Posted January 28th, 2006 by Ralsu
The
Last War occurred in the Eberron setting before the time that the
Dungeons and Dragons Online (DDO) is set. During the Last War,
House Cannith created a group of construct soldiers who were then sold
to any side in the war that wished it. As House Cannith produced
more sophisticated "warforged" soldiers, they eventually created self
aware beings. While these beings were alive, subject to spells
such as raise dead and so on, they were not made of flesh, instead
being a composite of metal, flesh and stone. They did not appear
to have souls (since they did not "go" to any reward when they died),
but other qualities about their status in the spiritual world is
unclear.
Warforged
do not sleep or eat. In the pen and paper Eberron setting, they
do not breathe, but in DDO they can drown (it takes a long, long
time). They are immune to poison, disease and energy drain (but
not ability damage, such as wraith con damage). Warforged are
also immune to sleep, paralysis, exhaustion, fatigue. Warforged have no
society, and as such, have a difficult time relating to others, and are
often gullible or lacking in understanding of things one normally would
learn in one's parent society. As such they have a +2
Constitution bonus (due to their hardy bodies) and a -2 penalty to
Charisma and Wisdom. | Class
Name |
Benefits
of being Warforged |
Detractions
of being warforged |
| Fighter |
Immunities to "person" spells,
poison, disease and energy drain, built in damage reduction, warforged
enhancements are geared toward melee abilities, Constitution is primary
statistic |
Difficulty in finding specific
types of docents (since most don't use them), wisdom is a penalty (so
penalty to will saves), healing is weaker without using enhancements to
heal self, must take enhancements for armor class bonuses (rather than
wear armor). Cannot have Dragonmarks. Must use feats for
heavier armor types upon creation. |
| Barbarian |
Immunities
to "person" spells, poison, disease and energy drain, built in damage
reduction, warforged enhancements are geared toward melee abilities,
Constitution is primary statistic. Not affected by barbarian
exhaustion |
Difficulty
in finding specific types of docents (since most don't use
them), wisdom is a penalty (so penalty to will saves), healing is
weaker without using enhancements to heal self, must take enhancements
for armor class bonuses (rather than wear armor). Damage
reduction of Warforged body does not stack with Barbarian damage
reduction. Cannot have Dragonmarks. Must use feat at
creation for armor types heavier than light. |
| Ranger |
Immunities to "person" spells,
poison, disease and energy drain, built
in damage reduction, warforged enhancements are geared toward melee
abilities, Constitution is primary statistic. |
Difficulty in finding specific
types of docents (since most don't use
them), wisdom is a penalty (so penalty to will saves and ranger
spells), healing is
weaker without using enhancements to heal self, must take enhancements
for armor class bonuses (rather than wear armor). Cannot have
Dragonmarks. Charisma penalty hurt's ranger empathy
ability. Must use feats at creation for armor types heavier than
light. |
| Paladin |
Immunities
to "person" spells, poison, disease and energy drain, built
in damage reduction, warforged enhancements are geared toward melee
abilities, Constitution is primary statistic. Unique Warforged
Only faith based enhancements are available |
Difficulty
in finding specific types of docents (since most don't use
them), wisdom is a penalty (so penalty to will saves and paladin
spells), healing is
weaker without using enhancements to heal self, must take enhancements
for armor class bonuses (rather than wear armor). Cannot have
Dragonmarks. Charisma penalty hurts paladin abilities. Must
use feats for heavier armor types than light upon creation. |
| Rogue |
Immunities to "person" spells,
poison, disease and energy drain, built
in damage reduction. |
Difficulty in finding specific
types of docents (since most don't use
them), wisdom is a penalty (so penalty to will saves), healing is
weaker without using enhancements to heal self, must take enhancements
for armor class bonuses (rather than wear armor). Cannot have
Dragonmarks. Wisdom and Charisma penalty hurts skill based upon
these ability scores. Since rogue abilities often avoid poison,
disease and other affects, there is an overlap of abilities between
class/race choice. Must use feats upon creation for heavier armor
types than light. |
| Cleric |
Immunities
to "person" spells, poison, disease and energy drain, built
in damage reduction. Unique faith based enhancements available to
warforged clerics and paladins. |
Difficulty
in finding specific types of docents (since most don't use
them), wisdom is a penalty (so penalty to will saves), healing is
weaker without using enhancements to heal self, must take enhancements
for armor class bonuses (rather than wear armor). Cannot have
Dragonmarks. Wisdom and Charisma penalty hurts skill based upon
these
ability scores, and clerical spell and turning abilities. Since
clerical spells can heal the things a warforged is immune to, class and
race abilities can be reduntant. Warforged enhancements are
geared toward melee not clerical abilties. Must use feats upon
creation for armor types heavier than light. |
| Wizard |
Immunities to "person" spells,
poison, disease and energy drain, built
in damage reduction. Can self heal using repair spells.
Docents can provide enhancement bonuses to armor class without arcane
casting penalties. |
Difficulty in finding specific
types of docents (since most don't use
them), Healing is
weaker without using enhancements to heal self. Cannot have
Dragonmarks. Warforged enhancements are geared
toward melee not arcane abilties. Composite body provides a 5%
spell failure penalty. |
| Sorcerer |
Immunities to "person" spells, poison, disease and energy drain, built in damage reduction. Can self heal using repair spells. Docents can provide enhancement bonuses to armor class without arcane casting penalties. | Difficulty in finding specific types of docents (since most don't use them), Healing is weaker without using enhancements to heal self. Cannot have Dragonmarks. Warforged enhancements are geared toward melee not arcane abilties. Charisma penalty toward primary sorcerer ability score. Composite body provides a 5% spell failure penalty. |
| Bard |
Immunities to "person" spells, poison, disease and energy drain, built in damage reduction. Can self heal using repair spells. Docents can provide enhancement bonuses to armor class without arcane casting penalties. | Difficulty in finding specific
types of docents (since most don't use
them), Healing is
weaker without using enhancements to heal self. Cannot have
Dragonmarks. Warforged enhancements are geared
toward melee not arcane abilties. Charisma penalty toward primary
sorcerer ability score. Must use feats upon creation for armor
types heavier than light, and further feats to make those armors light
type. |
Note
that warforged benefits and detractions weigh differently from class to
class. For example, it would appear that the charisma and wisdom
penalties a warforged paladin would get would make that class/race
choice a bad idea. But remember that the benefit of a paladin's
charisma is fairly good, even with a midling ability score, and the
benefit of damage reduction is worth the exchange for this loss. | Feat
Name |
Feat
Qualities |
| Adamantine Body |
Adamantine body counts as heavy
armor, grants a +8 armor bonus and
damage reduction 2/adamantine, but also provides a 35% arcane spell
failure chance, -5 armor check penalty to certain skills, and a +1
maximum Dex bonus. Must be taken upon character creation. |
| Mithril
Body |
Mithral
body counts as light armor and grants a +5 armor bonus, but
also provides a 15% arcane spell failure chance, -2 armor check penalty
to certain skills, and a +5 maximum Dex bonus. Must be taken upon
character creation |
| Mithril Fluidity |
The maximum Dex bonus you have is increased by 1, and the armor check penalties are decreased by 1. |
| Improved
Fortification |
Improves
your warforged fortification, granting you immunity to sneak
attacks and extra damage from critical hits. However, you lose the
ability to be healed by spells from the healing subschool, such as cure
light wounds. You must have a base attack bonus of +6 before taking
this ability. |
| Improved Damage Reduction |
You gain damage reduction
1/adamantine, or improve your existing damage reduction by
1/adamantine. This can be taken multiple times. |
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