Warforged, being created instead of born, can have some objects attached to them to improve one function or another. These are called components, and can only be applied to constructs, most of which are warforged though they work for mindless ones as well.

Black Blood (Embedded Component): This odd item, often held in a canister, is a living analogue to oil. When poured upon a warforged, it circulates around the body of the warforged keeping everything in check. In effect, the black blood is an intelligent, slotless item (Int 10, Wis 10, Cha 10) of your alignment that is incapable of sensing the world or of communicating with you, though it follows your mental commands.
Used commonly on battlefields, this item enhances your senses, allowing you to use detect magic at will and granting you a perpetual altered deathwatch effect that only indicates the condition of living constructs within range. Furthermore, the blood is capable of tending your wounds and empowering you, allowing you to use repair moderate wounds and haste upon yourself each three times per day (CL 5).
The item has an ego score of 5 but, incapable of sensing its surroundings, rarely ever tries to impose its will. Unlike most components, removing black blood from a warforged requires that their body be completely destroyed in the process.
Strong Transmutation, CL 5th, Craft Wondrous Item; Price 75,600 gp

Essence of the Spy (Embedded Component): This dull grey disk, when inserted into the inner mechanics of a warforged, occupies the same item slot as an amulet and exudes an illusory disguise over the warforged when mentally activated as a standard action. This effect functions as the disguise self spell.
Faint Illusion; CL 3rd; Craft Wondrous Item, disguise self; Price 2,700 gp

Forcefield Generators (Attached Component): These lengthy metallic cuffs are sized to clamp around the entire forearms of a warforged, occupying the same item slot as a pair of bracers. While both cuffs are worn, they continually create a small barrier around your body. Though this barrier doesn’t interfere with interacting with objects, it protects you against most forms of attacks, including those that you aren’t aware of. You gain a deflection bonus to your AC of a size depending on the generators.
Moderate Abjuration; CL 7th; Craft Wondrous Item, shield of faith, creator’s caster level must be at least two times that of the bonus placed in the generators; Price 2,000 gp (1), 8,000 gp (2), 18,000 gp (3), 32,000 gp (4), 50,000 gp (5), 72,000 gp (6), 98,000 gp (7), 128,000 gp (8); Weight 1 lb.

Missile Launcher (Attached Component): This item consists of a single pad of partially solidified quicksilver placed in the palm of the warforged to focus the energy needed for the missiles and an array of wires extending along the wrist and towards each finger to allow for superior aim. As such, a missile launcher occupies the same item slot as gloves. As a standard action, you may release a number of missiles formed of force, as the magic missile spell. The number of missiles released depends on the missile launcher used.
Faint or Moderate Evocation; CL 1st (1 missile), 3rd (2 missiles), 5th (3 missiles), 7th (4 missiles), or 9th (5 missiles); Craft Wondrous Item, magic missile; Price 1,800 gp (1 missile), 3,600 gp (2 missiles), 5,400 gp (3 missiles), 7,200 gp (4 missiles), 9,000 gp (5 missiles).

Positive Energy Converter (Attached Component): This large iron pack is typically secured around the waist by a series of cables that connect with the inner mechanisms of the warforged, occupying the same item slot as a belt. When you are targeted by an effect that heals you through positive energy while wearing the converter, you heal the full amount of positive energy.
Strong Transmutation; CL 13th; Craft Wondrous Item, synostodweomer; Price 60,000 gp

Rocket Pack (Attached Component): This series of two metallic capsults attach to the back of a warforged with large exhaust holes pointing downwards, occupying the same item slot as a cape. As a standard action, you can mentally activate the pack propel you upwards. 3 times per day, you may have the pack provide a +20 bonus to the next Jump check you make within 1 round. In addition, once per day, you may have the pack grant you a fly speed equal to twice your land speed (clumsy maneuverability) for 5 rounds.
Faint Transmutation; CL 5th; Craft Wondrous Item, fly, jump; Price 8,640

Runic Plating (Attached Component): These rune-covered metallic plates are fitted upon the torso of a warforged, fitting almost like a shirt or vest and occupying the same item slot. While worn, your armor bonus to AC increases by +1 and applies against the attacks of incorporeal creatures.
Strong Transmutation; CL 15th; Craft Magic Arms and Armor, etherealness; Price 24,000 gp

Voice Modulator (Embedded Component): This diminutive iron box fits into the throat of a warforged before interfacing with the voice synthesizer of the warforged, altering its very voice. Though you can’t consciously control their own voice with this component, it makes the voice of a warforged sound far more organic, friendly, and convincing, granting a +5 competence bonus to Bluff and Diplomacy checks. The voice modulator does not occupy an item slot.
Faint Transmutation; CL 5th; Craft Wondrous Item; Price 10,000 gp

Energy Cannon (attached component): Energy cannons are one of the most powerful and highly customized components available to warforged. This large metal cylinder covers the hand and forearm, making it impossible to use that hand for any purpose, but does not interfere with spellcasting as long as the other hand is usable. It takes the glove body slot. It is also possible to wear a ring and bracer normally when wearing a energy cannon.
The basic energy cannon increases the damage of your slam attack as if you were three sizes larger (this means a normal warforged deals 2d6 with his slam attack) and allows your slam attack to be enchanted as a gauntlet, and it also allows you to channel the power of the elements though the elemental blast ability.
An elemental cannon can be modified to hold wands, just like a wand sheath allowing it to hold up to three wands.
Elemental Blast: 5 times per day you can make a ranged touch attack against any target within 60’, this attack deals 7d6 points of energy damage. Before making the attack, select the energy type from among acid, cold, electricity or fire. The elemental blast ability can only be used if the elemental cannon has been worn for longer then 24 hours, all other functions operate whenever the elemental cannon is worn.
Basic – Strong Evocation & Transmutation; CL 14th; Craft Wondrous Item, glorious master of the elements, greater mighty wallop; Price: 107,280 gp.
Added Wand Sheath (single) – Craft Wand, polymorph; Price 112,280 gp.
Added Wand Sheath (double) – Craft Wand, polymorph; Price 119,780 gp.
Added Wand Sheath (triple) – Craft Wand, polymorph; Price 129,780 gp.

Hecatoncheires Arms (attached component): Named after the hundred-handed giants, the Hecatoncheires Arms grant a warforged an additional set of arms. Crafted to fit below the normal arms of the warforged, they are linked to the warforged, and are only slightly weaker then then warforged own normal arms (effectively count as a -2 penalty to the warforged normal Strength score). A warforged possessing the Two Weapon Fighting feat (or any related feats) are replaced with the Multiweapon Fighting feat (or other appropriate feat) as long as the Hecatoncheires Arms are worn. The arms can wear rings, gloves, bracers or even other warforged components, although no additional magic item slots are gained. The Hecatoncheires Arms takes up the equivalent of the vest magic item position.
A few sets of Hecatoncheires Arms are built with two additional sets of arms, both sets of these arms are identical, and grant the same benefits as the single set.
Strong Transmutation; CL 15th; Craft Wondrous Item, polymorph, stone to flesh; Price: 45,000 gp (single set), 120,000 gp (double set)

Wand Sheath, Multiple (embedded component): As a normal Wand Sheath except that it can hold two, three, or four wands instead of a single wand. Only one wand can be activated per round.
Faint Transmutation; CL 4th; Craft Wondrous Item, Craft Wand, polymorph; Price: 10,000 gp (two wands), 18,000 gp (three wands), 24,000 gp (four wands).


Adventures in Thary Kaean