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22:31, 3rd May 2024 (GMT+0)

Warforged Paladin

Posted by DeveloperFor group 0
Developer
GM, 43 posts
Not here
Not now
Tue 26 Apr 2022
at 16:46
  • msg #1

Warforged Paladin

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Name  :    ?                     Gender: N/A
Player:  kenderkin              Height:               MAX HP: 91
Race  :  Warforged                Weight:             CUR HP: 91
Class :  Paladin                 Age   :              Subdue:
Level :      7                   Hair  : none         DR 2/adamantine
Align :     LG                    Eyes  : 2
Deity :  Pelor                    Hand  :    2          XP    :
Size  :     M                    Speed :   20 ft        Need  :
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       ABILITY ABILITY   TMP     TMP
        SCORE    MOD    SCORE    MOD      Bonus Attribute Point (If applicable)
STR   :   14   : +2      :       :       :
DEX   :   10   : +0      :       :       :
CON   :   16   : +3     :       :       :
INT   :   12   : +1     :       :       :
WIS   :   12   : +1   :       :       :
CHA   :   14   : +2    :       :       :
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Total       Armour  Shield  Dex  Size  Misc
AC    :      =     +   8    +       +    +     +
            Fight Defensively
            Full Defense
            Flatfooted

        Total        Dex     Misc
Init  :   0    =      0

Base Attack Bonus: +7/+2

Base Attack Bonus (Melee) :+9/+4
Base Attack Bonus (Ranged):+7/+2
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SAVES   Total   Base  Ability  Magic  Misc
Fort  :
Refl  :
Will  :
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SPECIAL ABILITIES / FEATS / RACIAL

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LANGUAGES: common
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SKILLS                        Attribute     Ranks     Misc.      Total

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WEAPONS
                          TAB     DAM     CRIT     RNG    WGHT  SIZE  TYPE



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ARMOR                     ARMOUR CHECK    MAX  SPELL
                  TYPE    BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES
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MONEY

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EQUIPMENT (*IF you have a horse, list the items carried on it seperatly)


              TOTAL WGHT:
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MAGIC ITEMS


-------------------------------------------------------------------------------
SPELLS


-------------------------------------------------------------------------------
COMPANION


-------------------------------------------------------------------------------
DESCRIPTION (Character Looks/Racial Mods)


-------------------------------------------------------------------------------
BACKGROUND

[7 blank lines suppressed]

Name (First and Last): Hagrid Uriah Heap “Huhp”
Class(es): Paladin
Prestige Class (Future): none planned
Race: warforged
Alignment (NG, CG, LG, May allow Neutral): LG
Level: 7
Brief Background (PC):

Profession: weaponsmith
Deity (Used DnD Gods only, PHB. If another, let me know and it will be discussed): Pelor
A post (Any):



Feat progression will be something like:
Adamantine body 1st
Power attack 2nd
Divine vigor 3rd

Goad
Awesome smite


During the one of the Great War Hagrid was a weaponsmith who was recreating a old warforged from spare parts he found here and there. A band of thieves decided to rob the forged not realizing Hagrid was inside. Though he fought well, the man couldn't take the beating. He lied there near the warforged and his hand reached up towards it, connecting with its large chest. But then his neck was snapped. His life faded into nothing. The warforged sat alone, ignored by the thieves. All inside was stolen and it was burned. Everyone believed Hagrid died from the fire. But something happened. The warforge slowly came to life. A clergyman of Pelor was checking out the remains of the shop years later out of curiosity and came across the warforged. Intrigued, he took it to the temple of Pelor on Stormhaven where it suddenly came to life. All of Hagrid's emotions seem to form inside of him but the warforged could not remember anything but a odd thing remained-nightmares. A fire. Death. It could not see anything but felt pain. All of this emotion but the warforged could not remember anything. A chance came and he was sent out to find parts for the forge in the Pelorian temple....

10k gold?
One very nice weapon
Adamantine 3k
Holy SurgeDMG2 (2000gp): 2d6 holy damage against an evil creaure as a swift action charisma bonus times per day.
Sudden StunningDMG2 (2000gp): Stun enemies for 1d4+1 rounds, with a save DC based on your Charisma, charisma bonus times per day.

3k left
Spool of endless rope 1,400 gold
Steadfast boots 1,400 gold

Warforged
RACIAL TRAITS
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 con
structs who 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 warlorged 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, paraly-
sis, 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, death effects, and
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 supernatu-
ral abilities that cure hit point damage or ability
damage provide only half their normal effects 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, taking 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 a warforged.
A warforged responds slightly differently from other
living creatures when reduced to 0 hit points. A war-
forged with o hit points is disabled, as with a living
creature. He can take only 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 cannot
perform any actions. An inert warforged does not
lose additional hit points unless more damage is
dealt to him, however, as with a living creature that
has become 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 con
sumable spells and magic items such as heroes feast
and potions.
Although living constructs do not need to sleep,
a warforged wizard must rest for & hours before
preparing spells.
• +2 Constitution, -2 Wisdom, -2 Charisma: War-
forged 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 benefit from the effects of
magic armor or magic robes. Composite plating can
gain a magic enhancement bonus and magic armor
properties as armor can, using the Craft Magic Arms
and Armor feat. The character must be present for
the entire time it takes to add this enhancement. In
addition, spells and infusions that normally target
armor, such as magic vestment and armor enhancement,
can be cast with the composite plating of a warforged
character as the target.
Composite plating also provides a warforged with
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.



Str: 14 +2
Dex: 10 +0
Con: 16 +3
Int: 12 +1
Wis: 12 +1
Cha: 14 +2

SPECIAL WARFORGED OPTIONS
As a warforged, your character qualifies for some
warforged-specific feats and prestige classes unavailable
to PCs of other races. The feats and prestige classes

Feats: Adamantine Body, Brute Fighting, Cold Iron
Tracery, Construct Lock, Improved Damage Reduc-
tion®. Improved Fortification*, Improved Resiliency,
Ironwood Body, Jaws of Death, Mithral Body, Mithral
Fluidity*, Second Slam, Silver Tracery, Spiked Body,
Stable Footing, Unarmored Body.
Prestige Classes: Reforged, spellcarved soldier,
warforged juggernaut


Other Concepts: Warforged clerics or paladins
might also worship ideals or concepts impor-
tant to their lives. Such things tend to be ideas
central to the struggles of all warforged, such as
truth, asceptance, camaraderie, craftsmanship, and
fighting prowess…


WARFORGED PALADIN
The rare warforged who takes up a paladin's path likely
follows no deity. With no assurance of divinity or even
the existence of their own souls, warforged paladins
often follow a simple faith of good will. Believing in
the necessity for just and benign behavior and the
benefits of living in such a fashion, these warforged
paladins can gain abilities uncommon for the class
and unique to their race.
Hit Die: d10

This substitution feature replaces the standard
paladin's divine grace ability.
Repair Damage (Su): Beginning at 2nd level, a
warforged paladin with a Constitution score of 12
or higher can repair damage dealt to any construct
or living construct (including himself) by touch.
Each day he can repair a total number of hit points of damage
equal to his paladin level × his Constitution bonus.
For example, a 7th-level warforged paladin with this substitution
feature and a Constitution score of 16 can repair 21 points of damage per day.
A warforged paladin can choose to divide his repair ability among multiple recipients,
and he doesn't have to use it all at once. Using repair damage is a standard action.
Alternatively, a warforged paladin can use any or all of this power on living creatures,
healing damage equal to one-half the number of points of repair expended.
Unlike the paladin's lay on hands ability, this ability cannot be used to deal damage to undead.
This substitution feature replaces the standard paladin's lay on hands ability.

Immunity to Stunning (Ex): From 3rd level on, a warforged paladin cannot be stunned.

Smite Construct (Su): A warforged paladin can use his smite evil ability against a construct, gaining
a bonus on his attack rolls and damage rolls as if smiting an evil creature, regardless of the construct's alignment.

Durable Will (Su): At 2nd level, a warforged paladin gains a bonus equal to his Constitution bonus (if any).
This substitution feature replaces the standard paladin's divine grace ability.

Repair Damage (Su): Beginning at 2nd level, a warforged paladin with a Constitution score of 12
or higher can repair damage dealt to any construct or living construct (including himself)
by touch. Each day he can repair a total number of hit points of damage equal to his paladin level × his Constitution
bonus.
For example, a 7th-level war forged paladin with this substitution feature and a Constitution score
of 16 can repair 21 points of damage per day. A war forged paladin can choose to
divide his repair ability amongmultiple recipients, and he doesn't have to use it all at
once. Using repair damage is a standard action.
Alternatively, a warforged paladin can use any or all of this power on living creatures,
healing damage equal to one-half the number of points of repair expended
Unlike the paladin's lay on hands abiliry, this ability cannot be used to deal damage to undead.
This substitution feature replaces the standard paladin's lay on hands ability.

Immunity to Stunning (Ex): From 3rd level on, a warforged paladin cannot be stunned.




Warforged Feats:
ADAMANTINE BODY [WARFORGEDI

At the cost of mobility, your warforged body can be crafted with a layer of
adamantine that provides formidable protective armor and some damage reduction.


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 considered to be wearing heavy armor. You have a
+1 maximum Dexterity bonus to AC, a -5 penalty on

all skill checks to which armor check penalties apply
(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.


COLD IRON TRACERY [WARFORGED]
has an armor bonus of +2.
Cold-forged iron that runs through your body
Special: Unlike most feats, this fear must be taken
allows you to overcome the supernatural defenses
at 1st level during character creation. A warforged with
of certain creatures and protecting against some
this feat who then takes Improved Damage Reduc
magical attacks,
tion (see page 55 of the EBERRON Campaign Setting)
Prerequisites: Warforged.
can choose to gain damage reduction 1/adamantine
Benefit: Your natural weapons and grapple checks
or improve the damage reduction granted by this
made to deal damage are reared as cold iron weapons
feat by 2. Unlike the Adamantine Body and Mithral
for the purpose of overcoming damage reduction, You
Body feats, warforged druids who take this feat can
also gain a +1 bonus on Will saves against spells and
cast druid spells and use the druid's supernatural and
spell-like abilities.

CONSTRUCT LOCK [WARFORGED]

Your knowledge of construct nature allows you to deal
extra damage to or even immobilize such foes.

Prerequisite: Warforged.


Special: If you spend an action point to improve MITHRAL BODY [WARFORGEDI
an attack roll against a construct and hit with the
Your warforged body can be crafted with a layer
attack, the attack roll is automatically considered to
of mithral that provides some protection without
be a critical threat regardless of the number rolled
hindering speed or gracefulness.
on the die.
Prerequisites: Warforged, ist level only.
Benefit: Your armor bonus is increased to +5 and you
IMPROVED RESILIENCY [WARFORGED]
You gain a construct's resistance to nonlethal
damage.
Prerequisite: Warforged.
Benefit: You are immune to nonlethal damage but
lose the ability to benefit from regeneration or last
This message was last edited by the GM at 17:17, Fri 29 Apr 2022.
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