Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature—living constructs.
Warforged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies. Earlier warforged models are true constructs; some of these remnants of the Last War appear in monstrous varieties, such as the warforged titan.
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.
Warforged originated in Cyre before its destruction and have no homeland. Most of them have dispersed across Khorvaire, laboring as indentured servants in Korth, Atur, and Flamekeep, or struggling to find work and acceptance in Sharn or Korranberg. A few congregate in the Mournland, attempting to build a new warforged society free from the prejudice and mistrust of the older races.
As the warforged strive to find a place in society for themselves after the Last War, they simultaneously struggle to find ways to relate to the races that created them. In general, the humanoid races of Khorvaire regard the warforged as an unpleasant reminder of the brutality of the Last War and avoid dealing with them when possible.
In Thrane and Karrnath, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war. Throughout the rest of Khorvaire, they have freedom but sometimes find themselves the victims of discrimination, hard-pressed to find work or any kind of acceptance. Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but others seethe with resentment against all other races as well as those warforged whose only desire is to please their “masters.”
Alignment and Religion
Warforged are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals, nor do many show much interest in religion. Some warforged have found a kind of answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind. A larger number gravitate to a messianic figure called the Lord of Blades. This powerful leader gathers a cultlike following of disaffected warforged by preaching a return to the Mournland and rebellion against the “weak-fleshed” races.
Adventuring is one way that warforged can fit into the world—at least as well as any adventurer ever fits in. In the wilds of Xen’drik, the ancient continent of secrets, few people care whether you were born or made, as long as you can help keep your companions alive. A fairly large number of warforged choose an adventuring life to escape from the confines of a society they didn’t create and at the same time engage in some meaningful activity.
The warforged never possess dragonmarks.
Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.
More Warforged Information
- Warforged Psychology
- Warforged Life
- Warforged Society and Culture
- Warforged and Other Races
- Warforged Communities
Warforged Racial Traits
Construct (Living Construct)
+ 2 Constitution, -2 Wisdom, -2 Charisma. Warforged are sturdy, but were created with little sense of personal identity.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Warforged have a base land speed of 30 feet.
Light Fortification: Whenever a sneak attack or critical hit is scored against a warforged, there is a 25% chance that the extra damage is negated and damage is rolled normally.
Composite Body: Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster’s rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.
Slam: Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.
Focused Training: Warforged gain a + 2 bonus to one skill, and treat that skill as a class skill for all classes.
Endurance: Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.
Plating: Warforged bodies are usually fitted with reinforced plating which replicates one type of mundane armor. The choice of whether to fit a warforged with such plating is made at 1st level, after which it cannot be added or removed. The warforged does not need to pay for this plating any more than a human needs to pay for their skin, and it does not count against his encumbrance (though it may still reduce his speed). Due to its integration with its wearer, plating is treated as masterwork armor; in addition its arcane spell failure is reduced by 10% and its Armor Check Penalty by 2, while its maximum Dex bonus is increased by 1. Plating may not be constructed of special materials unless you select the appropriate [Warforged] feat at 1st level, though you may have it enchanted afterwards (the warforged must be present at all times while his body is enchanted).
Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores cannot choose any additional languages.
Alternate Racial Traits
Body Double: Rather than combat, the warforged was created to resemble a specific creature of the same size category. He gains a + 10 racial bonus on Disguise checks made to impersonate that creature. If the warforged has Plating he appears to be wearing normal armor, though it cannot be removed. This Disguise bonus is halved if he is reduced to 0 hp. Some warforged of this type are capable of sleeping, though they do not require it. This ability replaces Light Fortification.
Integrated Weapon: One of the warforged’s hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.
Jaws of Death: The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Light Fortification.
Prototype: The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.
Psiforged: The warforged’s body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged’s body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects. This ability replaces the normal warforged bonus to Constitution.
Second Slam: The warforged gains two slam attacks rather than one. This ability replaces Slam and Warforged Bonus Feat.
Scout Model: The warforged’s size is reduced to Small, and he gains + 2 Dex and -2 Str. In addition he gains a + 2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.
Trained Fist: The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.
Favored Class Bonuses
Alchemist: Add + 1/2 to bomb damage.
Barbarian: Add + 1/2 to damage against constructs and objects.
Fighter: Add + 1 to the fighter’s CMD when resisting a bull rush or dirty trick.
Gunslinger (Gun Tank Archetype): The gunslinger gains + 1/3 points of grit.
Magus: Add a + 1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus’s Spellstrike class feature (maximum bonus of + 4 for the latter). This bonus does not stack with Critical Focus.
Paladin: The paladin gains + 1/3 DR/adamantine.
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