a pocket knife works (http://en.wikipedia.org/wiki/Switchblade#Overview_of_designs)? Well, it's in that link, just in case (the built-in weapons are double action OTF's.) If you read that, hopefully, it should be easier to understand my point about blade-shaped weapons.

Also, about a second warforged race... That sounds like fun to create. I don't have the book that the fay'ri are in though. I do have RotD though, so i could base something around the variable dragonborn aspects. Would they be called 'Advanced Warforged' or 'Mutated Warforged'? (they are either custom works by merrix's illegal creation forge, or the mutations that the Lord of Blades is making in the mournlands.)
Endarrion

07-29-07, 07:42 AM
I was thinking of cool stuff like: for a light mace, the warforged clenches his fists and they become the mace head and extend from his forearm.

I think that would be pretty cool.

But hey, it's up to you. Maybe I'll do something like that for my own campaign. Also remember, you're giving the player a concealed weapon he normally would only get with gloves of storing, so it's only fair to say he can't manipulate things with his hands.
Banatine

07-29-07, 01:14 PM
I was thinking of cool stuff like: for a light mace, the warforged clenches his fists and they become the mace head and extend from his forearm.

That does sound cool. I was thinking of something far more mundane.


BUILT-IN WEAPONRY [WARFORGED]
Inspired by the design of the Zelekhut, a warforged character's body can be constructed with weapons under it's armour plating, which it can call forth from its wrists with a thought.
Prerequisites: Warforged, 1st level only.
Benefits: Instead of possessing a slam attack, you instead have a pair of masterwork weapons, each conceiled within your forearms. The weapons are both the same type, and you may choose any weapon from the following list: Dagger, Hand Crossbow, Kama, Kukri, Light Mace, Punching Dagger, Rapier, Sai, Siangham, Sickle, Short Sword (other weapons may be allowed by your DM.) These weapons are treated as manufactured weapons for all purposes (but can be affected by the Silver Tracery and Cold Iron Tracery warforged feats.) If you are not proficient with the weapons you chose, you must gain proficiency with them before you can use them properly. These weapons take up space on the warforged character's body as a pair of bracers.
Extending or retracting the weapons is a free action, requiring only a moments thought, and you do not need to extend or retract both at the same time. A warforged character cannot use his hands while his weapons are extended. A warforged character's built-in weapons can be enchanted, just as it's composite plating can, but the two weapons must be enchanted separately. A warforged character cannot be disarmed of his built-in weapons, but if they are ever damaged or destroyed they can be repaired as any other weapon can.
Your built-in weapons are treated as your primary attack form at all times (even if they are retracted), and all weapons weilded in the warforged character's hands are treated as secondary weapon attacks (with the corresponding -5 penalty on attack rolls.)You may fight with both of your built-in weapons, but you must incur all of the normal penalties of fighting with two weapons if you do so.
Special: A warforged character whose 1st character level is Fighter may take this feat as her fighter bonus feat.

There, now the weapon list is fairly comprehensive, and the way it is written allows both your interpritation of the appearance and mine to exist together peacefully (My warforged has shortswords which extend when he clenches his fists :D .) Also, I have included the special section at the end. I am pretty certain that I will be removing that, but I just thought I would try it on first. :P
Endarrion

07-29-07, 01:46 PM
Looks good to me. And making it a fighter bonus feat isn't a bad idea.

Good job.
Banatine

07-30-07, 03:18 AM
Looks good to me. And making it a fighter bonus feat isn't a bad idea.

Good job.

Is it ok? I thought that it might unbalance it since then you wouldn't need flaws to take this and a body feat. (Then again, some of the flaws aren't exactly balanced themselves.)

So is this feat finished? All balanced and ready for play? If it is, I can start work on others. (If i make a lot of this stuff, i need to make a big thread to collect it all. "The Illegal Creation Forge: Homebrewed Warforged Rules Collection". Why didn't I call THIS thread that?)
Banatine

07-30-07, 11:16 AM
Alright, now I have another feat, also inspired by the Zelekhut:

GOLDEN WINGS [WARFORGED]
Inspired by the design of the Zelekhut, a warforged character's body can be constructed with golden mechanical wings hidden in it's back, which it can call forth at will.
Prerequisites: Warforged, 1st level only.
Benefits: The warforged charater possesses a pair of golden metallic wings, which are conceiled beneath its composite plating. Extending or retracting the wings is a free action, requiring only a moments thought. These wings take up space on the warforged characters body as a cloak. A warforged character's wings can be enchanted, just as his composite plating can.
While the warforged character's wings are extended it gains a fly speed of 30 feet (avarage maneuverability), and can fly with no more difficuly than walking or running. A warforged can use the run action while flying, provided that it flies in a straight line.
The character can also make dive attacks. A dive attack works like a charge, but the warforged must move a minimum of 30 feet and descend at least 10 feet. A waforged can make a dive attack only when holding a piercing weapon. If the dive attack hits, it deals double damage.
Special: A warforged character with levels in the Artificer class may take this feat as one of his Artificer bonus feats by expending his entire craft reserve for that level (this does not affect his ability to recover EXP points for his craft reserve with the Retain Essence class ability).

Now, I have italicised (?) part of the feat because of part of the rules I am unsure of. Part of the magic item section of the DMG (Sidebar of pg 282, combined with the last paragraph of pg 288) leads me to beleive that you can enchant cloaks with more than one type of magical property, provided that you pay a little extra. If someone could clarify that either way, I would very much appreciate it.

Also, the special section I am unsure of. I feel that it would be all too appropriate (in spirit) for a warforged artificer to fiddle with his own body in order to add this kind of thing after his creation (the warforged description mentions that warforged can often be seen with additional parts that what they were created with.) Does this unbalance the feat, because i am happy to remove it. If not, i might add it to Built-In Weaponry too.
Banatine

07-31-07, 03:30 AM
Bump of sadness! :( (where did everyone go?) :weep:
SolenVlos

07-31-07, 11:37 AM
To work (kind of) ´=]

I think the wings are too much. isn't there an artifact that does the same thing?
I believe warforged would be too heavy to natural flight.
Banatine

07-31-07, 05:03 PM
To work (kind of) ´=]

I think the wings are too much. isn't there an artifact that does the same thing?
I believe warforged would be too heavy to natural flight.

I know that there is an item that essentially turns you into a centaur (the tauric belt) but not of one that gives you wings.

The flight is also not unbeleivable, considering that the Zelekhut wears full plate barding (which must weigh at least 100 lb) and can still fly 40 ft (unfortunately, it's own weight is not mentioned.) Also, I have never understood why permenant flight is seen as so powerful. (I have never been in any situation where flight would be anythng more than convenient.)

Just so you know, I personally have no intention of taking this feat. I was however going to use some of them for NPCs (especially the Lord of Blades, who will have a very central role in my campaign) and to give other warforged characters options (if my players choose to use warforged.) I just thought that since the description of the warforged mentions that the main way of telling warforged apart is by the the various customisations they make to themselves, there should be more warforged feats to reflect that.
SolenVlos

07-31-07, 08:56 PM
I'm sure there is a magic item that gives the warforged wings, and another that gives scent. just can't remember the actual book...sadly the one who owns the eberron books is my DM.

I think that flight, along with powerful build are abitilties that should have a +1 LA with it.

perhaps you can do short flights and glides, something like the raptoreans from races of the wild.
Majick

07-31-07, 10:57 PM
i didn't think you could ever use a 'run action' while flying, i thought you just had a 'fly speed' and that's it :P
Banatine

08-01-07, 06:11 AM
i didn't think you could ever use a 'run action' while flying, i thought you just had a 'fly speed' and that's it :P

That's odd, I thought that every creature with flight could do it. They just mention it for PC races so that PCs know they can do it.

SolenVlos: I only own the Ebberon Campaign Setting, so it is entirely possible that it is in another ebberon book that I don't own.

I never mentioned powerful build, unless you are approximating it to flight for level adjustment purposes.

Also, the raptorans gain flight progressively AFAIK. I was going to use progression for this feat, but i wan't sure it made sense. Should I? Would that make it a little more balanced?
Endarrion

08-01-07, 08:05 AM
You could make the wings just for gliding. That might help. And then maybe an improved version for true flight (with a prereq for at least 8th-12th level I'd say).

Otherwise... I'm not so sure. Especially making it available as a feat. You could just make it an option for players who want to create warforged characters. That way you could apply a +1 LA. Otherwise it would have to be a template or something.
Banatine

08-01-07, 10:01 AM
You could make the wings just for gliding. That might help. And then maybe an improved version for true flight (with a prereq for at least 8th-12th level I'd say).

Otherwise... I'm not so sure. Especially making it available as a feat. You could just make it an option for players who want to create warforged characters. That way you could apply a +1 LA. Otherwise it would have to be a template or something.

Making a template is probably the better option (and certainly the more fun one.) I will try to draft something up during the weekend (i will be LARPing friday to monday, so won't have access to a computer.) Who knows, I might even make something before?
SolenVlos

08-01-07, 10:18 AM
What I was saying about the powerful build is that any creature with powerful build should have a +1 LA, just like any creature with flight should have a +1 LA.

what about a warforged with pwoerful build?
MaverickWolf

08-01-07, 10:57 AM
I think the flight feat should use the progression the Raptorans use. Actual flight for a single feat at 1st level is pushing it, but that would be OK.

Artifact wings do exist, but they're not artifacts because they grant flight. They're artifacts because they grant 120 ft flight with perfect maneuverability, and a special attack.
Banatine

08-02-07, 06:28 AM
I think the flight feat should use the progression the Raptorans use. Actual flight for a single feat at 1st level is pushing it, but that would be OK.

Artifact wings do exist, but they're not artifacts because they grant flight. They're artifacts because they grant 120 ft flight with perfect maneuverability, and a special attack.

Since I don't own Races of the Wild, but I do own Races of the Dragon, should I assume that Raptoran flight progression and Dragonborn flight progression are the same?

Also, that is a damn good artifact. I assume it takes up the cloak space? Which book? (I need excuses to buy the rest of the ebberon books)

SolenVlos: Warforged with Powerful Build will be in my "2nd Generation Warforged" (as I have decided to call it), but i don't think that powerful build is worth a +1 on it's own. I was going to make a list of abilities that the template adds to warforged, and you take a +1 to LA for every 2 you take. (Of course the system will need tweaking in certain areas. When I make that one, thought will be appreciated.)
MaverickWolf

08-02-07, 03:09 PM
Actually, the Raptoran's flight is slightly better, upgrading at 5th and 10th instead of 6th and 12th.

The Winged Cape artifact component can be found in Races of Eberron.
Banatine

08-03-07, 03:31 AM
Actually, the Raptoran's flight is slightly better, upgrading at 5th and 10th instead of 6th and 12th.

The Winged Cape artifact component can be found in Races of Eberron.

So should I use Raptoran progression, or Dragonborn progression? I'm thinking Dragonborn is probably best.

And thanks for the book. I was going to get RoE just for the warforged info.
MaverickWolf

08-03-07, 07:34 PM
I'd say Dragonborn, especially as you're getting it for a feat and still maintaining all your other stuff (which is not to say it's bad, just that there's reason for a slightly delayed progression).
Banatine

08-06-07, 12:46 PM
right, i'm back, and have returned with the revised wing feat!

BUILT-IN WINGS [WARFORGED]
The warforged character is created wearing a beautiful cloak. The cloak appears normal, but with a moments thought, metallic skeletal wings extends from the warforged character's back, and the cloak takes the place of wing membranes.
Prerequisites: Warforged, 1st level only.
Benefits: The warforged character is created sporting a cloak which can, with a moments thought, transform into fully formed wings. Extending or retracting the wings is a free action, and the wings take up space on the warforged character's body as cloak. The cloak can be enchanted, just as a warforged character's composite plating can.
A warforged character can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Gliding negates fall damage from any height and allows 20 feet of forward travel for every 5 feet of descent. The warforged character glides at a speed of 30 feet with avarage maneuverability.
When the warforged character reaches 6th level, he gains a fly speed of 30 feet with avarage maneuverability. The warforged character can safely fly for a number of rounds equal to his Constitution modifier (minimum 1 round) and no more than 10 minutes per day. Trying to fly for longer causes the wings to stop functioning properly (see below). Because a warforged character can glide before, after, and between rounds of actual flight, it is possible to remain aloft for extended periods, even if he can only use flight for 1 round at a time without them failing. At 12th level, the warforged character can fly indefinately. The warforged character may now use the run action while flying, provided he moves in a straight line. The warforged character can't fly while carrying a medium or heavy load.
If the warforged character become unconscious or helpless in midair, or his wings stop working (see above), then they automatically extend, and emergency mechanisms stiffen them. The warforged character descends in a tight corkscrew and takes only 1d6 points of fall damage, no matter the actual distance of the fall.
The warforged also gains a dive attack. A dive attack works like a charge, but the warforged must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when weilding a piercing weapon. If the dive attack hits, it deals double damage.
Special: A warforged character with artificer levels make take this feat in place of an artificer bonus feat by expending his craft reserve for that level (this does not affect his ability to increase his craft reserve with the Retain Essence class ability.)
Irving

08-06-07, 04:38 PM
I hate to be a wet noodle, I really do think that the built-in weaponry and wings are better served as warforged components (i.e., magic items designed to be incorporated into warforged bodies), and not as feats.

I kind of like the zhalakut/inevitable thing you've got going here, though. What about this one:

Inevitable Heritage

Prerequsites: Lawful, able to cast 1st level divine spells

The ethics, piety, and inherent lawful nature of the warforged have attracted the attention of the dieties of law, who have chosen you as one of their own.

Effect: You gain the lawful subtype. Your slam attack becomes magical and lawfully aligned for the purposes of damage reduction.
Banatine

08-06-07, 05:47 PM
I hate to be a wet noodle, I really do think that the built-in weaponry and wings are better served as warforged components (i.e., magic items designed to be incorporated into warforged bodies), and not as feats.


I understand where you are coming from on this one, but the main reason i wanted to create these feats was because of this chapter:

Many warforged are adorned with heavier metal plates than their creator originally endowed them with. This customised armour, built-in weaponry, and other enhancements to their physical form help do differeniiate one warforged from another.

I wanted a better way of making warforged differant that warforged components.

Warforged are still being created. They are still being improved and perfected. I was making these feats with the intention of honouring that paragraph, right from character creation.

Also, i like the idea of inevitable heritage. However, i do think it needs a little rewording:

INEVITABLE HERITAGE [WARFORGED]
By spending time in the Clockwork Nirvana of Mechanus, you have attuned yourself to the plane, and the inevitables have granted you a slither of their power.
Prerequisites: Warforged, any lawful alignment, must have made only peaceful contact with inevitables, must have spent at least 1 month in the Clockwork Nirvana of Mechanus.
Benefits: You gain the lawful subtype. Your natural attack (and any weapons you weild) are treated as lawful aligned for the purposes of overcoming damage reduction.

I know the prerequisited are far steeper, but I think it fits the flavour of that kind of feat better. Hope you don't mind.
Irving

08-06-07, 07:19 PM
Oh, no, not in the least. This is a lab, not a fight - everyone gets to chip in.

I interpeted that phraseology about "customized armor" as referring to the adamantine, mithril, et al feats, personally. Questing for cool components to add to your warforged is more fun than adding feats, IMHOP, but YMMV.

The major problem I see with your terminology for the "inevitable hertiage" feat is that Mechanus doesn't exist in Eberron, which has a whole 'nother planar system... I'd also like to make this a feat that warforged paladin would find acceptable (obviously, warforged monks would love it.) Also, there are very few DR x/law creatures out there, so the feat needs a little more kick than just granting the lawful subtype. Either lawful and magical, or a spell-like ability like detect law or a protection vs. chaos effect.

Maybe "member in good standing in a lawful religion" instead of the visit to Mechanus?

The feat given below is strictly a joke feat, but I can't pass it up.

Hentai Merge

You can merge with other warforged to create a massive engine of destruction, capable of destroying entire cities.

Effect: You must charge another willing warforged with this feat. When you do so, the warforged with the highest CL increases in size by one category, gains +2 to Strength and Constitiution, and gains a +2 enchancement bonus to all natural attacks. The warforged with the lower CL becomes ethereal and enters supended animation, unable to see, hear, or effect the material plane. In the case of a tie, the warforged with the higher Charisma becomes dominant. The effect lasts for 4 rounds+the dominant warforged's Con bonus; after this time, the ethereal warforged returns to the material plane next to the dominant warforged, and all bonuses cease.

No more than 5 warforged may "merge" in this manner. If 5 warforged merge in this fashion, the dominant warforged may add double the damage and critical threat range of his natural attack as a full-round action.
Banatine

08-07-07, 07:49 AM
I see what you mean about the body feats, but in those cases the warforged is born with the plating. (it cannot be removed. if it is removed it disintegrates. Also, warforged plating can be repaired without even needing the metal it is made of. wierd, eh?)

Oops, i had forgotten that the planes change in ebberon. I'll change that. What about if the plane changes to Daanvi (the ebberon equivelant)?

INEVITABLE HERITAGE [WARFORGED]
By spending time in Daanvi, the Perfect Order, you have attuned yourself to the plane, and the inevitables have granted you a slither of their power.
Prerequisites: Warforged, any lawful alignment, must have made only peaceful contact with inevitables, must have spent at least 1 month in Daanvi, the Perfect Order.
Benefits: You gain the lawful subtype. Your slam attack and any weapons you weild are treated as magic and lawful-aligned for the purposes of overcoming damage reduction.

It may sound crazy but I like the sound of your feat. I wouldn't like to think about getting it to work, but i like the idea. But PLEASE, the word is Sentai! I was not liking what you might of had in mind otherwise! :D
Irving

08-07-07, 08:01 AM
I see what you mean about the body feats, but in those cases the warforged is born with the plating. (it cannot be removed. if it is removed it disintegrates. Also, warforged plating can be repaired without even needing the metal it is made of. wierd, eh?)

Well, if they were forged in a unique way, then they were "born" with it, QED. Yeah, it's wierd. Best to chalk it up to "warforged are quasi-organic/it's too painful to simulate it in the rules".

Oops, i had forgotten that the planes change in ebberon. I'll change that. What about if the plane changes to Daanvi (the ebberon equivelant)?

Not quite as flavorful as Mechanus, sadly, but it'll do.

It may sound crazy but I like the sound of your feat. I wouldn't like to think about getting it to work, but i like the idea. But PLEASE, the word is Sentai! I was not liking what you might of had in mind otherwise! :D

Whoops. I'm anime-illiterate. Sorry. :embarrass

Maybe it ought to be a spell, though... something that involves a verbal and somatic component (i.e., something that involves a lot of yelling silly phrases and waving your arms around...)
Banatine

08-10-07, 03:25 AM
:bump:
Banatine

08-14-07, 03:59 PM
Shameless :bump:
Banatine

08-26-07, 05:56 PM
Well, if they were forged in a unique way, then they were "born" with it, QED. Yeah, it's wierd. Best to chalk it up to "warforged are quasi-organic/it's too painful to simulate it in the rules".

Warforged are created with spells that are very similar to Fabricate and Greater Creation. That, in theory, explains it. When you add metal to a warforged body, the magic that infuses them simply changes the metal to whatever composition the body is. Likewise, once it is removed, the magics keeping it in existence are gone, which is why it deteriorates rapidly. (Races of Ebberon is such a great book.)

Stealth bump
Meikle_641

08-26-07, 09:11 PM
Personally, I'd go with a setup like the Eva series from End of Evangelion, in that the wings deploy from a sort of hump on the back. This could fit in with your older version of the feat (Golden Wings), in that they sort of deploy or fold out from it, normally hidden from sight.

I'd also make deploying a Swift action rather than a Free action, since it seems that it'd take some effort.

I would also clarify the enchanting thing a bit. Perhaps like "Much like a warforged character's plating, the wings can be treated as a cloak for the purposes of enchantments.

Otherwise, I think the Draconic Wings progression you have is pretty good.
Banatine

08-28-07, 06:22 AM
Personally, I'd go with a setup like the Eva series from End of Evangelion, in that the wings deploy from a sort of hump on the back. This could fit in with your older version of the feat (Golden Wings), in that they sort of deploy or fold out from it, normally hidden from sight.

I'd also make deploying a Swift action rather than a Free action, since it seems that it'd take some effort.

I would also clarify the enchanting thing a bit. Perhaps like "Much like a warforged character's plating, the wings can be treated as a cloak for the purposes of enchantments.

Otherwise, I think the Draconic Wings progression you have is pretty good.

I have never seen Evangelion (Though i do want to) so i'm not really sure what you mean. The only winged mech have ever seen apart from a Zelekhut was Escaflowne, so that was the first inspiration I had for the feat. However, I am not that good at discriptive text.

Swift action would make more sense. Mechanisms as complex as wings cannot unfold instantly.

I will try to clarify it, but as i said, i'm not great at descriptive text.

BUILT-IN WINGS [WARFORGED]
The warforged character is created wearing a beautiful cloak. The cloak appears normal, but with a moments thought, metallic skeletal wings extends from the warforged character's back, and the cloak takes the place of wing membranes.
Prerequisites: Warforged, 1st level only.
Benefits: The warforged character is created sporting a cloak which can, with a moments thought, transform into fully formed wings. Extending or retracting the wings is a swift action, and the wings take up space on the warforged character's body as cloak. Much like enchanting the warforged character's composite plating, the wings can be enchanted as if they were a cloak in the same manner.
A warforged character can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Gliding negates fall damage from any height and allows 20 feet of forward travel for every 5 feet of descent. The warforged character glides at a speed of 30 feet with avarage maneuverability.
When the warforged character reaches 6th level, he gains a fly speed of 30 feet with avarage maneuverability. The warforged character can safely fly for a number of rounds equal to his Constitution modifier (minimum 1 round) and no more than 10 minutes per day. Trying to fly for longer causes the wings to stop functioning properly (see below). Because a warforged character can glide before, after, and between rounds of actual flight, it is possible to remain aloft for extended periods, even if he can only use flight for 1 round at a time without them failing. At 12th level, the warforged character can fly indefinately. The warforged character may now use the run action while flying, provided he moves in a straight line. The warforged character can't fly while carrying a medium or heavy load.
If the warforged character become unconscious or helpless in midair, or his wings stop working (see above), then they automatically extend, and emergency mechanisms stiffen them. The warforged character descends in a tight corkscrew and takes only 1d6 points of fall damage, no matter the actual distance of the fall.
The warforged also gains a dive attack. A dive attack works like a charge, but the warforged must move a minimum of 30 feet and descend at least 10 feet. A warforged can make a dive attack only when weilding a piercing weapon. If the dive attack hits, it deals double damage.
Special: A warforged character with artificer levels make take this feat in place of an artificer bonus feat by expending his craft reserve for that level (this does not affect his ability to increase his craft reserve with the Retain Essence class ability.)
Meikle_641

08-29-07, 03:58 AM
Well, I took a screencap for ye, since you haven't seen the show or movies.

Thar it be: http://img.photobucket.com/albums/v429/GX-9900/vlcsnap-2467251.png
Banatine

09-03-07, 03:18 PM
Well, I took a screencap for ye, since you haven't seen the show or movies.

Thar it be: http://img.photobucket.com/albums/v429/GX-9900/vlcsnap-2467251.png

I think i know what you mean now... But that seems a little 'too anime' for warforged. I am trying to branch warforged out a little, but i'm trying to keep them a little less advanced than that.

That being said, i have had another feat idea. The first person to guess what robot this came from gets a cookie!

DOUBLE ARMS [WARFORGED]
The warforged character has four fingers and a very noticable line running down his arms, dividing them in two. With only a thought, he may separate his arms into four, smaller limbs. The first known warforged to possess this characteristic was Grievous, one of Karrnath's greatest warforged generals.
Prerequisites: Warforged, 1st level only.
Benefits: As a swift action, the warforged character may separate his arms into four: two primary limbs and a secondary, weaker set of limbs, as well as switch them back. Their weaker lims are poorly suited to carrying weapons or shields, but they do an excellent job of providing stability and support to the upper limbs. Warforged characters with this feat are unable to wear gauntlets or gloves.
A warforged using four limbs allows it to use weapons of one size category larger than normal without penalty. The warforged character's secondary arms must be free for it to gain this benefit. This benefit does not extend to larger weapons. For example, a warforged using four arms can weild a Large longsword with a single primary arm without penalty by steadying the blade's pommel with its lower limb.
A warforged can weild a pair of two-handed weapons by using all four of it's limbs. The warforged gains the full benefits of weilding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The warforged suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand.
The warforged character's four arms allow it to carry and use multiple items with relative ease. A warforged can use its third and fourth limbs to steady a weapon held in its primary arms, shift its weight, and maneuver it to attack or defend. A warforged with this feat ignores the Dexterity prerequisite of any feat related to fighting with two weapons, such as Two-Weapon Fighting or Duel Strike. The warforged must still fulfil the rest of the feat's requirements as normal.
If a warforged carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the warforged takes the shield's armour check penalty on its attack rolls and skill checks even if it has proficiency with the shield. Whn using a weapon, the waforged gains only half its strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons. Th warforged cannot carry a two-handed weapon with just its secondary arms.
A warforged using this feat who has at least one empty hand can cast spells with a somatic component.
Special: A warforged character with artificer levels make take this feat in place of an artificer bonus feat by expending his craft reserve for that level (this does not affect his ability to increase his craft reserve with the Retain Essence class ability.)
MaverickWolf

09-03-07, 03:43 PM
That feat, while cool in idea, feels way to mechanically complicated. I don't think it makes much sense for it to grant a better Monkey Grip (not saying it's broken doing that, as this is a 1st level only feat and all that), but I'm all for granting four arms in general. Perhaps simply having the feat grant four arms (and the usual benefits for such) will be fine. Then they can take Multi-weapon Fighting, etc.
KirkBb

09-03-07, 04:01 PM
I think i know what you mean now... But that seems a little 'too anime' for warforged. I am trying to branch warforged out a little, but i'm trying to keep them a little less advanced than that.

That being said, i have had another feat idea. The first person to guess what robot this came from gets a cookie!
DOUBLE ARMS [WARFORGED]
The warforged character has four fingers and a very noticable line running down his arms, dividing them in two. With only a thought, he may separate his arms into four, smaller limbs. The first known warforged to possess this characteristic was Grievous, one of Karrnath's greatest warforged generals.
Prerequisites: Warforged, 1st level only.
Benefits: As a swift action, the warforged character may separate his arms into four: two primary limbs and a secondary, weaker set of limbs, as well as switch them back. Their weaker lims are poorly suited to carrying weapons or shields, but they do an excellent job of providing stability and support to the upper limbs. Warforged characters with this feat are unable to wear gauntlets or gloves.
A warforged using four limbs allows it to use weapons of one size category larger than normal without penalty. The warforged character's secondary arms must be free for it to gain this benefit. This benefit does not extend to larger weapons. For example, a warforged using four arms can weild a Large longsword with a single primary arm without penalty by steadying the blade's pommel with its lower limb.
A warforged can weild a pair of two-handed weapons by using all four of it's limbs. The warforged gains the full benefits of weilding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The warforged suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in its off hand.
The warforged character's four arms allow it to carry and use multiple items with relative ease. A warforged can use its third and fourth limbs to steady a weapon held in its primary arms, shift its weight, and maneuver it to attack or defend. A warforged with this feat ignores the Dexterity prerequisite of any feat related to fighting with two weapons, such as Two-Weapon Fighting or Duel Strike. The warforged must still fulfil the rest of the feat's requirements as normal.
If a warforged carries a weapon or shield in its secondary arms while one or more of its primary arms also carry an item, it suffers a number of penalties. When using a shield, the warforged takes the shield's armour check penalty on its attack rolls and skill checks even if it has proficiency with the shield. Whn using a weapon, the waforged gains only half its strength bonus on damage rolls. It takes a -4 penalty on all attacks for each light weapon used in this manner. This penalty increases to -8 for one-handed weapons. Th warforged cannot carry a two-handed weapon with just its secondary arms.
A warforged using this feat who has at least one empty hand can cast spells with a somatic component.
Special: A warforged character with artificer levels make take this feat in place of an artificer bonus feat by expending his craft reserve for that level (this does not affect his ability to increase his craft reserve with the Retain Essence class ability.)


OK first I'm nabbing that cookie by saying star wars and two, I'm telling you this feat is super overpowered as is. The main thing that needs to be removed is this line "A warforged can weild a pair of two-handed weapons by using all four of it's limbs. The warforged gains the full benefits of weilding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls."

This is for a number of reasons:
1. You have already mentioned that you can wield a weapon one size category larger without penalty. With this line present, it changes from being able to use 2 large size longswords to 2 large size greatswords.
2. Your making warforged two-weapon fighting the god of all fighting styles. You just took away the purpose of playing a two-handed weapon fighter. Theres no reason to go that route for the extra damage from strength or power attack anymore.

Also, the feat is still pretty overpowered as is, compare it to Monkey Grip for more proof.

Now that I have said that this feat is overpowered, let me say that the weapon from the forearms feat is underpowered. Compare it to the Adamantine Body feat. It gives you a +8 armor bonus and damage reduction that can increase through other feats. I say broaden the weapon categories to up to one handed, and don't make the weapon masterwork. Make it adamantite.

Also, a line of feats that could give the forearm weapons magical qualities would be cool to see. Like "The electricity and eldritch energy that give you life can be imbued upon your armblades, add +2 electricity damage to your attacks with them"

Seem cool to anybody else?
Banatine

09-03-07, 04:50 PM
OK first I'm nabbing that cookie by saying star wars and two, I'm telling you this feat is super overpowered as is. The main thing that needs to be removed is this line "A warforged can weild a pair of two-handed weapons by using all four of it's limbs. The warforged gains the full benefits of weilding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls."

This is for a number of reasons:
1. You have already mentioned that you can wield a weapon one size category larger without penalty. With this line present, it changes from being able to use 2 large size longswords to 2 large size greatswords.
2. Your making warforged two-weapon fighting the god of all fighting styles. You just took away the purpose of playing a two-handed weapon fighter. Theres no reason to go that route for the extra damage from strength or power attack anymore.

Also, the feat is still pretty overpowered as is, compare it to Monkey Grip for more proof.

Now that I have said that this feat is overpowered, let me say that the weapon from the forearms feat is underpowered. Compare it to the Adamantine Body feat. It gives you a +8 armor bonus and damage reduction that can increase through other feats. I say broaden the weapon categories to up to one handed, and don't make the weapon masterwork. Make it adamantite.

Also, a line of feats that could give the forearm weapons magical qualities would be cool to see. Like "The electricity and eldritch energy that give you life can be imbued upon your armblades, add +2 electricity damage to your attacks with them"

Seem cool to anybody else?

Before I get to the point, you only get the cookie for naming the character, not the film.

The feat isn't that powerful. There are so many penalties in there to balance it that all it really gives you is Improved Oversized Two-weapon fighting.

Warforged two-weapon fighting would not be that great with this. Sure you can use two greatswords, but you take a -4 on all attacks. Suddenly, things don't look so good. Secondly, you cannot use 2 Large greatswords, because you do not have your lower hands free while weilding them.

Now, on to your point about Built-In Weaponry: Comparing it to Adamantine Body is probably not the best starting point. AB is stupidly powerful at low levels, but remains useful at high levels. You can improve the DR, but any warforged can use the same feat to gain DR too. I had already decided against having one-handed weapons for mechanical reasons (in poth senses of the word), partly because it was overpowered to allow 2 bastard swords, and partly because it would be impossible to conceal such large weapons in your forearms.

Next, feats to improve the built-in weaponry I like. Since i'm in a creative mood, i'll have a crack at one now.

ARCANE EMPOWERMENT [WARFORGED]
You can increase the power of your melee attacks by channeling some of your magical life force into your weapons.
Prerequisites: Warforged, Built-In Weaponry.
Benefits: By sacrificing some of your life force, you can add additional damage to your melee attacks. On your action, before making attack rolls for a round, you may sacrifice a number of hit points no greater than twice your character level. For every 2 hit points you sacrifice in this manner, your melee attacks deal an additional 1d4 points of damage until the start of your next round.

Even though I am tired, I am almost certain that that is at least a little overpowered. However, it's only a first attempt.
Banatine

09-07-07, 03:16 PM
GREATER ARCANE EMPOWERMENT [WARFORGED]
You have learned to to channel arcane power into your weapons with greater efficiency.
Prerequisites: Warforged, Built-In Weaponry, Arcane Empowerment
Benefits: The additional damage gained when you use the Arcane Empowerment feat increases by one step: 1d6, 1d8, 2d6.
Special: This feat may be taken up to 3 times. Each time it is taken, it increases the additional damage gained increases one more step.

Another one, since you wanted more weapon feats.

STAR-TOUCHED [WARFORGED]
Whether by accident or design, your built-in weapons display the properties of the extremely rare mineral, starmetal.
Prerequisites: Warforged, Built-In Weaponry.
Benefits: Your built-in weapons are made of starmetal. They are treated as adamantine for all purposes, including overcoming damage reduction, and they deal an extra 1d6 points of damage to any extraplanar creatures while they are on the material plane.
Special: A warforged character with artificer levels make take this feat in place of an artificer bonus feat by expending his craft reserve for that level (this does not affect his ability to increase his craft reserve with the Retain Essence class ability.)

Also, since i had absolutely no idea why this feat did not already exist:

IMPROVED COMPOSITE PLATING [WARFORGED]
Through you own modification, your composite plating is stronger than most other warforged of a similar composition.
Prerequisites: Warforged
Benefits: The armour bonus granted by your composite plating increases by 1.
Special: You cannot take this feat if you already have the Unarmoured Body feat.

I can't think of anything else to work on at the moment, anyone have any ideas?
Banatine

09-09-07, 04:30 PM
There is another one. Also, i am in the process of making links to all the feats on the first post.

LOUDSPEAKER [WARFORGED]
The warforged character was made with a special sound amplifier within its throat. This amplifier is capable of creating powerful bursts of sonic energy.
Prerequisites: Warforged, 1st level only
Benefits: You gain a breath weapon. The breath weapon is a sharp burst of deafening sonic energy. This breath weapon is a cone with a length equal to 5 feet per 2 Hit Die the warforged character has, up to a maximum of 50 feet at 20 HD. The breath weapon deals 1d8 points of sonic damage, plus an extra 1d8 points for every 3 HD the warforged posesses (2d3 at 3 HD, 3d8 at 6 HD, and so on). Brittle objects and crystalline creatures take double damage from this breath weapon. A successful Reflex save (DC 10 + 1/2 the warforged's HD + its Con modifier) halves the damage. A warforged can use its breath weapon once every 1d4 rounds.
Special: A warforged character with artificer levels make take this feat in place of an artificer bonus feat by expending his craft reserve for that level (this does not affect his ability to increase his craft reserve with the Retain Essence class ability.)