Planejammer Campaign Setting
Humanoid (Living Construct Subtype)
Medium Size or Small Size. Once chosen, this size cannot be changed.
Those that choose to be Small Size get the standard +1 size bonus to hit and armor class and -1 penalty to CMB and CMD.
Those that choose to be Medium Size do not get any size bonuses or penalties.
Base Speed: 30’ for both Medium and Small.
Attribute Modifications: +2 Constitution, +2 Intelligence, -2 Charisma
+2 natural armor bonus to AC. While this is usually provided by a combination of metal plating that covers the warforged body, it can also be done with darkwood plating as desired. It is still considered natural armor. Warforged can still wear normal armor as can other races. Once chosen, this material cannot be change. This does allow warforged druids or other classes that have a material based limitation.
Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
Immune to paralysis and sleep effects.
+2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sicken effects.
+2 racial bonus to checks to remove negative levels and stabilization checks.
Do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Can be targeted by spells and effects that affect objects objects made from metal, stone and wood.
Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Favored Class Options:
Artificer: Add +1/4 to the caster level of any infusion cast that only targets yourself.
Fighter: Add +1 to the fighter’s CMD when resisting bull rush or disarm attempts.
Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ranger: Add +1 round to the duration when using Hunter’s Bond to grant his companions the bonus to a specific favored enemy.
Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Wizard: Add 1 spell from the wizard / sorcerer spell list to the wizard’s spellbook. This spell must be at least one level lower than the highest-level spell he can cast.
Adulthood: 0 years
Intuitive: +1d12 / Self-Taught: +1d6 / Trained: +1d4
Middle Age: 150, Maximum 150 years
Base Height & Weight:
Height: 5’ 10" (Medium) or 2’ 10" (Small)
Weight: 270 lbs (Medium) or 50 lbs (Small)
Modifier: 2d4 / Weight Modifier: x4
Type: Humanoid (Half-Construct Subtype): 7 RP
Size: Medium: 0 RP or Small: 0 RP
Speed: Normal (30’): 0 RP
Ability Score Modifier: Standard (2 racial bonus vs. death effects, negative energy effects, remove negative levels and stabilize checks): 2 RP
Construct Mind (Immunity to paralysis and sleep): 3 RP
Plagueborn (+2 racial bonus vs. nauseated or sickened): 1 RP
Weakness (Does not heal naturally, but can be repaired with the Craft skill or effects that repair constructs): -1 RP
Weakness (Vulnerability to spells and effects that target mixed stone, metal and wood): -2 RP
Removed Racial Traits:
Light Fortification cannot be duplicated
Total: 14 RP
Pre Pathfinder Conversion
+ 2 to choice of Strength, Dexterity, or Constitution. + 2 Intelligence, – 2 Charisma
The physical ability choice represents the Warforged being made to fit certain tasks. Warforged are smart but also strange to be around.
Subtype: Living Construct Gain the following immunities- disease, poisons, sleep effects, nausiated or sickened conditions. They can be raised or resurrected, but not reincarnated. They do not need to eat, sleep or breathe, but 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 spellcaster must rest for 8 hours before preparing spells.
Medium Sized: Warforged do not have any bonuses or penalties due to thier size.
Speed: Warforged have a base speed of 30 feet
Healing Damage: Warforged must be repaired using the Craft skill, they do not heal normally. Make a craft roll DC 15 each point above the roll is the amount of damage repaired, this takes 8 hours of time. They can be healed magically, the mend spell heals the Warforged 1-3 hp, and the various repair spells work normally. Healing spells only heal half their normal total.
Death and Dying: A Warforged responds slightly differently when reduced to 0 hit points. At 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. A Warforged cannot take the Diehard feat, or benefit from similar effects or abilities.
Hardened Body: The body of a Warforged is made up flexible warpwood and stone plating. This plating provides the Warforged with a small amount of protection, granting a + 2 Natural Armor Bonus. A Warforged may bond with armor or wear robes normally.
Slam: Natural weapon attack that does 1d4+Strength modifier damage, + 1 damage every 4 levels.
Languages: Warforged speak Common. Warforged with high intelligence scores may choose any Eberron based, non secret languages as bonus languages.
Forge Bond (EX): A Warforged my Bond a suit of mundane or magical armor to his body. The process takes 8 hours as the Warforged warpwood body shifts and molds, bonding the armor to him. Once bound, the armor acts normally, providing all armor bonuses and magical affects (if applicable). You suffer all the penalties as well, including arcane spell failure, armor check penalty (now reduced by 1 to a min of 0), and slower movement speed. You are still considered wearing armor of it’s type, and it still takes up the body slot for magical items. The Max DEX bonus for bound armor is increased by 1. Once bound, the armor cannot be removed by any means unless the Warforged willfully unbinds the armor. It takes 1 hour to unbind armor, at which point it can be removed normally. If the armor bound is crafted from a special metal, such as cold iron, the Warforged Slam attacks gains the metal type for the purposed of bypassing damage reduction or hardness while the bond is in place. If the armor bound contains any Metal, the Warforged body becomes vulnerable to attacks and spells that target metal arms, armor , equipment and objects. A Warforged takes damage from heat metal and chill metal as if he were wearing metal armor. This also makes him vulnerable to rusting grasp. The Warforged takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A Warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). A Warforged suffers normal penalties for bonding with armor with which he is not proficient. Once a Warforged unbinds from a suit of armor, he cannot rebind for eight hours.
The Warforged by Keith Baker
Aaren d’Cannith: Father of the Warforged
The name that most people associate with the warforged is that of Merrix d’Cannith. This man developed the first of the creation forges, and his warforged titans were the first of the sentient constructs. As brilliant as Merrix II was, it was his son Aaren who created the first truly living constructs. Born into an age of war, Aaren was a philosopher as well as an artificer. While his father worked on weapons, Aaren studied the nature of life itself, seeking ways to breathe true consciousness into metal and stone. Many ridiculed his ideas until his work bore strange fruit. Using a modified creation forge, Aaren blended a diverse range of materials and techniques to create an entirely new form of construct. Aaren’s creations were capable of independent, creative thought, and even emotional behavior. These were the first true warforged.
The warforged possessed many advantages over traditional constructs. Aaren had incorporated organic material into their design, binding steel and stone together with a flexible material similar to the roots of livewood trees. These binding roots could be rapidly grown within a creation forge, reducing the cost of production; they also responded to traditional healing magic, though these spells were not as effective on the warforged as they were on creatures of flesh and blood.
Aaren was a dreamer, who sought to unravel the mysteries of life. But his father had other plans for his son’s inventions. Here was the tireless soldier the house had been seeking. Merrix adapted the creation forges to use Aaren’s designs, and soon the house was producing platoons of armored constructs, which were indoctrinated into service as soon as they emerged from the forges. During this time, the term “warforged” was coined, since Merrix sought to hammer a martial purpose into these constructs from the moment of birth. Aaren protested what he saw as the abuse and enslavement of his creations, but his pleas were ignored. In 970 YK, Aaren was excoriated — formally disinherited from House Cannith. Merrix d’Cannith adopted his grandson, who was also named Merrix; in time, this boy would become House Cannith’s Baron of Sharn.
Following his expulsion, Aaren disappeared. His fate remains a mystery, and diviners and inquisitives have found no traces of him. Most believe that Aaren is long dead, but a number of conflicting stories present other possibilities. Some say that Aaren still wanders the world, and that he is dong what he can to help warforged adjust to a life of peace. Others say that he went mad, and that he has entered the service of the sinister Lord of Blades. According to these tales, the Lord of Blades has salvaged a creation forge in the Mournland, and Aaren is using it to produce strange new warforged. And then some others claim that Aaren IS the Lord of Blades — that he has crafted a suit of armor that makes him appear to be a warforged, or that he has found a way to transfer his consciousness into a warforged body. The truth is for the DM to decide, but should Aaren still live, an encounter with the legendary artificer could have important consequences for any warforged characters.
Warforged are formed in the creation forges, which channel the powers of Cannith heirs to produce effects similar to major creation and fabricate. The materials of the warforged are not truly natural; this is reflected by the ability of a warforged juggernaut to change its shape over time (growing spikes), or the fact that an armorer can repair a mithral warforged even when he doesn’t have any mithral on hand. An important side effect of this is that if material is removed from the body of a warforged, it quickly degrades. As a result, stripping a warforged and selling its metal is impossible; a warforged may have adamantine components, but these will rust and pit when they are pulled from the warforged.
The warforged are made using a blend of materials. The core of a warforged is a frame formed from wood, stone, or metal. Bundles of rootlike fibers surround the core and serve as the muscles of the construct. Plates of steel and wood are fused over this layer of tendrils, forming the hard outer shell of the warforged. The precise appearance and construction of the body depends on the model of the warforged, as represented by its initial feats. This also affects the weight of the warforged, as shown below.
Composite Plating: A warforged with the default composite plating has a base height of 5’10", with a +2d6 height modifier, base weight of 270 pounds, and weight modifier of x4.
Adamantine Body: Its base weight is 320 pounds, with a weight modifier of x6. While adamantine itself is no heavier than steel, a warforged with this feat is typically more massive than other models, with more steel and stone in its construction.
Darkwood Body or Mithral Body: Its base weight is 180 pounds, with a weight modifier of x2. These materials are unusually light, and these warforged tend to be lean and flexible.
Unarmored Body: Its base weight is 225 pounds, with a weight modifier of x3. A warforged with this feat is covered with composite plating, but these plates are extremely thin and do not interfere with movement or spellcasting.
After emerging from the forge, most of the warforged were marked with symbols indicating the military specialty and national allegiance, so soldiers could identify their allies on the battlefield. In the years following the war, most warforged have had these insignia removed. However, some have left these symbols intact out of indifference or nostalgia. A character can identify warforged military insignia with a successful Profession (soldier) or Knowledge (history) skill check (DC 10). These symbols can be altered or concealed with the Disguise skill, or removed by any armorsmith.
Composition and insignia are elements that many warforged may share. But every warforged has one unique feature: the sigil engraved on its forehead. These symbols are as individual as human fingerprints, and if a warforged possesses the ability to cast arcane mark, its personal mark will be the same as the sigil on its forehead. These symbols were not designed by human hands. When Aaren d’Cannith’s first construct emerged from the creation forge, it bore a symbol on its forehead, and the second had a different sigil. Aaren’s dedicated dwarven magewrights called these symbols “ghulra,” a Dwarven word for “truth.”
Warforged adopt names to deal with humans, but when dealing with each other, the ghulra serves as an important form of identification. A warforged may wear a hood to conceal its forehead from strangers, but when among friends most prefer to leave the symbol visible. While someone could gouge away the symbol, the ghulra is a part of the warforged in a way nobody truly understands; when someone uses repair or cure spells on the warforged, a damaged ghulra is restored to its original shape. While it cannot be permanently destroyed, a warforged can cover its ghulra or may choose to use Disguise to place a false mark over its real one.
A warforged emerges from the creation forge with only the most basic knowledge of the world, drawn from a template bound into the creation forge. It can speak the Common tongue, and it recognizes the humans of House Cannith as its creators and instructors. It is not born with skill at arms, or the power of magic. Yet somehow, over the course of a few short months, the trainers of House Cannith transform this newborn into an elite soldier capable of facing the undead strength of a Karrnathi zombie or the skill of a Thrane knight.
House Cannith is the House of Making, not a military powerhouse. How did it mold the warforged to produce fighters, wizards, and other classes so rarely found among the general populace?
The warforged is born a blank slate, but it possesses a voracious appetite for knowledge. Just as the mind of a human child is more flexible than that of an adult, in its first few months a warforged possesses an astonishing ability to learn and adapt. A warforged may begin with no knowledge of the battlefield. But many Cannith instructors claim that the knowledge seems to be hidden beneath the surface, just waiting to be unlocked — that within a few months of training, a warforged soldier may outstrip the skills of his teacher. The warforged must be shown the path to walk, but after taking its first steps, a warforged often picks up speed, learning skills in mere months that a human might take years to master.
After the first few months, however, the warforged’s thought patterns crystallize, fixing on the path it has chosen. At this point, it is essentially an adult: It possesses the skills it needs to perform its chosen task, and while it can still learn new skills, this takes just as much time as it would for a human or an elf.
A side effect of this focused study is that warforged tend to frame their lives around their military specialties. A warforged may have the same skills as a human warrior, but that human had a life beyond war. He has memories of his parents, his lovers, his children, of songs and stories, of tears and joy. The warforged soldier knows only war — and now he must learn of the world that exists beyond the battlefield. More information about this soldier mindset can be found in Races of Eberron.
In the last years of the war, some forgeholds sought to take maximum advantage of this early “savant stage.” Since constructs have no need of sleep, the warforged could train for 24 hours each day. Some facilities would use rotating shifts of human instructors; others turned to warforged instructors, using tireless constructs to train constructs. Most of these programs produced exceptionally skilled warforged soldiers. However, some artificers claim that the products of this path were typically more independent and less reliable. Some say that the Lord of Blades was one of these warforged instructors — and that his most loyal followers are the students he trained at the Cannith forgehold.
Cults and Religions
The Silver Flame: The Church of the Silver Flame has much to offer the warforged. The Flame itself is not an anthropomorphic deity, and it is not supposed to have created or shaped human civilization. Instead, it can guide a warrior and empower her in the battle against evil. Warforged that fear death may take comfort in the concept of immortality through the Flame, since noble souls are said to bond with the Flame after death. Most importantly, the church is a militant order, and for the warforged soldier who feels lost without a war, the Church of the Silver Flame offers an anchor and a chance to take part in a battle that will never end — the struggle against evil itself.
Many in the church still feel that the warforged do not have souls and are not the equals of the true servants of the Flame. However, as more warforged join the church, cardinals, ministers, and templars alike are being impressed with the dedication and good works performed by these tireless servants of the light.
One of the most prominent warforged followers of the Silver Flame is a warforged soldier named Brightspear (LG male personality warforged fighter 1/paladin 8). Built to serve Aundair in the Last War, Brightspear was rendered inert in a battle on the Eldeen border, but he was restored by a group of Silver Flame priests. Brightspear claimed to have heard the voice of the Flame while inert, calling him to serve, and he subsequently proved able to channel the power of the Flame to perform miracles. Over the past decade, he has battled undead, aberrations, and a host of other monsters; he is best known for uncovering a rakshasa assassin and killing the fiend in Aurala’s court. Brightspear uses the warforged paladin substitution levels outlined in Races of Eberron.
The Traveler: Many know that Onatar is the sovereign lord of the forge. Far fewer know of the role of the shifty Traveler and why this trickster is a deity of artifice. Some say Onatar guides the hands of the smith, but the Traveler is the source of new ideas — of inspiration that can lead an artificer to entirely new paths of knowledge. The danger is that one never knows where these paths will lead: What seems like a good idea may have disastrous consequences down the road. While Onatar is the official patron of House Cannith, many in the house make secret sacrifices to the Traveler. Today a growing cult among the warforged has members who believe that this mysterious deity is the true creator of the warforged. This belief has even spread among the followers of the Lord of Blades, some of whom say that the Lord of Blades is a vessel for a spark of the Traveler itself. Warforged followers of the Traveler believe that the Cannith artificers were tricked into creating the warforged and were guided by the hand of the Traveler. Their true purpose is yet to be revealed, but humanity may learn to beware the gifts of the Traveler.
The most powerful warforged advocate of the Traveler is not a cleric, but rather an artificer. Wheel (CN female personality warforged artificer 10) is an ally of the Lord of Blades, and she has used her talents to create many of his weapons. She believes that the Lord of Blades is a tool of the Traveler, but her first loyalty is to her god, and she may prove to be an unexpected ally of the party when things are at their worst. She uses the warforged artificer substitution levels from Races of Eberron.
The Blood of Vol: While some warforged turn to the Blood of Vol in hopes of escaping death, others join the cult for exactly the opposite reason. Many of the followers of the Blood believe that life is a battle against the curse of death. For mortals, the only escape is undeath. But warforged are already immune to hunger, disease, age, exhaustion, and many of the other plagues of mortality. As a result, some Blood evangelists have convinced warforged soldiers that they are the perfect champions of the church — that they will fight at the side of the vampire lords in the final battle against death itself. These warforged soldiers are often haughty and arrogant in their newfound sense of immortality.
One of most dangerous servants of Vol calls himself Thirst (NE male personality warforged scout 5/assassin 3). While not a vampire, Thirst takes pleasure in spilling the blood of the enemies of Vol.
The warforged possess the same five senses that human beings do: sight, smell, hearing, touch, and even taste. They do not perceive the world in precisely the same way as humans do, and many of these senses are fairly dull in comparison to those of creatures of flesh and blood. But a warforged can smell smoke in the air and can gauge the extent of an injury by the pain that it feels. Many warforged value the magical component known as the tracker mask because it expands their sense of smell, allowing them to experience the world in a new way. But a warforged can still smell strong odors without the mask.
The warforged sense of taste is one of the mysteries of the race. It has little value to a soldier and creature that has no need of food. In fact, this is not something that was designed by the artificers of House Cannith. Warforged are not automatons, and not every aspect of the warforged is the result of human planning: They are creatures of magic that defy natural law. A warforged is a creature of stone and wood, yet it can feel love and hate. Is it any stranger that it should be able to smell and taste?