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DND 3.5-Dualitas: OOC Chatter

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I can roll a high diplomacy, but not that high.
Should you look for them, Harper, You would be invited as well.
 
lol kk man here is what I was saying; the fabiric over the bra is this pic is sheer

BGI06Y7_mx.jpg
 
Context: He used the word 'sheer' and I had no idea what he was talking about.
 
New phone. Need to set up my contacts again. meh. Merry Belated Christmas everyone! and Happy Mayan Survival Day XD
 
Sorry, I'm Housesitting for my mom so my internet is uber crappy..
 
Warforged as Characters
Most warforged have levels in martial
classes such as warrior, fi ghter,
or occasionally paladin, ranger, or
barbarian. Some warforged abandon
their warlike heritage, becoming
spellcasters or even rogues.
Warforged characters possess
the following racial traits.
— +2 Constitution, –2 Wisdom,
–2 Charisma.
—Warforged base land speed is
30 feet.
—Special Qualities (see above): Composite plating, light
fortifi cation, living construct traits.
—Automatic Language: Common. Bonus Languages:
None.
—Favored Class: Fighter.

Composite Plating (Ex): The plating used to build a warforged provides a +2 Armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite
plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. A warforged can be enchanted just as armor can be. The creature must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

Light Fortifi cation (Ex): When a critical hit or sneak attack is scored on a Warforged, there is a 25% chance that the critical hit or sneak attack is
negated and damage is instead rolled normally.


special feats: WARFORGED FEATS
The following feats are available only to warforged characters.
For additional warforged feats, see Chapter 3: Heroic Characteristics
in the EBERRON Campaign Setting.

ADAMANTINE BODY
At the cost of mobility, a warforged character’s body can be
crafted with a layer of adamantine that provides formidable
protective armor and some damage reduction.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8, and you gain
damage reduction 2/adamantine. However, your base land
speed is reduced to 20 feet, and you are considered to be wearing
heavy armor. You have 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%.
Normal: Without this feat, a warforged character has an armor
bonus of +2.
Special: Unlike most feats, 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 the 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 heavy armor.

IMPROVED FORTIFICATION
You improve your warforged fortification, gaining immunity to
sneak attacks and extra damage from critical hits.
Prerequisites: Warforged, base attack bonus +6.
Benefit: You gain immunity to sneak attacks and extra damage
from critical hits, but you lose the ability to be healed by spells
of the healing subschool.

MITHRAL BODY
A warforged character’s body can be crafted with a layer of
mithral that provides some protection without hindering speed
or gracefulness.
Prerequisites: Warforged, 1st level only.
Benefit: The warforged’s armor bonus is increased to +5,
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%.
Normal: Without this feat, a warforged character has an armor
bonus of +2.
Special: Unlike most feats, 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.

MITHRAL FLUIDITY
Your movements are smoother and more fluid than those of
other warforged.
Prerequisites: Warforged, Mithral Body.
Benefits: The maximum Dexterity bonus a warforged with the
Mithral Body feat can apply to Armor Class is increased by 1. In
addition, the armor check penalties to Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble
checks are reduced by 1.
Special: This feat can be taken multiple times. However, armor
check penalties cannot be reduced to less than +0.
 
the war forged text from ebberon:

WARFORGED RACIAL TRAITS
• Living Construct Subtype (Ex): Warforged are constructs
with the living construct subtype. A living
construct is a created being given sentience and free
will through powerful and complex creation enchantments.
Warforged are living constructs that combine
aspects of both constructs and living creatures, as
detailed below.
Features: As a living construct, a warforged has the
following features.
—A warforged derives its Hit Dice, base attack
bonus progression, saving throws, and skill points
from the class it selects.
Traits: A warforged possesses the following traits.
—Unlike other constructs, a warforged has a Constitution
score.
—Unlike other constructs, a warforged does not
have low-light vision or darkvision.
—Unlike other constructs, a warforged is not
immune to mind-affecting spells and abilities.
—Immunity to poison, sleep effects, paralysis, disease,
nausea, fatigue, exhaustion, effects that cause
the sickened condition, and energy drain.
—A warforged cannot heal damage naturally.
—Unlike other constructs, warforged are subject
to critical hits, nonlethal damage, stunning, ability
damage, ability drain, and death effects or necromancy
effects.
—As living constructs, warforged can be affected
by spells that target living creatures as well as by those
that target constructs. Damage dealt to a warforged
can be healed by a cure light wounds spell or a repair light
damage spell, for example, and a warforged is vulnerable
to disable construct and harm. However, 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.
—The unusual physical construction of warforged
makes them vulnerable to certain spells and
effects that normally don’t affect living creatures.
A warforged takes damage from heat metal and chill
metal as if he were wearing metal armor. Likewise, a
warforged is affected by repel metal or stone as if he were
wearing metal armor. A warforged is repelled by
repel wood. The iron in the body of a warforged makes
him vulnerable to rusting grasp. The creature takes
2d6 points of damage from the spell (Refl ex half;
save DC 14 + caster’s ability modifi er). A warforged
takes the same damage from a rust monster’s touch
(Refl ex DC 17 half). Spells such as stone to flesh, stone
shape, warp wood, and wood shape affect objects only, and
thus cannot be used on the stone and wood parts of
a warforged.
—A warforged responds slightly differently from
other living creatures when reduced to 0 hit points.
A warforged with 0 hit points is disabled, just like a
living creature. He can only take a single move action
or standard action in each round, but strenuous activity
does not risk further injury. When his hit points
are less than 0 and greater than –10, a warforged is
inert. He is unconscious and helpless, and he cannot
perform any actions. However, an inert warforged
does not lose additional hit points unless more
damage is dealt to him, as with a living creature that
is stable.
—As a living construct, a warforged can be raised
or resurrected.
—A warforged does not need to eat, sleep, or
breathe, but he can still benefi t from the effects of
consumable spells and magic items such as heroes’ feast
and potions.
—Although living constructs do not need to sleep,
a warforged wizard must rest for 8 hours before preparing
spells.
• +2 Constitution, –2 Wisdom, –2 Charisma: Warforged
are resilient and powerful, but their diffi culty
in relating to other creatures makes them seem aloof
or even hostile.
• Medium: As Medium constructs, warforged have no
special bonuses or penalties due to their size.
• Warforged base land speed is 30 feet.
• Composite Plating: The plating used to build a
warforged provides a +2 armor bonus. This plating
is not natural armor and does not stack with other
effects that give an armor bonus (other than natural
armor). This composite plating occupies the same
space on the body as a suit of armor or a robe, and
thus a warforged cannot wear armor or magic robes.
Warforged can be enchanted just as armor can be.
The character must be present for the entire time it
takes to enchant him.
Composite plating also provides a warforged
with a 5% arcane spell failure chance, similar to
the penalty for wearing light armor. Any class ability
that allows a warforged to ignore the arcane spell
failure chance for light armor lets him ignore this
penalty as well.
CHARACTER RACES 24
• Light Fortifi cation (Ex): When a critical hit or sneak
attack is scored on a warforged, there is a 25% chance
that the critical hit or sneak attack is negated and
damage is instead rolled normally.
• A warforged has a natural weapon in the form of a
slam attack that deals 1d4 points of damage.
• Automatic Languages: Common. Bonus Languages:
None.
• Favored Class: Fighter. A multiclass warforged’s
fighter class does not count when determining
whether he takes an experience point penalty for
multiclassing.
 
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