| Post/Author/DateTime | Post |
|---|---|
| #1skrapsanJun 02, 2013 6:31:20 | This august I will be starting up a DnD next campaign sett in Eberron. In order to do gain the Eberron feel, I will need a few things the playtest packets have not shown us yet. One of these is the Warforged. So I sat down and compared the other races with each other, and compared the 3.5 warforged with the 4th ed one to see if I could find the essence of the living construct. In the end I have also compared it all to what I personally feel a warforged is all about. So I will show you my attempt, give you some of the reasons behind the choices made and then we can have a discussion about it all. The thing is, In 3.5 the warforged was way way way to complicated for my taste. 4th ed it did not feel quite right. So I have as mentioned before used what I feels is making the warforged a warforged. But at the same time avoid all those very very conditional and obscure powers. So what do you think? What can be added or removed? what can we do to make it equal in power to the other races out there? |
| #2Magicstar1Jun 10, 2013 4:51:46 | Nice start. I can't comment on general balance since the last time I played next it was a few months and some iterations previous but you could use the subrace for the different types of warforged out there. IE: Warforged Scout +10 ft speed +1 dex Limited to light AC Psiforged +1 Int/Wis (psion stat) Gain 2 powerpoints Juggernaut -5 ft speed +1 Strenght +1d8 on charge Must take heavy AC |
| #3skrapsanJun 14, 2013 13:09:40 | That's a good use of subraces Magicstar1. I don't know if we will have prestige classes in the next, but the juggernaut class could be nicely created using feats for a warforged. Makes him more and more machine over time. Warforged to me is the iconic Eberron race, they are what my mind jumps first. Long before shifters, changelings or Kalashtar. And I do hope there will be more of them to come. They are a quite awesome race. At least if you can make the racial list possible to remember. |
| #4SyltorianJun 14, 2013 15:44:14 | I haven't been able to check out D&D Next yet, so I cannot comment on the rules; but I wanted to express my sincere thanks for your efforts in furthering the cause for Eberron in the new edition. Keep up the good fight! |
| #5PaladinNicolasJun 14, 2013 16:55:31 | I'd also like to thank and applaude all of your efforts concerning Eberron conversion and support in dndnext. According to Mearls, the Eberron races and the artificer will be converted along with monsters, but it is a good idea to remind them about it and to suggest how to convert them |
| #6nerraDetroKJun 29, 2013 12:45:31 | I'm starting a new campaign heavily influenced by Eberron and I defintiely wanted to include Warforged. While I like what you've come up with for starting features, something tells me it's not enough. At this time, I'll propose 2 subraces: the Scout and the Juggernaut. For them ost part, I've just taken what Skrapsan's already done, but reworked armor plating and the living construct section. Warforged: Size: Medium Speed: 30ft vision: normal languages: common ability score adjustment: +1 con built for war: all warforged have armoured plating on their body. They also ignore any speed penalty due to armor. Warforged may not wear any additional armor, but their natural armor may be enchanted. Warforged choose between Light armor plating: AC 12+dex Medium armor plating: AC 14+dex (max 2) Heavy armor plating: AC 17, Disadvantage on stealth checks This plating may not be switched at a later point (except DM intervention). Each 5 levels the AC goes up with 1 due to training and tinkering as the warforged repairs itself. (This gives them, in effect, Dragon Leather, Studded Dragon Leather and Banded Mail. It's similar to Mountain Dwarves' Armor Mastery, but gives them the armor for free) Living Construct: no need for sleep, breath or food. A warforged may go into a trance for 4 hours, which then counts as 8 hours of rest for a human. Warforged are able to attach and embed components, be it weapons, armor or other items (DM's discretion). Attaching components: A Warforged may attach any one-handed weapon or shield, but loses the use of that hand. It takes 5 minutes to attach a component in this manner. The attached component may not be removed while the Warforged is conscious, unless the Warforged allows it. Embedding components: When a Warforged embeds a component, it retracts into the body and cannot be removed unless the Warforged allows it. A Warforged may embed the following weapons: Short Sword, Dagger, Dart, Hand crossbow, Net, Bolas, Whip. Whenever a Warforged makes an unarmed attack, the attack is treated as through the Warforged is using a Cestus (1d4 bludgeoning). The Warforged may also embed magical implements such as Wands, Rods and Orbs. When a Warforged embeds a hand crossbow, it does require ammunition and a free hand on the opposite arm to reload the hand crossbow. A Warforged may only embed one Bola or Net at a time and up to five Darts at a time. Embedding a weapon in an arm leaves that arm's hand free to hold or wield another weapon. When the embedded weapon is extended, treat it as though the warforged is wielding the embedded weapon in that hand. Warforged Endurance: A Warforged never has to make death saving throws when reduced to 0 HP, however when a Warforged is damage when it has 0 hit points, it is treated as though it has failed a death saving throw. Three failed death saving throws will kill a Warforged just like any other race. If a Warforged at 0 HP takes more damage than his HP maximum, the Warforged dies just like all other races. Warforged Scout: Ability score adjustment: +1 DEX Limited to Light armor plating only Blend into Shadows: you may attempt to hide even when you are only lightly obscured. Warforged Juggernaut: Ability score adjustment: +2 STR Limited to Heavy armor plating only OR: Ability score adjustment: +1 STR Limited to Heavy armor plating only deal +1d8 damage on a charge Warforged (normal): Ability score adjustment: +1 STR Warforged Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, whenever you roll Hit Dice during a rest, you regain 1 extra hit point for each Hit Die you roll. |