can warforged swim?

Post/Author/DateTimePost
#1

corey1234

Apr 17, 2008 19:15:37
Im just starting ebberon and i was just wondering, if warforged are made out of leather and wood, would they malfunction or somthing, i know its probably a stupid question
#2

rageofthemodrons101

Apr 17, 2008 19:58:37
I think you could get away with it if you explained something totally strange and creative.
#3

Arcane_Guyver

Apr 17, 2008 21:22:48
If they have ranks in Swim, sure. Keep in mind, the check penalty incurred by their built-in armor is not technically 'Armor Check Penalty,' so you don't double it when applied to Swim checks.
#4

artector

Apr 18, 2008 5:36:53
Yes. Warforged are living beings and thus while their bodies are a composite of different materials the materials don't behave exactly in the same way as if they were not part of the warforged's body.
#5

Gurv

Apr 18, 2008 6:40:45
Lets be clear about this.

Warforged can do anything a human can do, unless it says otherwise. Don't take it to an illogical extreme, use your imagination and your common sense.
#6

Edymnion

Apr 18, 2008 8:14:45
If they have ranks in Swim, sure. Keep in mind, the check penalty incurred by their built-in armor is not technically 'Armor Check Penalty,' so you don't double it when applied to Swim checks.

Which means they actually swim BETTER than a human, since a human with equal training and armor would have a larger penalty, and hence a lower check.
#7

Arcane_Guyver

Apr 18, 2008 12:55:17
Which means they actually swim BETTER than a human...

Yup. It makes sense to me; their bodies are slightly unwieldy compared to our own, but it's still easier for them to swim naked than for us to swim in plate armor.
#8

RedRider

Apr 18, 2008 13:04:42
And of course, warforged do not need to breathe, don't have to worry about fatigue.
So under some circumstances they're better in the water.

(Another point in their favour: Their armoured bodies do not count against their encumberance, which gives them another advantage over armoured human swimmers.)
#9

rania

Apr 18, 2008 18:54:19
You've got it all wrong; the question really is, do warforged sink or float?

This is, of course, assuming they're not trying to swim. I've met people who can swim just fine, but when they stop, they sink; I've also met people who always float.
#10

Gurv

Apr 18, 2008 21:04:35
This is, of course, assuming they're not trying to swim. I've met people who can swim just fine, but when they stop, they sink; I've also met people who always float.

And that's likely how it is with warforged. Some are more buoyant than others. Just like humans.

You can come up with a system to determine who floats and who doesn't. But there are no rules for it.
#11

ChaoticGood

Apr 19, 2008 2:34:59
I've always assumed that they sink unless they are actively making Swim checks. This usually isn't a problem, since they have no particular problem simply walking across the bottom of the lake/river/etc. and emerging on the other side. In fact, one of my favorite "why didn't anyone try this in the Last War" scenario is to have an army of Warforged march into Scion's Sound and march out wherever the enemy army isn't.

Basically, unless the Warforged falls off a boat in the middle of the ocean (and your DM is the kind of science freak who takes things like crush depth into account... ), or otherwise needs to rejoin a shipboard combat, I wouldn't worry too much about Swim ranks for Warforged.
#12

RedRider

Apr 19, 2008 6:57:02
Basically, unless the Warforged falls off a boat in the middle of the ocean (and your DM is the kind of science freak who takes things like crush depth into account... ),

I'd be a tad more worried about the dire sharks, sahaugin and terrible lovecraft-esque horrors which a warforged may face in an environment where he is at a distinct disadvantage.

Not that crushing pressure isn't going to get you first, most likely, but even if you ignore that and dodge the lurking terrors it's still a long walk back to Khorvaire.

(That said, I think I'd like to see a warforged character who emerges from the sea one day, years after he fell in, to find the war is over and he's far behind on the current state of the world. Especially if his introduction into the party involves him actually walking up from the sea onto the beach while the party are still there.)
#13

Arcane_Guyver

Apr 19, 2008 13:07:42
...and your DM is the kind of science freak who takes things like crush depth into account...

Science freak, or someone who would like to actually use the rules in his copy of Stormwrack?
#14

artector

Apr 19, 2008 15:23:12
I've always assumed that they sink unless they are actively making Swim checks. This usually isn't a problem, since they have no particular problem simply walking across the bottom of the lake/river/etc. and emerging on the other side. In fact, one of my favorite "why didn't anyone try this in the Last War" scenario is to have an army of Warforged march into Scion's Sound and march out wherever the enemy army isn't.

Basically, unless the Warforged falls off a boat in the middle of the ocean (and your DM is the kind of science freak who takes things like crush depth into account... ), or otherwise needs to rejoin a shipboard combat, I wouldn't worry too much about Swim ranks for Warforged.

I wouldn't worry too much about the crushing thing, unless he fell in a trench. I'd worry more about the underwater creatures (as mentioned).

But since that's already been addressed I'm going to say something else. Rivers tend to be pretty strong, the warforged might get caught and washed 10 or 20 miles downriver from the force of the water. Small rivers would be ok, but anything to actually submerge the warforged might (depending) powerful enough to do what I mentioned.
#15

Edymnion

Apr 20, 2008 14:55:53
Science freak, or someone who would like to actually use the rules in his copy of Stormwrack?

Stormwrack nothing, pressure damage is in the DMG. 1d6 damage per minute per 100'.
#16

Arcane_Guyver

Apr 20, 2008 15:36:54
Wow...and here I thought it was an optional rule, by the way folks talk about pressure damage. Ah well.
#17

grifo

Apr 20, 2008 16:18:50
Wow...and here I thought it was an optional rule, by the way folks talk about pressure damage. Ah well.

Excuse me while I conveniently ignore this little piece of information.
I mean, if you don't allow an army of warforged to march across a lake and attack a coastal city by surprise, what's the point of having them in the first place?
#18

Nived

Apr 20, 2008 20:03:48
Well that depends on the size of the lake in question. Most lakes wouldn't matter, if you mean something like Lake Michigan (or in this case Lake Cyre or Lake Galifar) then you're going to have a problem.

Of course in theory they could swim at about a depth of 90' most of the way and be fine. Immune to fatigue and all that.
#19

ChaoticGood

Apr 21, 2008 1:47:52
Haha, sorry about the crush depth crack... but you see, a friend of mine almost lost his much-beloved Warforged Saint due to a botched Balance roll in the Thunder Sea. He kept his mouth shut about crush depth until after the session, and confided to me that if HE had been the DM, that character would have been dead.

I just rolled my eyes and told him, "Of course he would be, because you're a freak about realism and science-type rules." :P

Honestly though, I don't own Stormwrack and I've only rarely used the environmental rules from the DMG. It's no excuse for failing at my Knowledge (arcana) check, but I'm a Ranger, not a Wizard, darn it!

P.S.: grifo, thanks for agreeing with me! Warforged amphibious assault FTW!

P.P.S.: RedRider, I'm making that my next Warforged character... oh yes, I am!
#20

Arcane_Guyver

Apr 21, 2008 2:03:31
Of course in theory they could swim at about a depth of 90' most of the way and be fine. Immune to fatigue and all that.

That seems scary enough - a squad of warforged could swim across a huge lake without getting tired and can swim near crush depth the entire way since they don't need to breathe. Combine that with the fact that warforged are superior swimmers (as shown above), I don't see why you wouldn't want an amphibious special forces team made up of warforged.
#21

Nived

Apr 21, 2008 3:01:29
Be like swimming the English Channel.... only... deeper.
#22

rania

Apr 21, 2008 10:26:15
That seems scary enough - a squad of warforged could swim across a huge lake without getting tired and can swim near crush depth the entire way since they don't need to breathe. Combine that with the fact that warforged are superior swimmers (as shown above), I don't see why you wouldn't want an amphibious special forces team made up of warforged.

But just because they could swim, doesn't necessarily means it'd be practical. Sure, they might not rust, but whatever they're carrying could; and walking is not exactly a very quick mode of movement.
#23

Arcane_Guyver

Apr 21, 2008 18:27:59
Rust? There's bound to be at least a few different solutions for that (Mending is the first that comes to mind; maybe a specialized version of Ungent of Timelessness?). Assaulting a base in this manner may not be fast, but it's sure, steady, and stealthy.
#24

tordak

Apr 21, 2008 18:55:07
Sorry if I'm coming back a few post, but wasn't warforged buoyance addressed in Races of Eberron? I thought the rule was that they are as buoyant as any other PC race, and can swim just fine with swim check.
#25

Edymnion

Apr 21, 2008 20:56:40
But just because they could swim, doesn't necessarily means it'd be practical. Sure, they might not rust, but whatever they're carrying could; and walking is not exactly a very quick mode of movement.

There's plenty of things to prevent rusting. Blueshine and Everbright enchantments come to mind.

But, that said, please show me where in the rules where something can rust from normal environmental issues. Even if there were, its easy to oil/grease your weapon. A simple tub of lard is all you need to waterproof it.

There are ways around the crushing damage as well. The aquatic enchantment for armor, IIRC, gives you the ability to breath under (redundant), a swim speed, and immunity to pressure damage. Just what the aquatic warforged force ordered.
#26

rania

Apr 21, 2008 21:16:16
There's plenty of things to prevent rusting. Blueshine and Everbright enchantments come to mind.

But, that said, please show me where in the rules where something can rust from normal environmental issues. Even if there were, it's easy to oil/grease your weapon. A simple tub of lard is all you need to waterproof it.

There are ways around the crushing damage as well. The aquatic enchantment for armor, IIRC, gives you the ability to breath under (redundant), a swim speed, and immunity to pressure damage. Just what the aquatic warforged force ordered.

However, that all takes up resources (fundamentals of economic: to gain something you give up something) that could be used elsewhere, and some of that elsewhere might be more profitable. Just because something CAN be done, doesn't mean it's practical.

Or, in other "words":
#27

Edymnion

Apr 21, 2008 22:06:21
However, that all takes up resources (fundamentals of economic: to gain something you give up something) that could be used elsewhere, and some of that elsewhere might be more profitable. Just because something CAN be done, doesn't mean it's practical.

Its quite practical, actually. Its like saying its impractical to give an elite soldier a flaming sword. No, its not standard issue, but yes, when the situation calls for it, it makes sense.

A Warforged with aquatic armor would be special, yes, they would be special ops. If you want an underwater fighting force to sink enemy ships, its going to cost you. But really, the non-water breathing aquatic enchantment is, IIRC, only a +1 equivolant. Its no different than enchanting a scouting WF with Shadowed.

Its Eberron, low level magic is common. Its almost silly to think that any elite warforged unit wouldn't be going into battle without at least some +1 armor and a couple of abilities on it.
#28

RedRider

Apr 22, 2008 7:47:40
However, that all takes up resources (fundamentals of economic: to gain something you give up something) that could be used elsewhere, and some of that elsewhere might be more profitable. Just because something CAN be done, doesn't mean it's practical.

True enough, but as Edy said, special-purpose squads can be worth the investment.

Also of course, it may just be that warforged find themselves in a situation where swimming becomes either nescessary or the best option.

This kind of situation is the bread and butter of PCs, but even outside the realm of high adventure, there's got to be a few war stories about a squad of warforged who cleverly staged a surprise attack by crossing a difficult river or a large unit of soldiers arriving at an enemy warforged camp only to find they've buried their equipment and hidden at the bottom of a lake while they wait for reinforcements.

In war, you can't always rely on having the tools to do the job. Sometimes you've got to improvise, even if it means ordering your unit to cling onto the bottom of an enemy ship like barnacles and stealing new weapons and tools once you arrive at your destination.
#29

rania

Apr 22, 2008 10:12:48
True enough, but as Edy said, special-purpose squads can be worth the investment.

Also of course, it may just be that warforged find themselves in a situation where swimming becomes either necessary or the best option.

This kind of situation is the bread and butter of PCs, but even outside the realm of high adventure, there's got to be a few war stories about a squad of warforged who cleverly staged a surprise attack by crossing a difficult river or a large unit of soldiers arriving at an enemy warforged camp only to find they've buried their equipment and hidden at the bottom of a lake while they wait for reinforcements.

In war, you can't always rely on having the tools to do the job. Sometimes you've got to improvise, even if it means ordering your unit to cling onto the bottom of an enemy ship like barnacles and stealing new weapons and tools once you arrive at your destination.

A few stories, yes; and in those situations, that course of action was clearly the most practical. It just doesn't pop up too often.

...And now I want Keith Baker to write a story about an underwater city of 'forged.
#30

cloud413

Apr 22, 2008 12:46:46
Wouldn't their armor rust?
#31

larry_the_titan

Apr 22, 2008 16:15:48
Wouldn't their armor rust?

Rusting unless from a magical source takes time. To prevent Rusting in the real world people normally only have to do a little work to prevent it or reverse the effects over time. But then again we are talking D&D and rusting of metal to my knowledge isn't covered as an Enviromental effect with in the rules. Rules for rusting so far in the rules have only covered with in Magical effects.
#32

rageofthemodrons101

Apr 22, 2008 18:44:33
Yes, but if you make some no-worky rust ointment for those underwater adventures, I bet your DM would accept it and let you start out with a kajillion bottles. Besides, who wants to collapse in rust while fighting sahuaghin? Not cool.:raincloud
#33

Edymnion

Apr 22, 2008 21:55:32
What I like to point out is, when was the last time you ever saw a DM worry about your armor rusting when you were in a jungle, or a swamp, or slogging through the mud? Or that kept tabs on when you cleaned your sword after hacking somebody up with it?

Any moisture will make iron/steel rust, be it from blood or just high humidity. But I'm willing to be that it has *NEVER* come up in any game you've ever been in, am I right?

Heck, for that matter, when was the last time you ever even stopped to realize that your character only has one set of clothes? You get one set when making your character, when have you ever gone out of your way to buy more? Go find your current/last character sheet and tell me how many changes of clothes he/she is carrying with their gear.

If your human character can wear the same set of clothes day in, day out, through bloody combat and diplomatic dinner party, and they never get dirty, never wear out, never get stinky, why would you suddenly start worrying about Warforged rusting? You're running around with a character that, by all rights, should have had their clothes rot off their shoulders by now.
#34

rania

Apr 23, 2008 10:28:31
What I like to point out is, when was the last time you ever saw a DM worry about your armor rusting when you were in a jungle, or a swamp, or slogging through the mud? Or that kept tabs on when you cleaned your sword after hacking somebody up with it?

Any moisture will make iron/steel rust, be it from blood or just high humidity. But I'm willing to be that it has *NEVER* come up in any game you've ever been in, am I right?

Heck, for that matter, when was the last time you ever even stopped to realize that your character only has one set of clothes? You get one set when making your character, when have you ever gone out of your way to buy more? Go find your current/last character sheet and tell me how many changes of clothes he/she is carrying with their gear.

If your human character can wear the same set of clothes day in, day out, through bloody combat and diplomatic dinner party, and they never get dirty, never wear out, never get stinky, why would you suddenly start worrying about Warforged rusting? You're running around with a character that, by all rights, should have had their clothes rot off their shoulders by now.

I know that my tenth-level party, most of them are still wearing the same old pants they started out with. My character is not; I asked for another set of clothes from a village we saved.

...is that common with female gamers?
#35

cloud413

Apr 23, 2008 12:16:31
I never said I pay attention to rusting armor. :raincloud It was just a thought.
#36

Edymnion

Apr 23, 2008 20:30:39
...is that common with female gamers?

I dunno, I can only name two characters I've ever had that specifically had multiple sets of clothes. One is my Karnnathi soldier that had a noble's outfit with jewelry that I described as a dress uniform and medals. The other was my female sorcerer in Faerun, who had at least a dozen changes of clothing in her haversack.

Honestly, I never even thought about it until this thread. Guess I'll need to start buying more clothes!
#37

Gurv

Apr 23, 2008 23:40:50
Depending on how graphic the DM is about gross situations or times when my stuff gets a little beat up or singed, I'll make a point about grabbing some new clothes. If my character happens to spent any down time in a town or city I might drop a comment about cleaning up and replacing basic gear. But for the most part I just estimate an upkeep cost like it suggests in the DMG and assume that it pays for me not looking like a bum.

As for a warforged rusting, I would say that it isn't likely. It would only be a problem for warforged in extreme situations of poor care. Just as humans perform basic self-care, so do warforged. While you might have a human who doesn't take care of themselves at all and has skin infections, boils, and rashes as a result, so too might you have a warforged showing signs of rust. Remember also that warforged are alive: while the constructs do not possess a biology identical to humanoids they are known for their ability to grow and change over time. This could account for some limited ability to remain in good condition.
#38

dr._benway

Apr 24, 2008 1:14:24
Think about it this way: The Warforged are powered by magic. They are living constructed creatures. Their very bodies can receive enchantments and enhancements. Magical items are effectively indestructible to anything with a lower enchantment vlaue/DR then them, so its reasonable to assume that WF dont rust by the same token.

DocB
:88E: vs :coolcthul Who shall prevail?
#39

rania

Apr 26, 2008 14:22:31
As for a warforged rusting, I would say that it isn't likely. It would only be a problem for warforged in extreme situations of poor care. Just as humans perform basic self-care, so do warforged. While you might have a human who doesn't take care of themselves at all and has skin infections, boils, and rashes as a result, so too might you have a warforged showing signs of rust. Remember also that warforged are alive: while the constructs do not possess a biology identical to humanoids they are known for their ability to grow and change over time. This could account for some limited ability to remain in good condition.

Makes sense!
#40

thyatian_knight

May 15, 2008 18:07:40
Haha, sorry about the crush depth crack... but you see, a friend of mine almost lost his much-beloved Warforged Saint due to a botched Balance roll in the Thunder Sea. He kept his mouth shut about crush depth until after the session, and confided to me that if HE had been the DM, that character would have been dead.

I just rolled my eyes and told him, "Of course he would be, because you're a freak about realism and science-type rules." :P

Honestly though, I don't own Stormwrack and I've only rarely used the environmental rules from the DMG. It's no excuse for failing at my Knowledge (arcana) check, but I'm a Ranger, not a Wizard, darn it!

P.S.: grifo, thanks for agreeing with me! Warforged amphibious assault FTW!

P.P.S.: RedRider, I'm making that my next Warforged character... oh yes, I am!

Sorry for being the reality freak here!!

Enter : FREAK MODE

I don't think warforged has to worry about crushing depth.

Why not?

Since they don't breathe they don't have any use for any type of gas pressurized at 1 atm.
And since fluids and solids will not compress to any significant degree under pressure it will be safe to say that crushing depth is not a problem for WF

I assume that most living beings on Eberron only can be made up of those three (solid, fluid and gas) state forms - I realize that fire elementals (and other creatures) also has some plasma...


Exit : FREAK MODE
#41

rania

May 17, 2008 1:41:31
...
I don't think warforged has to worry about crushing depth.

Why not?

Since they don't breathe they don't have any use for any type of gas pressurized at 1 atm.
And since fluids and solids will not compress to any significant degree under pressure it will be safe to say that crushing depth is not a problem for WF.

Can you provide any information on crushing depth and pressure damage? I seem to recall reading that some (unmanned) submarine vessels have to be specially constructed to avoid being damaged from the pressure....

I assume that most living beings on Eberron only can be made up of those three (solid, fluid and gas) state forms - I realize that fire elementals (and other creatures) also has some plasma...

There's also the quori, who have the state form of FREAKING YOUR AR$E OFF....
#42

thyatian_knight

May 17, 2008 5:07:56
Can you provide any information on crushing depth and pressure damage? I seem to recall reading that some (unmanned) submarine vessels have to be specially constructed to avoid being damaged from the pressure....
QUOTE]

There is a few textbooks on the subject, but thats fairly advanced physics. So unless you're planing to take a major in physics I think the following will do:



Basicly there is four state forms (five if you consider the extremes - like neutron stars - but we don't). Gas, fluid, solid and plasma.
Only the three first is relevant to creatures that live on a planet resembling earth. In a fantasy world only outsiders (like fire elementals) will have any plasma in their bodies (at least that's what I would say as DM).

Under pressure the three behaves different:

Gas: Gas under pressure follows the ideal gas law (more or less) that states that at constant temperature: the higher pressure the less volume of gas. So a gas that is taken deep down in the ocean will take up less space.

Fluid: A fluid will not compress under pressure (that's why hydraulic systems work). It's freezing point will go down but eventually - under extremes - fluids can become solids because of the pressure (earths core is solid even though its thousands degrees C).

Solid: Will not compress under pressure because (like fluids) the atoms are as close together as they can come. It takes the gravity from a star larger than the sun to make a pressure to do that.


What this means is that if you have an object that only consists of solids and fluids (like the Remote Underwater Vehicles you describe). Then there is no real limit to what the frame can take. As long as its an equal perssure on all sides (and it is under water).

So as long a warforged doesn't have any cavities that are sealed they sould not have any problems.

Another problem is if they have some fluids in their bodies and there is some kind of gas in that fluid, they could get what divers call 'the shakes'. Bubbels of gas in the blood that is created because of the rapid decrease in pressure.

Yet another problem to consider it that it tends to get quite cold below 0 degree C (32 F), when you go down to depths of >1000 m (3000 ft.)


I hope this helps.
#43

UnderworldLord

May 17, 2008 7:13:38
Something that you need to consider is that they are indeed living constructs. They do have some organics inside. And as far as rust... I'd have to go back and check the ECS, which I don't feel like right now, but they should be immune to regular normal rusting and decay.
#44

dread_lord

May 17, 2008 22:43:07
For my 2 copper:

Swim: Most of their bodies are made of something like wood and they swim just fine.

Rust: Not enough to effect game play. Maybe mention spots of rust if they are spending a lot of time in swamps or coastal areas, but a few minutes of polishing will take care of that.

Crushing depth: As mentioned, unless the WF have some sort of air filled cavity they will be more or less unaffected except at the most extreme depths. If the primary substance of their bodies is something like wood then there would be some trapped air and that could be an issue, but only at really extreme depths. Plus their natural bouancy would necessitate the use of weights to keep them from bobbing to the surface.
#45

sarig_the_genie

May 24, 2008 17:08:39
Can you provide any information on crushing depth and pressure damage? I seem to recall reading that some (unmanned) submarine vessels have to be specially constructed to avoid being damaged from the pressure....

unmanned subs still need air-pockets to keep all those electronics dry (: