Warforged
The warforged are a race of living, sentient
constructs, superficially similar to golems. Warforged are composed of a
blend of materials: predominantly stone, wood, and some type of metal.
They were created to fight in the Age of Souls to fight the Elves, when
the Last War ended, they were given their freedom at the Treaty of
Thronehold. Though they have free will, whether they have a soul is not
known with certainty; they can be resurrected by spells designed to
restore human souls to life, but, unlike humans, never remember anything
of their experience in the afterlife after such an event.
While
they have no biological sex, warforged may adopt a gender role as part
of their individual personality. They do not age as the other races do,
and it is not known what effects time will have on them. It is generally
assumed that, like all living creatures, their bodies must experience
degradation over time.
Created as soldiers for a war that spelled
the end of an age, warforged are artificial beings that display a human
level of intelligence and self-awareness. Warforged sentience developed
as a side effect of their
creators’ desire to have fully functional,
adaptive battlefield units. With no great war to fight, no ancient
legacy to claim, and only the vestiges of a culture developed
within
the past century, warforged are an emergent people. Integrated into the
societies of peoples more numerous than they, warforged are famed for
their endurance and focus, in labor as well as combat.
Physical Qualities
A
warforged is a bulky humanoid with a skin of plates made of metal and
stone, supported by a skeleton of similar material and a musculature of
leathery, woody fiber bundles. An internal network of tubes filled with
bloodlike fluid nourishes and lubricates warforged systems. Powerful
warforged arms end in two-fingered, thumbed hands, and warforged feet
each have two broad toes.
Simple humanlike features—heavy brows,
hinged jaws with no teeth, no nose—make up a warforged’s face. Its eyes
sometimes glow when it experiences intense emotions, and its forehead
and pate bears runic whorls. Each warforged has a unique rune on its
forehead, much like humans have distinctive fingerprints. This rune is
known as a “ghulra,” a word that means “truth” in Primordial.
Warforged
have an obviously artificial and sexless shape. They can’t reproduce
themselves like other humanoids. However, their sense of pain seems
limited to actual injury, allowing them to modify their own bodies more
easily. Such physical modifications allow warforged to be as varied in
appearance as other races.
Playing a Warforged
Often limited
in experience, used to being occupied with various duties, and built for
killing, a warforged has a straightforward emotional range. It likes
working, takes pride in doing its assigned tasks well, and dislikes
idleness and falling short of a goal. Pain and the threat of death,
which a warforged often sees as the equivalent of oblivion, can motivate
it to fear. Attachment to comrades and acquaintances can emerge as a
gamut of emotions, not the least of which are joy and loyalty. Like any
other being, a warforged can be driven to anger when that which it loves
or desires is threatened, and it can come to hate those who are the
sources of pain, fear, or other negative experiences. A warforged is
often, however, a literal-minded being with simple and reserved
feelings, along with reactionary passions.
None of this is meant to
suggest that all warforged are naïve, emotionally crippled, or lacking
in introspection, although all these can be true. If anything, a
warforged can be more curious about the whys and wherefores of life and
existence than those born in more “natural” ways. A few warforged
develop deeply sophisticated observations and philosophies about what
they perceive and learn. Others create an endless list of goals and
chores to occupy themselves. Still others fall in with beings of a
similar mindset, or become enamored of established creeds or religions.
Some warforged have even lived long enough to develop a deep
personality.
War and military conditioning color warforged behavior.
Many warforged have keen insight when it comes to conflict, chain of
command, and other elements of war and soldierly life. Further, most
warforged are single-minded and efficient with their undertakings,
especially in combat.
Issues of gender are unique among warforged. As
sexless beings, many warforged never consider issues of gender, and
they find such issues among other races curious or even worrisome. Other
warforged adopt habits they find admirable or amusing, without
considering gender or disregarding any
possible incongruity. A few warforged develop a
personality that is decidedly female or male.
Many
warforged mull over the subject of the afterlife. Whether warforged
have a soul that endures after death is a mystery. Religious leaders
have differing opinions on the topic. Can a being created by humans have
a soul?
Warforged Characteristics: Aggressive, alert, brave,
curious, forthright, industrious, loyal, methodical, naïve, practical,
reserved, simple.
In the past, warforged had names imposed upon
them—usually having to do with military rank and position. Most
warforged end up with simple names related to their job or abilities.
Some warforged accept names or nicknames that their comrades give them,
while others search for an ideal name that defines them. Many just take a
name common to members of another race, especially those of humans.
Equipipment
Warforged
use equipment much as other races do, but every warforged gains some
special advantages when using items specifically designed as warforged
components. Components can be attached or embedded. A warforged can have
only one component, attached or embedded, in each of its arms, back,
chest, feet, hands, head, hips, legs, and neck. It can also attach
rings. A component doesn’t take up the magic item slot of the same type,
unless it is a magic item that goes in that slot. Within the parameters
discussed here, what you can and can’t attach or embed is ultimately
for your DM to decide.
A nonmagical item can be fashioned as a
warforged component for no additional cost. Modifying a magic item this
way requires the enchant magic item ritual, but like resizing armor,
reshaping the item has no component cost. If you use enchant magic item
to resize magic armor, you can alter it to be a component as part of the
same ritual—you needn’t use the ritual twice.
Attached Components
Attached
components are fastened to your body in such a way that, as long as
you’re conscious, they can only be removed if you want them to be. Such
an item cannot be taken from you, and you can’t accidentally drop it.
You sense if such an item is damaged. Unless otherwise specified,
affixing an attached component to you takes the same amount of time as
it would for another character to draw and/or ready such an object.
Any
item can become a component item or be found as one. Your DM decides if
an item he or she places in an adventure is a component item, and you
can craft these items as normal. Making an item a component item does
not increase its cost or level.
Armor: Attaching the armor to
your body partially mitigates the weight of the armor. Attached armor is
considered to weigh only three-fourths its normal weight for
determining your load.
Shield: With a heavy shield attached to
you, your shield hand can hold items as if the shield were light. An
attached light shield offers no additional special benefit.
Weapon:
One-handed weapons and all crossbows make fine attached components. Such
a component covers the weapon hand, so you have to remove the weapon
before you can use that hand for another task.
An attached two-handed
crossbow still requires two hands to use with maximum accuracy, but the
crossbow covers only one hand. However, you can shoot an attached
crossbow without using an additional hand to brace the weapon. You take a
–2 penalty to attack rolls when doing so.
A two-handed melee
weapon can be attached to both hands, but doing so restricts your
movement with the weapon, making it less effective. You take a –2
penalty to attack rolls with an attached two-handed melee weapon.
Implement:
As long as it remains prominently visible, a holy symbol can be
attached to any spot on your body. An orb can be attached in your chest
like a jewel, or attached to a hand like a weapon. A rod, staff, or wand
can be attached like a weapon. You take no attack roll penalty for
using an attached staff as an implement.
Light Source: You can
have a slot in your body capable of holding a torch, sunrod, lantern, or
other lighting device. Such an attached component provides light while
leaving your hands free.
Storage: Your backpack and other storage
devices—such as pouches, weapons sheaths, or a quiver—can be attached,
making them easier to hang on to and harder to steal.
Tools:
Little tools, such as thieves’ tools, can be attached. Retrieving an
attached tool is a free action. You can attach a larger tool for use in
the same way you’d attach a weapon.
Magic Items: Items for any
slot can be attached. Those already detailed follow the more specific
rules above. Wondrous items can be attached, especially those that fall
into categories described above. Some items are specifically designed to
be attached components.
Embedded Components
Embedded
components work, except as described here, like attached components.
They’re inserted to your body in such a way that they’re almost a part
of you. Most equipment isn’t implanted in this way, because the item in
question is too big or doing so is more of a hindrance than an
advantage.
The major advantage of some embedded components is
that they can be hard to distinguish from your body. Those embedded
components that don’t need to remain visible can be hidden within your
body. Perception checks to locate such items on you take a –5 penalty.
Affixing or removing an embedded component requires a standard action
that provokes an opportunity attack.
Weapon: A dagger,
shortsword, katar, or hand crossbow can be embedded. Up to five
shurikens can be embedded in place of one of these items.
A
retractable weapon can be embedded to take up space in one arm and hand.
Such a weapon springs forth and locks into place as a minor action, and
it can be retracted as a minor action. It functions normally with the
Quick Draw feat.
Implement: An orb can be embedded and hidden in
your chest, or like a weapon. Rods and wands can be embedded and hidden
in your arm and still function, leaving your hands free for other tasks.
These two implements can instead be embedded like weapons.
Storage:
A storage device the size of a belt pouch or katar sheath, or something
smaller, can be embedded and hidden. Embedded storage containers can
only be opened by you or with your permission while you’re conscious.
Tools: Tools as large as or smaller than a dagger can be embedded and hidden. A kit of such tools counts as one item.
Magic
Items: Items that are like jewelry, such as rings, amulets, and similar
neck items, as well as can be attached only. Some items are
specifically designed to be embedded components. simple circlets
and
comparable head items, are the most easily embedded and hidden. Most
other items can be attached only. Some items are specifically designed
to be embedded components.
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