Warforged



Warforged are a race of sentient constructs built to battle in the Last War. The Warforged body is covered by plating, giving it an inherent AC bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on Warforged. Only the arcane repair spells heal Warforged without any reduction. Warforged can improve their armor class using the Adamantine Body and Mithral Body feats. Warforged can also gain additional abilities and customize their appearance by using docents.

Racial Traits

 * +2 Constitution, -2 Wisdom, -2 Charisma
 * +4 bonus to saving throws versus sleep, energy drain, nausea, exhaustion, poison, disease, and paralysis effects.
 * Double time spent underwater before starting to take drowning damage.
 * Immunity to spells targeting a humanoid (importantly including Hold Person, but not Sleep)
 * Divine healing spells and potions restore only half as many hit points as normal for a Warforged. A warforged's hit points can be restored normally through either the Repair skill or arcane repair spells and potions.
 * A Warforged's Composite Plating provides a +2 armor bonus to AC as well as a 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the Warforged is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also Mithral Body, Adamantine Body, or Warforged Racial Feats.
 * The ability to wear a Docent in the slot other characters use for armor. Magical docents usually provide an enchantment bonus to armor class, and may have other magical enhancements. They also have a cosmetic effect on appearance.
 * A Warforged's plating also grants it Light Fortification. When the Warforged is the target of a sneak attack or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally.

Enhancements
See Warforged enhancements