Warforged

Racial Traits

 * +2 Constitution, -2 Wisdom, -2 Charisma
 * +3 bonus to saving throws versus poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
 * Double time spent underwater before starting to take drowning damage. (However, a warforged cannot remove armor for faster swimming, as other characters can)
 * 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 Body 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 Mithril Body, Adamantine Body, or Warforged Racial Feats.
 * The ability to wear a "Docent" in the slot other characters use for armor. Docents usually provide an enchantment bonus to armor class, and may have other magical properties.  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, there is a 25% chance for the sneak attack to be negated and the damage to be rolled normally.
 * Warforged units are usually constructed by gnome mechanics or ancient magic.

Enhancements
See Warforged enhancements