Dnd 3.5 Warforged Slam Dmg

Renegade Mastermaker

Oct 23, 2014  The current model gives a warforged a default AC of 12 + Dex, much like the basic composite plating of the 3.5 Warforged. Armor can then be attached like the shell of a hermit crab, the same approach used in Fourth Edition. Frankly, this is the one feature I’m not entirely happy with.

(Magic of Eberron variant, p. 81)

A renegade mastermaker applies the secrets of warforged creation methods to his own body, slowly replacing parts of his body with mechanical augmentations.

Requirements

Skills:Craft(armorsmithing)8 ranksorCraft(blacksmithing)8 ranksorCraft(gemcutting)8 ranksorCraft(sculpting)8 ranks

Feats:Craft Magic Arms and Armor,Craft Wondrous Item

Type: Humanoid.


Hit die

d6

Skill points

4 + Int

Class Features

Spellcasting: At each level except 1st and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a renegade mastermaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Battlefist (Ex): You have used your skill and ingenuity to create a battlefist. The battlefist is a mechanical hand that resembles a gauntlet with articulated fingers. Through a grueling and painful ordeal requiring a full day of construction and surgery, you permanently attach the battlefist to your arm, replacing your hand in the process. Your battlefist functions like your hand formerly did, and it does not inconvenience you in the least.

You are considered proficient with your battlefist, and you can make a natural slam attack with your battlefist that deals 1d6 points of damage plus your Strength modifier. If your base attack bonus is +6 or higher, you can attack more than once in a round with your battlefist, just as you would with a wielded weapon. You can also use spells or infusions on your battlefist as if it were a both a natural and a manufactured weapon.

Dnd 3.5 warforged slam dmg 2

At 2nd level, your battlefist becomes a magic weapon and gains a +1 enhancement bonus on attack rolls and damage rolls. This bonus improves by 1 at 5th level and again at 9th level. A battlefist with a +1 or greater enhancement bonus can be further enhanced or improved with Craft Magic Arms and Armor just as if it were a magic weapon.

Craft Master (Ex): You are extremely skilled at construction and repair. You add your renegade mastermaker level to all Craft checks you make.

Warforged 3.5e

Self-Repair (Su): Starting at 2nd level, you can channel your spells or infusions into repairing damage that you have taken. As a full-round action, you can expend a spell or infusion; you heal 1d6 hit points per level of the spell or infusion sacrificed. You can only use this ability on yourself.

Supporting Construction (Ex): By the time you reach 3rd level, you have incorporated so many artificial parts into your body that you can be the target of repair damage spells and infusions. You heal half the result of the repair spell or infusion when it is cast upon you.

At 6th level, your supporting construction is even more pervasive, and you gain the full benefit of repair damage spells, but you also become vulnerable to spells and infusions that deal damage to constructs, such as inflict damage and disable construct.

Damage Reduction (Ex): As you incorporate pieces of adamantine and other reinforcing materials into your body, you become somewhat resistant to physical damage. At 4th level, you gain damage reduction 1/adamantine. This benefit increases to damage reduction 2/adamantine at 8th level.

Embed Component (Ex): Starting at 7th level, you gain the ability to embed or attach warforged components to yourself, including docent and artifact components, as long as a component does not affect your battlefist.

Each warforged component you embed or attach grants you 1 bonus hit point.

Construct Exemplar: At 10th level, you have reached your version of perfection and become a living construct. Your type changes to living construct and you gain all the traits of that type (see the EBERRON Campaign Setting). You are treated as a warforged for the purpose of meeting any requirements or prerequisites.

You also gain a bonus warforged feat. You can even select a warforged feat that normally requires you to be 1st level, such as Mithral Body.

Dnd 3.5 Warforged Slam DmgWarforged juggernaut 3.5

Advancement

Level BABFort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Battlefist, craft master
2nd +1 +3 +0 +3 Battlefist (+1), self-repair +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Supporting construction +1 level of existing spellcasting class
4th +3 +4 +1 +4 Damage reduction 1/adamantine +1 level of existing spellcasting class
5th +3 +4 +1 +4 Battlefist (+2) +1 level of existing spellcasting class
6th +4 +5 +2 +5 +1 level of existing spellcasting class
7th +5 +5 +2 +5 Embed component
8th +6 +6 +2 +6 Damage reduction 2/adamantine +1 level of existing spellcasting class
9th +6 +6 +3 +6 Battlefist (+3) +1 level of existing spellcasting class
10th +7 +7 +3 +7 Construct exemplar +1 level of existing spellcasting class

Class skills

Skill nameKey abilityTrained onlyArmor check penalty
AppraiseINT
ConcentrationCON
CraftINT
Disable DeviceINT
Knowledge (arcana)INT
Knowledge (architecture and engineering)INT
Knowledge (the planes)INT
Open LockDEX
ProfessionWIS
SearchINT
SpellcraftINT
Use Magic DeviceCHA

Spells for Renegade Mastermaker

Warforged

(Eberron Campaign Setting, p. 20)

Warforged Juggernaut 3.5


Attributes

Size:Medium
Base speed:Land 30
Strength: +0
Intelligence: +0
Dexterity: +0
Wisdom: −2
Constitution: +2
Charisma: −2
Level adjustment: +0
Space:5feet
Reach:5feet
Automatic languages:Common

Warforged Dnd 3.5 Race

Description

Warforged appear as massive humanoids molded from a composite of materials—obsidian, iron, stone, darkwood, silver, and organic material—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.

Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways. The warforged themselves seem unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.

Unique among constructs, warforged have learned to modify their bodies through magic and training. Many warforged are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another.

Dnd 3.5 Warforged Feats

Combat

Racial Traits

Dnd 3.5 Warforged Slam Dmg Download

  • Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
    • Features: As a living construct, a warforged has the following features.
      • A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    • Traits: A warforged possesses the following traits.
      • Unlike other constructs, a warforged has a Constitution score.
      • Unlike other constructs, a warforged does not have low-light vision or darkvision.
      • Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
      • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
      • A warforged cannot heal lethal damage naturally.
      • Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
      • As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
      • The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
      • A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
      • As a living construct, a warforged can be raised or resurrected.
      • A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
      • Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
  • +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
  • Warforged base land speed is 30 feet.
  • Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
  • Automatic Languages: Common. Bonus Languages: None.
  • Favored Class: Fighter. A multiclass warforged's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.