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17

Yes, Warforged Barbarians suffer no ill-effects after raging. From Races of Eberron, page 23: As a warforged, your Constitution bonus allows you to rage longer, your immunity to fatigue means you suffer no ill effect when your rage ends, ...


12

Both races receive the benefits of a Long Rest in only 4 hours In the rules quote about the Elf Feature Trance it explicitly states that you gain the same benefits as a human does from 8 hours of sleep. Since Long Rest specifies a minimum of 8 hours the description of Trance in the rules would then mean that by meditating for 4 hours an Elf receives the ...


11

According to Mearls & Crawford, the elf still needs 8 hours of rest to get the full benefits of sleep. Q: does Trance allow elves to get the benefit of long rest in 4 hours instead of 8? A: nope, they still need 8 hours of rest, but spend only 4 of it zonked out. -M From: ...


10

The repair light/moderate/heavy/critical damage spells from the Eberron books? Will work as cure light/moderate/heavy/critical wounds. Sor/wiz, artificer and spellthief only. A cleric can get access to some of these by choosing the Warforged domain. Also, Total Repair (artificer 6 and warforged domain 8) is the equivalent of heal, and should keep you ...


9

Quite well, after errata. The errata notes: Update (4/13/2010) In the Benefit entry, delete “granted by Combat Superiority.” Leaving this feat: Whenever you hit a creature with an opportunity attack, you also knock that creature prone.


9

It does not get fatigued Well, technically what happens is the rage tries to apply the condition and then the barbarian ignores it, but "immunity" is pretty explicit - the warforged cannot suffer the effects of fatigue.


8

Undefined Warforged in some of the illustrations appear to have a functional mouth/jaw, but how necessary that is for talking (for example, how understandable they would be if gagged) is up to the GM. I recommend simply deciding what is necessary for a warforge to be able to speak (unimpeded mouth/jaw, partially unimpeded mouth/jaw, or just a speaker ...


8

The Advanced Race Guide has some excellent rules for just this kind of conversion. Paizo has the OGL version of those rules available in their PRD. It gives point values for the different advantages (and disadvantages) that each race receives. A standard race is 1-10 points. Dwarves come in at 11 and humans at 9 for example. I'm pretty sure that Warforged ...


8

Honestly, Don't Change Much Warforged are widely considered the second or first strongest LA 0 race in 3.5, fighting with Humans (valiantly) for the top spot. If Humans didn't get much of a boost, 'Forged don't need to either. At most, I'd say to alter them for a net 0 if and only if humans got an ability score bonus. However, you may need to alter the text ...


8

Sure. The core Eberron rulebook has the following: Craft Repair Warforged: A character with ranks in certain Craft skills can attempt to repair a warforged character who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result –15. A character can take 10 on this check but can't take 20. ...


7

Only the Soul Chakra comes into play, and that only at 19th Warforged composite plating takes up the armor slot. Your other slots are free, either for items or for a chakra bind. Since it’s the armor slot, and soulmelds do not conflict with a slot unless you bind, that means the only possible issue is for binding to the soul chakra at level 19+. As for ...


7

The only “Arcane Sigil Docent” I can find is from Dungeons & Dragons Online, and is not available in the tabletop game (that I can find, but I have read most of the Eberron books). Usually a Warforged arcanist would take Unarmored Body, rather than Mithril Body, so as to avoid any Arcane Spell Failure at all. A 5% chance of even casting the ...


7

As a Warforged is treated as a construct creature, the spell Make Whole will provide between 3d6 to 5d6 of healing per 2nd level spell slot and is on the Wizard/Sorcerer Cleric spell lists.


6

Quicksand is a serious threat to a lone warforged who can't make Swim checks. However, qucksand (DMG 88) initially isn't much of a threat to anyone: Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that may trap careless characters. A character approaching a patch of quicksand at a normal pace is ...


6

Do they have functioning jaws? Yes. Although warforged don't need to eat or drink just to survive, the rules state that they are capable of eating and drinking (for example, to use a potion or benefit from a heroes' feast). It's not hard to imagine a warforged drinking without jaws, but eating without jaws is much more of a stretch. Do they speak by moving ...


4

Level 1 I think you’re better off taking your first level in Fighter, or an alternative, than Artificer. It’s a difference between more HP and more skills, but I don’t think you’re going to use a lot of skills beyond Craft and Use Magic Device. But I’d probably rather something better than Fighter... Problems with Fighter I ...


3

Another thing to remember unless it has been changed for Warforged in Pathfinder, they should be able to benefit from potions. While potions of cure _ wounds are more traditional, there is no reason potions or oils of repair _ damage cannot be created. Likewise, wands of repair _ damage can also be created, which would let characters with Use Magic Device ...


3

How about sacrificing some spells under the Battle Sorcerer variant from Unearthed Arcana (p56)? Battle Caster Feat from Complete Arcane (p75) allows for Mithral Full Plate on a squishy race, or a warforged with Unarmored Body Feat (p120).


2

There's an armour enhancement in the Magic Item Compendium called "Twilight." It reduces the arcane spell failure penalty of the enhanced armour by 10%, and costs the equivalent of a +1 bonus. Since a Warforged's built-in armour plating can be enchanted as armour, it's an option you might want to consider. It's not enough to completely negate the spell ...


1

Yes and yes. As you have practically embedded every relevant rule, I will only give the reasoning without citing the sources. Spiked Chain Training makes it double weapon, double weapon means 2 one-handed weapons, one in each hand, and you can attach those. Embedding only works with some specific weapons, and the spiked chain is not one of those. It is not ...


1

As KRyan allready mentioned in his comment, I wouldn't take more then 4 LvLs of fighter and probably only 2 if any. LVLs in Artificer or Cleric tend to improve both your offense and your defense more then the plain Fighter lvls do, if only for the boost to your will save and early access to some sensible ac-Boni (shield of faith or "free" armor enhancements) ...


1

Personally, I'd take 4 levels of fighter to max out your necessary martial feats( ie. exotic weapon proficiency Bastard Sword or possibly Dwarven War-axe for max damage, Improved Initiative is always a juicy choice, Shield Specialization or Combat Expertise provide further AC to help survive in those long, daring battles, and never forget Weapon Focus and ...


1

A Fighter level 1, with DR 2/Adamantine and 21 AC will survive until level 2 (and beyond). If you don't I would question how you play it or the encounters. With that said, I would go with Fighter as a main class (since it's the Warforged fav' class). You can get potions and heal normally (unless you go Juggernaut later) and if the Wizard in the party get ...



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