Dnd the ancient war PC Judas Priest: Difference between revisions
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'''''Warforged Liberator''''' | '''''Warforged Liberator''''' | ||
LN Male Warforged Ranger 2 /Psion(Shaper) 2 | LN Male Warforged Ranger 2 /Psion(Shaper) 3 /Iron Mind 2 | ||
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== Character Statistics == | == Character Statistics == | ||
[[image:WF002.png|right|450px]] | [[image:WF002.png|right|450px]] | ||
'''Judas Priest''' [Exp | '''Judas Priest''' [Exp 21.177 / 28.000] | ||
Warforged (Medium Living Construct) | Warforged (Medium Living Construct) | ||
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'''Hit Points: | '''Hit Points: 60''' [39 base, +21 Con] | ||
'''Subdual Damage: 0''' | '''Subdual Damage: 0''' | ||
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'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
'''BAB: + | '''BAB: +4''' [+2 Ranger, +1 Shaper, +1 Iron Mind] | ||
'''Grapple: + | '''Grapple: +6''' [+4 BAB, +2 Str] | ||
'''Armor Class: | '''Armor Class: 21''' Touch 11, flat-footed 20 [+1 Dex, +10 Armor] | ||
* '''Fort: + | * '''Fort: +7''' [+4 class, +3 Con] | ||
* '''Ref: + | * '''Ref: +6''' [+4 class, +2 Dex] | ||
* '''Will: + | * '''Will: +8''' [+6 class, +2 Feat] | ||
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'''Attacks''' | '''Attacks''' | ||
* + | * +7 melee [Adamantine/Silver Halberd +1], 1d10+4, x3 (Piercing or Slashing) ''Special'' (ready against a charge deals double damage, trip) | ||
* + | * +7 melee [Battlefist +1], 1d8+3, x2 (Bludgeoning or Piercing) | ||
* +7 ranged [MW Sling], 1d4, x2, 50ft (Bludgeoning) | |||
* + | |||
'''Skills''' | '''Skills''' | ||
* Balance - | * Balance -1 [+2 Dex, -3 Armor] | ||
* Climb + | * Climb +4 [5 ranks, +2 Str, -3 Armor] | ||
* Concentration + | * Concentration +20 [10 ranks, +3 Con, +2 Tool, +3 Psicrystal, +2 Background] | ||
* Craft (Sculpture) + | * Craft (Sculpture) +18 [10 bonus ranks, +4 Int, +2 Kit, +2 Item] | ||
* Disable Device +11 [5 ranks, +4 Int, +2 Tools] | * Disable Device +11 [5 ranks, +4 Int, +2 Tools] | ||
* Hide + | * Escape Artist -1 [+2 Dex, -3 Armor] | ||
* Jump + | * Hide +4 [5 ranks, +2 Dex, -3 Armor] | ||
* Kn(engineering) +5 | * Jump +4 [5 ranks, +2 Str, -3 Armor] | ||
* Kn(engineering) +9 [5 rank, +4 Int] | |||
* Kn(psionics) +5 [1 rank, +4 Int] | * Kn(psionics) +5 [1 rank, +4 Int] | ||
* Kn(religion) +5 [1 rank, +4 Int] | * Kn(religion) +5 [1 rank, +4 Int] | ||
* Listen + | * Listen +10/+12^ [6 ranks, +2 Tool, +2 Feat] | ||
* Move Silently + | * Move Silently +4 [5 ranks, +2 Dex, -3 Armor] | ||
* Psicraft + | * Psicraft +12/+14* [8 ranks, +4 Int] | ||
* Search + | * Search +14 [8 ranks, +4 Int, +2 Tool] | ||
* Spot + | * Spot +10/+12^ [6 ranks, +2 Tool, +2 Feat] | ||
* Swim - | * Swim -1 [+2 Str, -3 Armor] | ||
Total | Total 88 skill points | ||
(45 pts Ranger, 12 pts | (45 pts Ranger, 18 pts Shaper, 12 pts Iron Mind, 10 bonus ranks) | ||
[^ indicates modifier vs Undead] | [^ indicates modifier vs Undead] | ||
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'''Feats''' | '''Feats''' | ||
* Adamantine Body [Level 1] Armor bonus + | * Adamantine Body +1 [Level 1] Armor bonus +9, DR 2/adamantine, -4 ACP [1.000 gp] | ||
* Practiced Manifester [Shaper1] Manifester Level increases by 4 (Max up to HD) | * Practiced Manifester [Shaper1] Manifester Level increases by 4 (Max up to HD) | ||
* Iron Will [Ranger2] +2 bonus on all Will saving throws | * Iron Will [Ranger2] +2 bonus on all Will saving throws | ||
* Psicrystal Affinity [Level 3] Obtain a psicrystal | * Psicrystal Affinity [Level 3] Obtain a psicrystal | ||
* Alertness [Psicrystal] +2 bonus on all Listen and Spot checks | * Alertness [Psicrystal] +2 bonus on all Listen and Spot checks | ||
* Invest Armor [Bonus] Expend psionic focus as immediate action to increase armor bonus by 3 | * Invest Armor [Bonus] Expend psionic focus as immediate action to increase armor bonus by 3 | ||
* Psicrystal Containment [Level 6] Psicrystal can hold Psionic Focus | |||
* Heavy Armor Optimization [Bonus] Armor check penalty -1, AC +1 | |||
'''Racial Traits''' | '''Racial Traits''' | ||
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'''Class Abilities/Features''' | '''Class Abilities/Features''' | ||
* ''Trap Expert'' [Ranger 1] Loose Track, Use the Search skill to locate traps when the task has a Difficulty Class of 20+ | * ''Trap Expert'' [Ranger 1] Loose Track, Use the Search skill to locate traps when the task has a Difficulty Class of 20+ | ||
* ''Favored Enemy (Undead) (Ex):'' +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival and weapon damage rolls versus indicated creature type | * ''Favored Enemy (Undead) (Ex):'' +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival and weapon damage rolls versus indicated creature type | ||
* ''Iron Willed'' [Ranger 2] Loose Combat Style, gain Iron Will. (houseruled) | * ''Iron Willed'' [Ranger 2] Loose Combat Style, gain Iron Will. (houseruled) | ||
* ''Armored Mind'' [Iron Mind 1] Add Armor Bonus to Will save 1/day | |||
* ''Damage Reduction1/-'' [Iron Mind 2] | |||
'''Psionics''' | '''Psionics''' | ||
(Effective) Manifester Level: | (Effective) Manifester Level: 7 | ||
Power Points/day: | Power Points/day: 26 [17 base, +8 ability, +1 generator] | ||
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[1st] Astral Construct, Crystal Shard, Deflection Field, Force Screen, Vigor. | [1st] Astral Construct, Crystal Shard, Deflection Field, Force Screen, Vigor. | ||
[2nd] Damp Power, Psionic Repair Damage, Psychoportive Shelter, Share Pain. | |||
== Equipment == | == Equipment == | ||
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'''Body Slots''' | '''Body Slots''' | ||
* [Head] Headband of Intellect +1 [1.000 | * [Head] Headband of Intellect +1 [1.000 gp] | ||
* [Face] | * [Face] Skull Helmet | ||
* [Throat] | * [Throat] | ||
* [Shoulders] | * [Shoulders] Stone Sparrow | ||
* [Body] | * [Body] Black hooded robe, decorated with skulls | ||
* [Torso] | * [Torso] | ||
* [Waist] Belt of Reparation [750 gp] | * [Waist] Belt of Reparation [750 gp] | ||
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# charges: Repairs 4d8 points of damage. | # charges: Repairs 4d8 points of damage. | ||
</blockquote> | </blockquote> | ||
* [Arms] | * [Arms] Floating Disc Bracers | ||
* [Hands] | * [Hands] | ||
* [Ring 1] | * [Ring 1] | ||
* [Ring 2] | * [Ring 2] | ||
* [Feet] | * [Feet] | ||
* [Embedded] Psychic Generator [2.500 gp] | |||
'''Weapons''' | '''Weapons''' | ||
* Halberd [ | * Adamantine, Silvered Halberd +1 [5.195 gp] | ||
* | * Sling / 7 bullets [0.20 gp] | ||
* Battlefist +1 [2.600] | |||
* | |||
'''Beltpouch''' | '''Beltpouch''' | ||
* Journal, pen & ink (8-oz. vial) [9 gp] | * Journal, pen & ink (8-oz. vial) [9 gp] | ||
* | * 1 flask of alchemist fire | ||
* Wand of Cure Light (33 charges) | |||
'''Tool belt''' | '''Tool belt''' | ||
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</blockquote> | </blockquote> | ||
* MW Thieves’ Tools [100 gp] | * MW Thieves’ Tools [100 gp] | ||
* MW Tool (Concentration) [ | * MW Tool (Concentration) [55 gp] | ||
* MW Tool (Listen) [ | * MW Tool (Listen) [55 gp] | ||
* MW Tool (Search) [ | * MW Tool (Search) [55 gp] | ||
* MW Tool (Spot) [ | * MW Tool (Spot) [55 gp] | ||
'''Bag of Holding type II''' | |||
* Cold Weather outfit | |||
* 10 Sling bullets | |||
* Golden book | |||
* Book - Anatomy | |||
* Book - Dark Gods | |||
* Book - Gems | |||
* Vampire - Claw | |||
'''Coins | |||
'''Coins 289 gp''' | |||
== Powers Known == | == Powers Known == | ||
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'''Augment:''' For every 2 additional power points you spend, the level of the astral construct increases by one. | '''Augment:''' For every 2 additional power points you spend, the level of the astral construct increases by one. | ||
==== Crystal Shard ==== | ==== Crystal Shard ==== | ||
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'''Augment:''' For every 1 additional power point you spend, this power’s damage increases by 1d6 points. | '''Augment:''' For every 1 additional power point you spend, this power’s damage increases by 1d6 points. | ||
==== Damp Power ==== | |||
'''Level:''' Psion/wilder 2, | |||
'''Display:''' Visual, | |||
'''Manifesting Time:''' 1 immediate action, | |||
'''Range:''' Personal, | |||
'''Target''' You, | |||
'''Duration:''' See text, | |||
'''Power Points:''' 3 | |||
When you manifest this power, you are protected from the vagaries of destrutive energies directed against you. All numeric effects of the next power, psi-like ability, spell, or spell-like ability that affects you before the end of your next turn is decreased to its minimum possible value. | |||
If the power, psi-like ability, spell, or spell-like ability affects an area, its effect is only minimized for you. Other creatures in the area are affected normally. | |||
Beneficial numeric effects are likewise damped when you manifest this power. | |||
'''Augment:''' If you spend 4 additional power points, the next power, psi-like ability, spell, or spell-like ability that affects you and also affects an area is minimized for all creatures you designate within its area (not just for you). | |||
==== Deflection Field ==== | ==== Deflection Field ==== | ||
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The deflection field provides a +4 deflection bonus to Armor Class (which applies against incorporeal touch attacks, since the deflection field is a force effect). The effect has no armor check penalty associated with it. | The deflection field provides a +4 deflection bonus to Armor Class (which applies against incorporeal touch attacks, since the deflection field is a force effect). The effect has no armor check penalty associated with it. | ||
==== Force Screen ==== | ==== Force Screen ==== | ||
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'''Augment:''' For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. | '''Augment:''' For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. | ||
==== Psionic Repair Damage ==== | |||
''Metacreativity'' | |||
'''Level:''' Shaper 2 | |||
'''Display:''' Material and visual | |||
'''Manifesting Time:''' 1 standard action | |||
'''Range:''' Touch | |||
'''Target:''' Construct touched | |||
'''Duration:''' Instantaneous | |||
'''Saving Throw:''' Will negates (harmless) | |||
'''Power Resistance:''' Yes (harmless) | |||
'''Power Points:''' 3 | |||
When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be repaired in this fashion. | |||
'''Augment:''' For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage. | |||
==== Psychoportive Shelter ==== | |||
''Psychoportation'' | |||
'''Level:''' Psion/Wilder 2 | |||
'''Display:''' Visual | |||
'''Manifesting Time:''' 10 minutes | |||
'''Range:''' 10 ft. | |||
'''Effect:''' Extradimensional space | |||
'''Duration:''' 1 hour/level | |||
'''Saving Throw:''' None | |||
'''Power Resistance:''' No | |||
'''Power Points:''' 3 | |||
You mentally grap an adjacent bubble of empty extradimensional space and strech it so that it connects locally. The shelter has a single entrance on the plane on which it was created. The entry point looks like a faint shimmer in the air that is 7 feet in diameter. You and other creatures can enter the shelter at will. The shelter holds up to seven creatures of Large or smaller size. | |||
From inside the shelter, you can look out of the entrance as if you were looking through a window. However, creatures in the shelter are hidden, beyond the reach of powers (including clairsentient propes), unless those powers work across planes. Powers cannot be manifested across the extradimensional interface, nor can area effects cross it. | |||
Once inside the shelter, you can take a standard action to will the exterior entrance to become invisible on the plane on which it was created. You can still see out of the entrance, but creatures on the plane of origin can't see in, even if they're able to discern the shimmering entrance itself. | |||
When the power ends, anything inside the shelter is expelled. | |||
'''Augment:''' For every additional power point you spend, the shelter can hold one additional creature of any size. | |||
==== Share Pain ==== | |||
''Psychometabolism'' | |||
'''Level:''' Psion/wilder 2 | |||
'''Display:''' Material and mental | |||
'''Manifesting Time:''' 1 standard action | |||
'''Range:''' Touch | |||
'''Targets:''' You and one willing creature, or two willing creatures; see text | |||
'''Duration:''' 1 hour/level (D) | |||
'''Power Points:''' 3 | |||
This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned. | |||
If you and the subject move farther away from each other than close range, the power ends. | |||
You can manifest this power on two willing subjects, one of which you designate to share its damage with the other. | |||
==== Vigor ==== | ==== Vigor ==== | ||
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=== Splinter === | === Splinter === | ||
Psicrystal (Diminutive construct); HD 1/2 master’s; | Psicrystal (Diminutive construct); HD 1/2 master’s; | ||
'''hp | '''hp 30''' | ||
'''Init''' +2; | '''Init''' +2; | ||
'''Spd''' 30 ft, climb 20 ft.*; | '''Spd''' 30 ft, climb 20 ft.*; | ||
'''Space/Reach''' 1 ft./0 ft. | '''Space/Reach''' 1 ft./0 ft. | ||
'''AC''' | '''AC''' 17 (+4 size, +2 Dex*, +1 natural), touch 16, flatfooted 15 | ||
Base Att +0; Grp -17; | Base Att +0; Grp -17; | ||
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'''SQ''' Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link) | '''SQ''' Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link) | ||
'''AL''' LN; SV | '''AL''' LN; SV | ||
'''Fort + | '''Fort +7, Ref +6, Will +6''' | ||
Str 1*, Dex 15*, Con -, Int | Str 1*, Dex 15*, Con -, Int 8, Wis 10, Cha 10 | ||
'''Skills:''' Climb +15*, Concentration + | '''Skills:''' Climb +15*, Concentration +15, Craft (Sculpture) +9, Disable Device +4, Hide +19, Jump +0, Kn(engineering) +4, Kn(psionics) +0, Kn(religion) +0, Listen +8, Move Silently +7, Psicraft +7, Search +7, Spot +8 | ||
'''Feats:''' Alertness | '''Feats:''' Alertness | ||
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Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10 | Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10 | ||
'''3rd-Level''' (Medium Construct); HD 3d10+20; | |||
'''hp 36''' | |||
'''Init''' +2; | |||
Spd 40 ft.; | |||
Space/Reach 5 ft./5 ft. | |||
AC 20 (+2 Dex, +8 natural), touch 12, flatfooted 18 | |||
Base Att +4; Grp +7; | |||
'''Att''' Slam +7 melee (1d6+7 bludgeoning) | |||
'''Full Att''' -; | |||
'''SA''' -; | |||
'''SQ''' One ability from Menu A, construct traits, darkvision 60 ft., low-light vision; | |||
''' AL''' N; SV | |||
'''Fort +1, Ref +3, Will +1''' | |||
Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10 | |||
'''4th-Level''' (Medium Construct); HD 5d10+20; | |||
'''hp 47''' | |||
'''Init''' +2; | |||
Spd 40 ft.; | |||
Space/Reach 5 ft./5 ft. | |||
AC 22 (+2 Dex, +10 natural), touch 12, flatfooted 18 | |||
Base Att +5; Grp +10; | |||
'''Att''' Slam +10 melee (1d6+10 bludgeoning) | |||
'''Full Att''' -; | |||
'''SA''' -; | |||
'''SQ''' One ability from Menu B, construct traits, darkvision 60 ft., low-light vision; | |||
''' AL''' N; SV | |||
'''Fort +1, Ref +3, Will +1''' | |||
Str 25, Dex 15, Con -, Int -, Wis 11, Cha 10 | |||
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* '''Swim (Ex):''' The astral construct is streamlined and shark like, and gains a swim speed of 30 feet. | * '''Swim (Ex):''' The astral construct is streamlined and shark like, and gains a swim speed of 30 feet. | ||
* '''Trip (Ex):''' If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct. | * '''Trip (Ex):''' If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct. | ||
==== Astral Construct Menu B ==== | |||
A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. | |||
Alternatively, the Construct can have two special abilities from Menu A. | |||
* '''Extra Attack:''' If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. | |||
* '''Fast Healing (Ex):''' The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points. | |||
* '''Heavy Deflection (Ex):''' The astral construct gains a +4 deflection bonus to Armor Class. | |||
* '''Improved Buff (Ex):''' The astral construct gains an extra 15 hit points. | |||
* '''Improved Critical (Ex):''' The astral construct gains the Improved Critical feat with its slam attacks. | |||
* '''Improved Damage Reduction (Ex):''' The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction). | |||
* '''Improved Fly (Ex):''' The astral construct has physical wings and a fly speed of 40 feet (average). | |||
* '''Improved Grab (Ex):''' To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. | |||
* '''Improved Swim:''' The astral construct is streamlined and shark-like, and gains a swim speed of 60 feet. | |||
* '''Muscle (Ex):''' The astral construct gains a +4 bonus to its Strength score. | |||
* '''Poison Touch (Ex):''' If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage. | |||
* '''Pounce (Ex):''' If the astral construct charges a foe, it can make a full attack. | |||
* '''Smite (Su):''' Once per day the astral construct can make one attack that deals extra damage equal to its Hit Dice. | |||
* '''Trample (Ex):''' As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty. | |||
== Warforged Racial Traits == | == Warforged Racial Traits == | ||
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'''Benefit:''' You can expend your psionic focus to increase the armor bonus of the armor you’re wearing by 3. Using this feat is an immediate action (it can be used on another creature’s turn) in reaction to being the target of an attack. You must decide whether or not to use this feat before the result of your opponents attack roll is determined. | '''Benefit:''' You can expend your psionic focus to increase the armor bonus of the armor you’re wearing by 3. Using this feat is an immediate action (it can be used on another creature’s turn) in reaction to being the target of an attack. You must decide whether or not to use this feat before the result of your opponents attack roll is determined. | ||
==== Psicrystal Containment ==== | |||
''Prerequisites: Psicrystal Affinity, manifester level 3rd.'' | |||
'''Benefit:''' You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself - only the owner can spend the time to focus the crystal. | |||
==== Heavy Armor Optimization ==== | |||
''Prerequistites: Armor Proficiency (heavy), base attack bonus +4'' | |||
'''Benefit:''' When you are wearing heavy armor, lessen the armor heck penalty of the armor by 1 and increase the armor bonus by 1. | |||
'''Special:''' A fighter may select Heavy Armor Optimization as one of his fighter bonus feats. | |||
== Sources == | == Sources == | ||
* '''Eberron Campaign Setting:''' Warforged Repair Kit (p122) | * '''Eberron Campaign Setting:''' Warforged Repair Kit (p122), Battlefist (p268) | ||
* '''Complete Psionic:''' Practiced Manifester (p57), Deflection Field (p82) | * '''Complete Psionic:''' Practiced Manifester (p57), Damp Power (p82), Deflection Field (p82), Psychoportive Shelter (p97) | ||
* '''Dungeonscape:''' Alternative Class Feature: Trap Expert (p12) | * '''Dungeonscape:''' Alternative Class Feature: Trap Expert (p12) | ||
* '''Magic Item Compendium:''' Healing Belt (p110) | * '''Magic Item Compendium:''' Healing Belt (p110) | ||
* '''Races of Stone:''' Invest Armor (p141) | * '''Magic of Eberron:''' Psychic Generator (p126) | ||
* '''Races of Stone:''' Iron Mind (p114), Invest Armor (p141), Heavy Armor Optimization (p141) |
Latest revision as of 19:00, 6 May 2009
Judas Priest[edit]
Warforged Liberator
LN Male Warforged Ranger 2 /Psion(Shaper) 3 /Iron Mind 2
“Our creation was no accident, and it serves some higher purpose, even if our creators are blind to it”
- Hectommer the Seer, Warforged psion –
Appearance[edit]
Contrary to popular belief, adamantine is not a metal per se, but a rare type of crystallized silicon. Named after a supposedly mythical material, which was known for its unparalleled hardness, it consists of crystalline minerals alloyed with metallic particles.
The figure you are looking at is largely composed of this prized substance, large carved plates covering somewhat more flexible, fibrous bundles. Where one is used to seeing a myriad of materials being used in these constructions, from stone and iron to wood and other more organic materials, adamantine strongly predominates in this case. Even for one of its race, if one could indeed call the wide variety of sentient constructs known as warforged a race, this specimen’s construction is exceptionally solid and heavy for its rather average size.
Dark, silent and seemingly brooding it stands there, not a single feature to distinguish it from one of the carved sentinels that line the courtyard. Yet, despite it’s grim exterior, it moves with a surprising fluidity and focus as it now turns about and walks off on business one can only guess about.
Character Statistics[edit]
Judas Priest [Exp 21.177 / 28.000]
Warforged (Medium Living Construct)
Abilities
- Str 14 (+2)
- Dex 14 (+2)
- Con 16 (+3) [base 14, +2 racial]
- Int 18 (+0) [base 17, +1 item]
- Wis 10 (+0) [base 11, -2 racial, +1 lvl4]
- Cha 8 (-1) [base 10, -2 racial]
Hit Points: 60 [39 base, +21 Con]
Subdual Damage: 0
Init: +2 [+2 Dex]
Space/Reach 5 ft./5 ft.;
BAB: +4 [+2 Ranger, +1 Shaper, +1 Iron Mind]
Grapple: +6 [+4 BAB, +2 Str]
Armor Class: 21 Touch 11, flat-footed 20 [+1 Dex, +10 Armor]
- Fort: +7 [+4 class, +3 Con]
- Ref: +6 [+4 class, +2 Dex]
- Will: +8 [+6 class, +2 Feat]
Speed: 20 ft. [30 ft. base; Heavy Armor]
Attacks
- +7 melee [Adamantine/Silver Halberd +1], 1d10+4, x3 (Piercing or Slashing) Special (ready against a charge deals double damage, trip)
- +7 melee [Battlefist +1], 1d8+3, x2 (Bludgeoning or Piercing)
- +7 ranged [MW Sling], 1d4, x2, 50ft (Bludgeoning)
Skills
- Balance -1 [+2 Dex, -3 Armor]
- Climb +4 [5 ranks, +2 Str, -3 Armor]
- Concentration +20 [10 ranks, +3 Con, +2 Tool, +3 Psicrystal, +2 Background]
- Craft (Sculpture) +18 [10 bonus ranks, +4 Int, +2 Kit, +2 Item]
- Disable Device +11 [5 ranks, +4 Int, +2 Tools]
- Escape Artist -1 [+2 Dex, -3 Armor]
- Hide +4 [5 ranks, +2 Dex, -3 Armor]
- Jump +4 [5 ranks, +2 Str, -3 Armor]
- Kn(engineering) +9 [5 rank, +4 Int]
- Kn(psionics) +5 [1 rank, +4 Int]
- Kn(religion) +5 [1 rank, +4 Int]
- Listen +10/+12^ [6 ranks, +2 Tool, +2 Feat]
- Move Silently +4 [5 ranks, +2 Dex, -3 Armor]
- Psicraft +12/+14* [8 ranks, +4 Int]
- Search +14 [8 ranks, +4 Int, +2 Tool]
- Spot +10/+12^ [6 ranks, +2 Tool, +2 Feat]
- Swim -1 [+2 Str, -3 Armor]
Total 88 skill points (45 pts Ranger, 18 pts Shaper, 12 pts Iron Mind, 10 bonus ranks)
[^ indicates modifier vs Undead]
[* indicates modifier for dealing with Metacreativity powers]
Feats
- Adamantine Body +1 [Level 1] Armor bonus +9, DR 2/adamantine, -4 ACP [1.000 gp]
- Practiced Manifester [Shaper1] Manifester Level increases by 4 (Max up to HD)
- Iron Will [Ranger2] +2 bonus on all Will saving throws
- Psicrystal Affinity [Level 3] Obtain a psicrystal
- Alertness [Psicrystal] +2 bonus on all Listen and Spot checks
- Invest Armor [Bonus] Expend psionic focus as immediate action to increase armor bonus by 3
- Psicrystal Containment [Level 6] Psicrystal can hold Psionic Focus
- Heavy Armor Optimization [Bonus] Armor check penalty -1, AC +1
Racial Traits
- 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.
- Immunity to: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Class Abilities/Features
- Trap Expert [Ranger 1] Loose Track, Use the Search skill to locate traps when the task has a Difficulty Class of 20+
- Favored Enemy (Undead) (Ex): +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival and weapon damage rolls versus indicated creature type
- Iron Willed [Ranger 2] Loose Combat Style, gain Iron Will. (houseruled)
- Armored Mind [Iron Mind 1] Add Armor Bonus to Will save 1/day
- Damage Reduction1/- [Iron Mind 2]
Psionics
(Effective) Manifester Level: 7
Power Points/day: 26 [17 base, +8 ability, +1 generator]
Powers Known:
[1st] Astral Construct, Crystal Shard, Deflection Field, Force Screen, Vigor.
[2nd] Damp Power, Psionic Repair Damage, Psychoportive Shelter, Share Pain.
Equipment[edit]
Body Slots
- [Head] Headband of Intellect +1 [1.000 gp]
- [Face] Skull Helmet
- [Throat]
- [Shoulders] Stone Sparrow
- [Body] Black hooded robe, decorated with skulls
- [Torso]
- [Waist] Belt of Reparation [750 gp]
- charge: Repairs 2d8 points of damage.
- charges: Repairs 3d8 points of damage.
- charges: Repairs 4d8 points of damage.
- [Arms] Floating Disc Bracers
- [Hands]
- [Ring 1]
- [Ring 2]
- [Feet]
- [Embedded] Psychic Generator [2.500 gp]
Weapons
- Adamantine, Silvered Halberd +1 [5.195 gp]
- Sling / 7 bullets [0.20 gp]
- Battlefist +1 [2.600]
Beltpouch
- Journal, pen & ink (8-oz. vial) [9 gp]
- 1 flask of alchemist fire
- Wand of Cure Light (33 charges)
Tool belt
- Warforged Repair Kit [50 gp]
Containing a variety of organic and inorganic materials (much like the warforged themselves) and specialized tools, this kit grants a +2 circumstance bonus on Craft checks made to repair damage to a warforged. (See page 46 for details about using the Craft skill in this manner.)
- MW Thieves’ Tools [100 gp]
- MW Tool (Concentration) [55 gp]
- MW Tool (Listen) [55 gp]
- MW Tool (Search) [55 gp]
- MW Tool (Spot) [55 gp]
Bag of Holding type II
- Cold Weather outfit
- 10 Sling bullets
- Golden book
- Book - Anatomy
- Book - Dark Gods
- Book - Gems
- Vampire - Claw
Coins 289 gp
Powers Known[edit]
Astral Construct[edit]
Metacreativity (Creation)
Level: Shaper 1, Display: Visual; see text, Manifesting Time: 1 round, Range: Close (25 ft. + 5 ft./2 levels) Effect: One created astral construct, Duration: 1 round/level (D), Saving Throw: None, Power Resistance: No, Power Points: 1.
This power creates one 1st-level astral construct of solidified ectoplasm. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
Astral constructs are not subject to effects that affect outsiders; they are constructs, not outsiders.
Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.
Crystal Shard[edit]
Metacreativity (Creation)
Level: Psion/wilder 1, Display: Auditory and material, Manifesting Time: 1 standard action, Range: Close (25 ft. + 5 ft./2 levels), Effect: Ray, Duration: Instantaneous, Saving Throw: None, Power Resistance: No, Power Points: 1
Ranged touch attack, 1d6 points of piercing damage.
Augment: For every 1 additional power point you spend, this power’s damage increases by 1d6 points.
Damp Power[edit]
Level: Psion/wilder 2, Display: Visual, Manifesting Time: 1 immediate action, Range: Personal, Target You, Duration: See text, Power Points: 3
When you manifest this power, you are protected from the vagaries of destrutive energies directed against you. All numeric effects of the next power, psi-like ability, spell, or spell-like ability that affects you before the end of your next turn is decreased to its minimum possible value.
If the power, psi-like ability, spell, or spell-like ability affects an area, its effect is only minimized for you. Other creatures in the area are affected normally.
Beneficial numeric effects are likewise damped when you manifest this power.
Augment: If you spend 4 additional power points, the next power, psi-like ability, spell, or spell-like ability that affects you and also affects an area is minimized for all creatures you designate within its area (not just for you).
Deflection Field[edit]
Psychokinesis [Force]
Level: Psion 1, Display: Auditory and Visual, Manifesting Time: 1 swift action, Range: Personal, Target: You, Duration: Concentration + 1 round, up to 1 min./level, Power Points: 1
The deflection field provides a +4 deflection bonus to Armor Class (which applies against incorporeal touch attacks, since the deflection field is a force effect). The effect has no armor check penalty associated with it.
Force Screen[edit]
Psychokinesis [Force]
Level: Psion 1, Display: Auditory, Manifesting Time: 1 standard action, Range: Personal, Target: You, Duration: 1 min./level, Power Points: 1
The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). The effect has no armor check penalty associated with it.
Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
Psionic Repair Damage[edit]
Metacreativity
Level: Shaper 2 Display: Material and visual Manifesting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 3
When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be repaired in this fashion.
Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage.
Psychoportive Shelter[edit]
Psychoportation
Level: Psion/Wilder 2 Display: Visual Manifesting Time: 10 minutes Range: 10 ft. Effect: Extradimensional space Duration: 1 hour/level Saving Throw: None Power Resistance: No Power Points: 3
You mentally grap an adjacent bubble of empty extradimensional space and strech it so that it connects locally. The shelter has a single entrance on the plane on which it was created. The entry point looks like a faint shimmer in the air that is 7 feet in diameter. You and other creatures can enter the shelter at will. The shelter holds up to seven creatures of Large or smaller size.
From inside the shelter, you can look out of the entrance as if you were looking through a window. However, creatures in the shelter are hidden, beyond the reach of powers (including clairsentient propes), unless those powers work across planes. Powers cannot be manifested across the extradimensional interface, nor can area effects cross it.
Once inside the shelter, you can take a standard action to will the exterior entrance to become invisible on the plane on which it was created. You can still see out of the entrance, but creatures on the plane of origin can't see in, even if they're able to discern the shimmering entrance itself.
When the power ends, anything inside the shelter is expelled.
Augment: For every additional power point you spend, the shelter can hold one additional creature of any size.
[edit]
Psychometabolism
Level: Psion/wilder 2 Display: Material and mental Manifesting Time: 1 standard action Range: Touch Targets: You and one willing creature, or two willing creatures; see text Duration: 1 hour/level (D) Power Points: 3
This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned.
If you and the subject move farther away from each other than close range, the power ends. You can manifest this power on two willing subjects, one of which you designate to share its damage with the other.
Vigor[edit]
Psychometabolism
Level: Psion 1, Display: Material and olfactory, Manifesting Time: 1 standard action, Range: Personal, Target: You, Duration: 1 min./level, Power Points: 1
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.
Psicrystal Statistics[edit]
Splinter[edit]
Psicrystal (Diminutive construct); HD 1/2 master’s; hp 30
Init +2; Spd 30 ft, climb 20 ft.*; Space/Reach 1 ft./0 ft. AC 17 (+4 size, +2 Dex*, +1 natural), touch 16, flatfooted 15
Base Att +0; Grp -17; Att - Full Att -;
SA -; SQ Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link) AL LN; SV Fort +7, Ref +6, Will +6
Str 1*, Dex 15*, Con -, Int 8, Wis 10, Cha 10
Skills: Climb +15*, Concentration +15, Craft (Sculpture) +9, Disable Device +4, Hide +19, Jump +0, Kn(engineering) +4, Kn(psionics) +0, Kn(religion) +0, Listen +8, Move Silently +7, Psicraft +7, Search +7, Spot +8
Feats: Alertness
Construct Traits: A psicrystal has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual Construct traits of darkvision and low-light vision.
Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, personality and deliver touch powers. (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.)
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
Astral Constructs[edit]
Statistics per Level[edit]
An astral Construct generally appears as an animate clump of ectoplasm with a vaguely Humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “Construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s appearance can’t hide the otherworldly material from which it is formed.
1st-Level (Small Construct); HD 1d10+10;
hp 15
Init +2; Spd 30 ft.; Space/Reach 5 ft./5 ft. AC 18 (+1 size, +2 Dex, +5 natural), touch 13, flatfooted 16
Base Att +2; Grp -1; Att Slam +3 melee (1d4+3 bludgeoning) Full Att -;
SA -; SQ One ability from Menu A, construct traits, darkvision 60 ft., low-light vision;
AL N; SV Fort +0, Ref +2, Will +0
Str 15, Dex 15, Con -, Int -, Wis 11, Cha 10
2nd-Level (Medium Construct); HD 2d10+20;
hp 31
Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft. AC 18 (+2 Dex, +6 natural), touch 12, flatfooted 16
Base Att +3; Grp +4; Att Slam +4 melee (1d6+4 bludgeoning) Full Att -;
SA -; SQ One ability from Menu A, construct traits, darkvision 60 ft., low-light vision;
AL N; SV Fort +0, Ref +2, Will +0
Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10
3rd-Level (Medium Construct); HD 3d10+20;
hp 36
Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft. AC 20 (+2 Dex, +8 natural), touch 12, flatfooted 18
Base Att +4; Grp +7; Att Slam +7 melee (1d6+7 bludgeoning) Full Att -;
SA -; SQ One ability from Menu A, construct traits, darkvision 60 ft., low-light vision;
AL N; SV Fort +1, Ref +3, Will +1
Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10
4th-Level (Medium Construct); HD 5d10+20;
hp 47
Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft. AC 22 (+2 Dex, +10 natural), touch 12, flatfooted 18
Base Att +5; Grp +10; Att Slam +10 melee (1d6+10 bludgeoning) Full Att -;
SA -; SQ One ability from Menu B, construct traits, darkvision 60 ft., low-light vision;
AL N; SV Fort +1, Ref +3, Will +1
Str 25, Dex 15, Con -, Int -, Wis 11, Cha 10
Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special ability to the construct. When the manifester begins to manifest the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct.
Astral Construct Menu A[edit]
A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one ability from this menu.
- Buff (Ex): The astral construct gains an extra 5 hit points.
- Celerity (Ex): The astral construct’s land speed is increased by 10 feet.
- Cleave (Ex): The astral construct gains the Cleave feat.
- Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class.
- Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet (average).
- Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat.
- Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat.
- Mobility (Ex): The astral construct gains the Mobility feat.
- Power Attack (Ex): The astral construct gains the Power Attack feat.
- Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.
- Swim (Ex): The astral construct is streamlined and shark like, and gains a swim speed of 30 feet.
- Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.
Astral Construct Menu B[edit]
A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. Alternatively, the Construct can have two special abilities from Menu A.
- Extra Attack: If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
- Fast Healing (Ex): The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
- Heavy Deflection (Ex): The astral construct gains a +4 deflection bonus to Armor Class.
- Improved Buff (Ex): The astral construct gains an extra 15 hit points.
- Improved Critical (Ex): The astral construct gains the Improved Critical feat with its slam attacks.
- Improved Damage Reduction (Ex): The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
- Improved Fly (Ex): The astral construct has physical wings and a fly speed of 40 feet (average).
- Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.
- Improved Swim: The astral construct is streamlined and shark-like, and gains a swim speed of 60 feet.
- Muscle (Ex): The astral construct gains a +4 bonus to its Strength score.
- Poison Touch (Ex): If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.
- Pounce (Ex): If the astral construct charges a foe, it can make a full attack.
- Smite (Su): Once per day the astral construct can make one attack that deals extra damage equal to its Hit Dice.
- Trample (Ex): As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.
Warforged Racial Traits[edit]
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 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 repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel 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 (Ref ex 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 heroes’ feast and 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.
Psicrystal - Special Rules[edit]
Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.)
Psicrystal Special Abilities Owner Level Nat Armor Int Adj. Special 1st–2nd +0 +0 Alertness, impr evasion, personality, self-propulsion, share powers, sighted, telepathic link 3rd–4th +1 +1 Deliver touch powers 5th–6th +2 +2 Telepathic speech 7th–8th +3 +3 — 9th–10th +4 +4 Flight 11th–12th +5 +5 Power resistance 13th–14th +6 +6 Sight link 15th–16th +7 +7 Channel power 17th–18th +8 +8 19th–20th +9 +9
Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.
Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote view power) once per day.
Channel Power (Sp): If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from its location.
When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).
Feats[edit]
Adamantine Body[edit]
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.
Practiced Manifester[edit]
Prerequisite: Psicraft 4 ranks.
Benefit: Your manifester level for the chosen manifesting class increases by four. This benefit can’t increase your manifester level higher than your Hit Dice. Even if you can’t benefit from the full bonus immediately, however, if you later gain levels of nonmanifesting classes, you might be able to apply the rest of your bonus.
Special: You can select this feat multiple times. Each time you choose it, you must apply it to a different manifesting class.
Iron Will[edit]
Benefit: You get a +2 bonus on all Will saving throws.
Psicrystal Affinity[edit]
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal.
Alertness[edit]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Invest Armor[edit]
Prerequisites: Proficiency with armor worn.
Benefit: You can expend your psionic focus to increase the armor bonus of the armor you’re wearing by 3. Using this feat is an immediate action (it can be used on another creature’s turn) in reaction to being the target of an attack. You must decide whether or not to use this feat before the result of your opponents attack roll is determined.
Psicrystal Containment[edit]
Prerequisites: Psicrystal Affinity, manifester level 3rd.
Benefit: You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself - only the owner can spend the time to focus the crystal.
Heavy Armor Optimization[edit]
Prerequistites: Armor Proficiency (heavy), base attack bonus +4
Benefit: When you are wearing heavy armor, lessen the armor heck penalty of the armor by 1 and increase the armor bonus by 1.
Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats.
Sources[edit]
- Eberron Campaign Setting: Warforged Repair Kit (p122), Battlefist (p268)
- Complete Psionic: Practiced Manifester (p57), Damp Power (p82), Deflection Field (p82), Psychoportive Shelter (p97)
- Dungeonscape: Alternative Class Feature: Trap Expert (p12)
- Magic Item Compendium: Healing Belt (p110)
- Magic of Eberron: Psychic Generator (p126)
- Races of Stone: Iron Mind (p114), Invest Armor (p141), Heavy Armor Optimization (p141)