Adventures in Thary
All feats will be placed here alphabetically.
Acidic Alchemy [Warforged]
When damaged, your tubules spurt out acidic liquids.
Prerequisites: Warforged, Alchemical Body, Con 13
Benefits: Whenever the Warforged takes more than 20 points of damage in a single attack, one of the tubes rupture, spraying the attacker’s square with acid. Treat this as a splash attack that deals 1d6 + Con modifier worth of damage. This damage die increases each time you gain 5 HD (so 2d6 + Con modifier at 5th level, 3d6 + Con modifier at 10th level, ex.).
Adamant Reinforcement [Warforged]
Your entire body is reinforced with adamantine, rendering your almost indestructible.
Prerequisites: Adamantine Body, Improved Damage Reduction, Improved Fortification, Base Attack Bonus +10, Constitution 17
Benefit: You gain many of the qualities of an inanimate object. Any Damage Reduction (overcome by adamantine) you posses changes to an equal amount of Hardness. Additionally, you take half damage from ranged attacks (siege weapons and the like still do normal damage), as well as fire, and lightning attacks (before applying Hardness), and you take only one-quarter damage from cold attacks (before applying Hardness). Finally, you gain immunity to nonlethal damage.
Alchemical Body [Warforged]
You’re composite plating is covered with tubules containing various alchemical substances.
Benefits: Once per day, a Warforged may drain a small amount of alchemical liquids from its exterior tubing into a small vial. This liquid functions as a potion of the Warforged’s choosing, as long as the base price of the potion is no more than (25 * level) gold pieces. At 1st level, the Warforged chooses three potions that he can produce. Each time he gains a level, he can swap one of the potions he is capable of producing for another. The Warforged must decide what type of potion it is upon creation. The potion only lasts for 24 hours.
Special: This feat may only be taken at 1st level.
Alchemical Tracery [Warforged]
When hitting an opponent with your slam attack, alchemical acids diffuse from your tubing onto your enemy.
Prerequisites: Warforged, Alchemical Body, Acidic Alchemy
Benefits: The Warforged deals 2d6 + Con modifier worth of acid damage, and gains an extra Hit Die worth of damage per 5 HD increment the Warforged has (3d6 + Con modifier at 10th, 4d6 + Con modifier at 15th, ex.).
Armored Inferno [Warforged]
Fire rushes out from between the metal plates of your body, immolating those who would try to bar your path.
Prerequisites: Fire Within, Furnace Forged, Base Fortitude save +8
Benefit: The fire damage dealt by your natural attacks increases from 1 point of damage to 2d6 points of damage. Any creature who grapples you, hits you with a nature weapon, or begins their turn within 5 feet takes 4d6 points of fire damage. Creatures killed by your aura of fire or your natural attacks are instantly reduced to ash as if by the disintegrate spell.
Aurorum Body [Warforged]
At the cost of protection, you gain the ability to self-repair.
Prerequisites: Warforged, 1st Level Only
Benefit: Your body is made of the celestial material aurorum, granting you a +2 armor bonus. You are considered to be wearing light armor at all times, and may not wear armor or any other item that occupies your torso/chest slot. You have a +6 maximum Dexterity bonus to AC and an arcane spell failure chance of 10%. In addition, you gain fast healing 1. At fifth level, and every five levels afterward, this increases by one (Fast healing 2 at five, fast healing 3 at ten, etc.).
Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing armor.[/QUOTE]
Aurorum Metabolism [Warforged]
Your body becomes more resilient as your aurorum plating integrates throughout your body.
Prerequisites: Aurorum Body, Constitution +15
Benefit: Fast Healing caused by the Aurorum Body feat turns into regeneration of an equal amount. Sonic and evil weaponry deal damage as normal. Any spells or abilities that makes the warforged invulnerable to either of these types of damage suppresses the regeneration ability as well. Severed parts do not grow back, but they can be reattached as a full round action.
Special: This regeneration increases each time the fast healing would have.
Bladed Fingers [Warforged]
The ends of your metal fingers have been fitted with sharp blades, capable of using as weaponry.
Benefit: You gain two primary claw attacks as natural weapons. These claws deals 1d4 base damage(or more or less depending on variations in size) and you add your full strength modifier to either claw’s damage. If the warforged ever gets the Jaws of Death feat(see Races of Eberron), they are considered to have the Multiattack feat for the purposes of their bite and claw attacks. If the warforged has this feat and either the Cold Iron Tracery or Silver Tracery feats, their claws count as the respective materials for overcoming damage reduction.
Upon taking this feat, a warforged no longer has access to it’s own slam attack.
You can repair yourself with the blood of sacrificial victims.
Requirements: Warforged, Knowledge (Religion) 4 ranks, any evil alignment.
Benefit: To use this feat, you must first sacrifice a creature. You are healed an amount of HP equal to your Knowledge (Religion) check.
Breakneck Overclocking [Warforged]
Prerequisites: Speedbreaker Plating, Character Level 5th
Benefits: As a swift action, you may take 2 points of Con Damage (You take Str Drain instead if you have no Con score) to activate any of the following, which are active for a number of rounds equal to your Character Level/4 (Minimum 1 round).
A Flight Speed equal to your Land Speed.
Increase your Land Speed by ([Character Level/4]*10)ft, with a Minimum of 10ft.
Add an enhancement bonus to your attack rolls equal to your Character Level/4.
Act under the effect of a Haste.
Special: If you cannot take the 2 points of Con Damage/Str Drain for any reason, you cannot use this feat.
Colossus Plating [Warforged]
There is no such thing as “Overkill”. Only “More Plating” and “I’m not protected enough”.
Prerequisites: Adamantine Plating, Character level 10th or more
Benefit: You become a hulking pile of metal and strength, able to deflect most blows with ease. Your Armor Bonus increases to +12 and your DR/Adamantine increases by 2, but your Movement Speeds are reduced by 10ft, and your Arcane Failure Chance increases to 50%.
Fire Within [Warforged]
Your body contains such a heat that flames do nothing but strengthen you.
Prerequisites: Furnace Forged, Base Fortitude save +8
Benefit: You gain immunity to fire. If you are subject to an attack that would deal fire damage, you instead regain 1 hit point per three points of damage the attack would normally deal (before applying fire resistance or Hardness). You get no saving throw against magical attacks that deal fire damage (although you do get saves against any other damage the attack might deal, if applicable).
Furnace Forged [Warforged]
The fires of the creation forge still burn in your body.
Benefit: You natural attacks deal an additional 1 point of fire damage. Additionally, you gain Fire Resistance 5.
Living Bastion [Warforged]
Your armor shrugs off blows like water, leaving you impervious to damage.
Prerequisites: Adamant Reinforcement, Adamantine Body, Improved Damage Reduction, Improved Fortification, Base Attack Bonus +15, Constitution 19
Benefit: Whenever a manufactured or improvised weapon (including magic weapons) strikes you, it must make a Fortitude save (DC 10 + ½ your Character level + your Constitution modifier) or shatter instantly, dealing no damage. Additionally, any non-magical manufactured or improvised weapon that has its damage completely negated by your Hardness is treated as if it had failed this saving throw. In both cases, only the ammunition of a ranged weapon is destroyed: the weapon itself remains intact.
Illusory Disguise [Warforged]
You are capable of hiding your true form behind an illusion created by your own body.
Prerequisites: Cha 11, Disguise 4 ranks, Spellcraft 1 rank, Ability to cast 1st level arcane spells.
Benefit: You are considered to be under a constant disguise self spell, which is capable of being turned on or off as a standard action at will. Upon taking this feat, you only have one disguised form, usually with features similar to your normal warforged shape, such as a warforged with the adamantine body wearing full plate armor or clawed gauntlets with the Bladed Fingers feat.
If the warforged receives an amount of electricity damage equal to their character level times 3, they must make a Will save (DC 15) or lose the illusory disguise for 1d4 hours. If they have a 1st level spell slot or prepared spell of the arcane variety, they may sacrifice it to avoid making the willsave, or if failing the willsave, may spend a swift action to sacrifice it to maintain the illusion regardless.
Improved Mithril Body [Warforged]
Your mithril plating has been added onto and improved, granting you greater armor.
Prerequisites: Mithril Body, character level 3rd
Benefit: The warforged’s armor bonus is increased to +8, however, your base land speed is reduced to 20 feet, and you are considered to be wearing medium armor. He now has a +3 maximum Dexterity bonus to AC, a -3 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%. These are all in replacement of the normal benefits and penalties granted by the Mithril Body feat.
Special: Any benefits granted by the Mithril Fluidity feat are still in effect for your Improved Mithril Body feat. Unlike normal warforged “body” feats, this feat not only doesn’t need to be taken at first level, but can’t.
Improved Rageforged Body [Warforged]
Your body has been slapped with more grotesque, twisted plating increasing your armor.
Benefit: The warforged’s armor bonus is increased to +8, however, you are considered to be wearing heavy armor. He now has a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%. These benefits and penalties overlap those of the Rageforged feat.
You may rage an additional time per day.
Special: Warforged who take this feat may treat this feat as the Adamantine Body feat for the purposes of qualifying for feats, prestige classes and the like.
LIVEWOOD HEART [WARFORGED]
A small number of warforged are capable of accepting a small portion of living wood into their bodies, allowing for slight natural regeneration.
Benefit: You accept a piece of livewood into your body, providing you the ability to regenerate some health like a living creature. When you rest for 8 hours, you recover hit points naturally as a character of your level would. You still do not sleep, but remaining inert allows your body to rebuild itself slowly. If you take any damage during a period of rest, you must begin the process of resting again from the beginning.
Normal: A warforged cannot heal damage naturally.
LIVEWOOD BODY [WARFORGED]
Through your symbiotic relationship with your livewood heart, you gain the ability to be affected by healing spells normally.
Prerequisites: Warforged, Livewood Heart
Benefit: Spells from the healing subschool and supernatural abilities that heal hit point damage or ability damage provide their full effect to you.
Normal: 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.
Masterwork Weaponry [Warforged]
Your body is made of more refined, high quality metal, making them possible for magical enhancement.
Benefit: All of your natural weapons are considered masterwork quality, granting a +1 enhancement bonus to attack rolls. This also makes each one of your natural weapons able to be enhanced magically, as though they were masterwork manufactured weapons.
Nightmare Plating [warforged]
You were built to be a real horror show.
Prerequisites: Warforged, 1st level only
Benefit: You become a great deal more terrifying with these modifications, and can instill terror as you wish. Your Composite Plating is upgraded to Medium Armor, the armor bonus increases to +3 and the Arcane Failure Chance increases to 15%. You gain a racial bonus to Intimidate checks equal to 1/2 of your Character Level plus 2 (Minimum 3), and can cast Cause Fear once per day as an SLA.
Necrotech Plating [Warforged]
You carry the essence of the undead within your metal casing.
Prerequisites: Warforged, 1st level only
Benefit: Your body has been retrofitted to contain the necrotic arcana that fuels the unlife of the undead, at the cost of your mental and physical integrity. Your land speed is reduced by 10ft (Minimum 10ft), and your racial penalty to Charisma becomes -4. In return, you gain Fast Healing 1, as the unlife that powers you seeks to keep its metal home in top condition, no matter the price. For every 5 character levels you have, this Fast Healing increases by 1.
Necrotech Regeneration [Warforged]
I’m sorry, i’m not dead yet. Can you try again?
Prerequisite: Necrotech Plating, Fast Healing 4 (Granted by Necrotech Plating)
Benefit: The Necrotech implants that sustain you have fully integrated with your metal form, and as such nothing can put you down. You lose your Fast Healing granted by Necrotech Plating, and instead gain Regeneration 1. For every 10 character levels you have, this Regeneration increases by 1.
Special: Your Regeneration has nothing in particular that can bypass it, and thus you can only be put down by a Limited Wish/Wish/Miracle requesting in precise words that your Regeneration stops working.
Resonant Tubing [Warforged]
Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.
Prerequisite: Perform (wind instruments) 4 ranks
Benefit: You are capable of using your very body as a musical wind instrument, for any task that requires one. You need not hold on in either hand because the noise is created internally and emanated from tubes sticking out of the warforged body. You have a natural control over these pipes, and gain a +2 circumstance bonus on all Perform (wind instrument) checks used with these internal pipes. If you have 10 or more ranks in Perform (wind instrument) the bonus to checks made with the same skill increases to +4, which overlaps but does not stack with the previous bonus.
You can adorn your composite plating with the bones of sacrificial victims.
Requirements: Warforged, Knowledge (Religion) 4 ranks, any evil alignment.
Benefit: To use this feat, you must first sacrifice a creature. Your composite plating gains an enhancement bonus equal to your Knowledge (Religion) check divided by 10 for 24 hours.
Skystuff Body [Warforged]
A warforged character’s body can be crafted with a layer of skystuff that provides some protection while also giving you surreal properties.
Prerequisite: Warforged, 1st level only.
Benefit: The warforged’s armor bonus is increased to +6, and the character is considered to be wearing light armor. He now has a +5 maximum Dexterity bonus to AC, a -2 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 15%.
As well, whenever the warforged moves more than his base speed he appears hazy and out of focus, such that all melee and ranged attacks made until his next turn are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.
Special: This feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor.
Normal: Without this feat, a warforged character has an armor bonus of +2.
Soothing Alchemy [Warforged]
You can pour beneficial alchemical substances on allies in order to help heal their wounds.
Prerequisites: Warforged, Alchemical Body, Con 13
Benefits: A number of times per day equal to the Warforged’s Con modifier, the Warforged may spend a move action to open a tubule and pour an alchemical substance into the wounds of an adjacent ally, healing 1d6 + Con modifier worth of damage. The amount healed increases by 1d6 each time you gain 5 HD (so 2d6 + Con modifier at 5th level, 3d6 + Con modifier at 10th level, ex.).
Soul of the Forge [Warforged]
Your animating force is itself a spirit of flame, which can outlast your physical shell.
Prerequisites: Armored Inferno, Diehard, Fire Within, Furnace Forged, Base Fortitude save +10
Benefit: When reduced to -10 Hit Points, you do not die. Instead, your elemental spirit breaks free, turning you into a being of pure flame. In this form, you lose all benefits from any Warforged feats you possess (except for Fire Within, Furnace Forged, and Armored Inferno), and the benefits of all magic items your body was wearing. Your Natural Armor Bonus changes to +3, your type changes to Elemental (fire, living construct), and you gain Cold Vulnerability. Additionally, you regain hit points sufficient to put you at half of your normal hit point total. Finally, all fire damage you deal through the Armored Inferno feat doubles (to 4d6 and 8d6, respectively).
You may remain in this form indefinitely, although if you are killed in Elemental form, you die normally. You may return to your normal form by spending an uninterrupted 24-hour period to reform your Warforged body.
Speedbreaker Plating [Warforged]
You were built so that if you needed to get somewhere, you got there fast.
Prerequisites: Warforged, 1st level only
Benefit: Your plating becomes lighter and sleeker, and your potential speed output increases a great deal. Your armor bonus is reduced to +1, but in a trade-off, all your movement speeds (including future movement speeds you might acquire) are increased by 10ft. You also gain immunity to Slow effects, and this feat grants all the benefits listed in the Run feat.
Superior Construction [Warforged]
You are the paragon of Warforged construction.
Prerequisites: 1st level only.
Benefit: You gain a number of special abilities based on your character level. See the table below for details.
Special: Your body draws ambient magic from the surrounding area to power itself, causing magic items you carry to cease functioning immediately. These items regain their functionality 1d4 rounds after you have put them down. Spells affecting you have their duration cut in half (to a minimum of 1 round). Finally, a Warforged with Superior Construction cannot take the Vow of Poverty feat, as the value of their body alone is sufficient to immediately disqualify them from the feat.
Superior Construction Benefits
1st|1 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
5th|2 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
9th|6 to Strength and Constitution, Bonus Warforged Feat
11th|Construct Perfection III, Fast Healing 3, 3 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
13th|8 to Strength and Constitution, Construct Perfection IV, Fast Healing 4
16th|5 Armor Bonus, 10 to Strength and Constutition +5 Enhancement Bonus to all attacks, Bonus Warforged Feat, Component
At 2nd level, any time you successfully make a saving throw against a spell or spell-like ability (or a spell or spell-like ability fails to affect you due to any immunities you may possess), you regain hit points equal to twice the level of the spell (with a minimum of 1 in the case of 0th level spells).
At 4th level (and every 4 levels afterwards), you may have 1 additional Warforged Component that functions even when you have it embedded into you.
Construct Perfection I
At 3rd level, you are no longer subject to nonlethal damage or extra damage from critical hits.
Construct Perfection II
At 7th level, you gain immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
Construct Perfection III
At 11th level, you gain immunity to death effects and necromancy effects.
Construct Perfection IV
At 15th level, you are no longer subject to ability damage or ability drain.
Construct Perfection V
At 19th level, you gain immunity to any spell or spell-like ability that allows spell resistance, except those explicitly listed under Warforged Racial Traits. You may, as an immediate action, allow a spell to bypass this immunity (a Warforged targeted by an allies cat’s grace, for example, could choose to allow the spell through. He would then gain the benefits of cat’s grace for the complete duration of the spell).