- +2 Constitution, –2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
- Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Warforged have a base speed of 30 feet.
- Living Construct: Warforged are humanoids with the living construct subtype.
- Slam: A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
- Warforged Immunities: Warforged are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- Impaired Healing: A warforged cannot heal damage naturally. 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.
- Unusual Anatomy: 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 (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 the stone and wood parts of a warforged.
- Self-sufficient: 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.
- Plating: Warforged are covered with platings made from different materials. You must choose one type of plating on 1st level of character creation. The choice cannot be changed. 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.
- Languages: Warforged begin play speaking Common.
Plating (choose one):
- Composite Plating: light armor, armor bonus +2.
- Mithril Plating: light armor, armor bonus +6, max Dex bonus +5, –2 penalty on all skill checks to which armor check penalties apply, arcane spell failure 15 %.
- Adamantine Plating: heavy armor, DR 2/adamantine, speed 20 ft.; armor bonus +9, max Dex bonus +1, –5 penalty on all skill checks to which armor check penalties apply, arcane spell failure 35 %.
- Ironwood Plating: light armor, DR 2/slashing, armor bonus +3, max Dex bonus +4, –3 penalty on all skill checks to which armor check penalties apply, arcane spell failure 20 %.
- Unarmored Body: no armor, can wear normal armor and robes, base speed 40 feet due to light built and swiftness.
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