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Raça Warforged

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Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 4:57 am

[center][b][u]WARFORGED:[/u][/b]

Born from the strife of the Last War, warforged remain as constant reminders of that terrible time. To look upon one is to see an instrument of destruction, a heartless killing machine, a siege engine in the shape of a man. Despite the purposes for which House Cannith built them, however, warforged can choose to be peaceful. When given thinking minds, warforged were granted the ability to surpass the limited uses for which their creators had designed them. When peace finally came, the nations of Khorvaire agreed to free the warforged, granting them their first opportunity to make their own choices. Although tireless creations, the warforged had long ago become tired of war and chose to live among the other races. Unlike other veterans of the Last War, however, the warforged have never known peace and have no homes to which to return. The warforged thus live uneasily among the other races of the world, seeking to create a place for themselves in unwelcoming lands. This chapter expands on the description of warforged found in the EBERRON Campaign Setting, offering insights into warforged life, personality, and habits.

[b][u]WARFORGED
RACIAL TRAITS[/u]
[/b]
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
who 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 lethal damage naturally.
• Unlike other constructs, warforged are subject
to critical hits, nonlethal damage, stunning,
ability damage, ability drain, death effects, and
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 effects 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, taking 2d6
points of damage from the spell (Reflex half; save
DC 14 + caster’s ability modifier). A warforged takes
the same damage from a rust monster’s touch (Reflex
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 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, as with a living
creature. He can take only 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 cannot
perform any actions. An inert warforged does not
lose additional hit points unless more damage is
dealt to him, however, as with a living creature that
has become 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 benefit 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 difficulty
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 benefit from the effects of
magic armor or magic robes. Composite plating can
gain a magic enhancement bonus and magic armor
properties as armor can, using the Craft Magic Arms
and Armor feat. The character must be present for
the entire time it takes to add this enhancement. In
addition, spells and infusions that normally target
armor, such as magic vestment and armor enhancement,
can be cast with the composite plating of a warforged
character as the target. 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 Fortification (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.[/center]

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:01 am

[center][u]A DAY IN THE LIFE[/u]

Watcher detects a light blue tint in the windows across
the road and knows that only a few more hours remain
before dawn. He has learned from a thousand similar
nights that the blue tone will gradually brighten, first
to gray and then to a pale yellow. The sky over the building
behind his back won’t grow bright enough to offer a
true reflection in the paned glass until just after dawn,
when his human employer will awaken and begin to
stir. Watcher ponders this as he stands motionless in
the doorway on the dark street, eyes and ears ever alert
for threats to his employer’s warehouse.
Despite the darkness and the danger of his nightly
vigils, Watcher looks to the coming day with resignation
rather than anticipation. Daylight brings the
hustle and bustle of city life, and it will no doubt
bring the hollered commands of his employer and
her sons. Although the night can bring confrontations
with thieves, daytime life is more complicated,
more troublesome. At night, this part of the warehouse
district can be so still and quiet that for hours
at a time Watcher feels as though he’s the only living
thing in the city.
On such nights, Watcher thinks about the Last War
and of his former comrades in arms who now work in
other parts of the city. All of them were adrift after
the Treaty of Thronehold declared them free. When
their unit was told of the treaty’s meaning, they simply
stood waiting in the rain for three days until their
human commander returned and ordered them to
disperse. For months they wandered the roads and
traveled through the wilderness aimlessly. Eventually
Watcher suggested that they try doing what humans
do in peacetime. All of them have jobs now, and
Watcher rarely sees them. A few work in the mines
outside town, some are part of the city watch, and
several work as salvagers when ships run aground on
the reefs in the bay.
As Watcher contemplates these things, his hands
work with a knife and a piece of wood. With swift
and deft cuts, he whittles almost unconsciously,
carving a small block of wood into the shape of
a lizardlike creature he once saw f lying over the
battlefield, its rider casting lightning down with a
forked wand. When finished, he places the wooden
monster against the side of the building and picks
up another block of wood, never taking his eyes off
the shadowy street.
Inevitably, the sun rises. Watcher gazes impassively
as the first morning travelers go about their business.
Most passersby deliberately ignore him, which is a
vast improvement over when he first started work
at the warehouse. Some people spit on him as they
passed, calling him a job stealer. Watcher could do
the jobs of two or three humans, so the hostility made
sense, but he had to work somewhere to pay off his
debt for the repairs done on him when he arrived in
the city.
A dwarf dockworker Watcher had spoken to once
gives the warforged a habitual nod as he passes and
Watcher nods in return, pleased by even this small
affirmation of his presence. As usual, the neighborhood
children come squealing up to the building to
gather up his night’s carvings. One of them surprises
Watcher by having the courage to thank him instead
of simply grabbing a toy and running away.
In an hour, the coach of his employer arrives, and
she and her sons step down to enter the building.
Watcher follows them in, and when there is a break in
their morning chatter, he gives his report of the night.
Afterward, Watcher steps back outside to await other
commands, hopeful that they’ll require his services
elsewhere in the city. Instead, one of the sons comes
to tell him to stand ready in the warehouse to unload
wagons. Watcher thinks the man’s name is Barro, but
his employer has six sons, and they all look too similar
for him to tell them apart.
Watcher unloads wagons for a time. It’s simple work,
and Watcher’s mind is free to wander. After a while,
the sons and other workers sit down to eat, signaling
to Watcher that it is sometime after noon. They return
to work shortly, and everyone works hard and fast. As
the light outside the warehouse doors dims, Watcher
notes that the activity in the warehouse does not
diminish. The other workers are sweating and doing
the curious things typical of humans becoming tired.
They yawn more frequently and become clumsier
as the evening wears on, and eventually Watcher’s
employer orders them to go home. “Watcher can
finish the rest,” she says with some satisfaction—and
Watcher does.
It takes him several more hours to stack the unloaded
barrels and crates, but he does so without comment
or complaint. Standing in place or lugging heavy
cargo—it makes little difference to Watcher, as long
as he has something to do.
Watcher checks one last time to make certain he has
done all that his employer asked him to, and then he
steps out of the warehouse into the cool predawn air.
After locking the door behind him, Watcher turns his
back to the door and steps into the doorway, assuming
his customary post as guardian.
Watcher notes the yellow tone in the windows of
the building across the road. In an hour or two, the
dwarf will walk by again and another day’s labor will
begin. Watcher spends the time before his employer
returns wondering what it might be like to be a
dockworker or to join his old comrades in salvaging
cargo from the sea. Perhaps next year, he thinks, or
maybe tomorrow.

[u]WARFORGED PSYCHOLOGY[/u]

The technology used to create warforged began with the
methods used to create mindless constructs. Although
true sentience was a goal, there was little thought given
to what the effects of sentience would be or how to best
prepare those minds for their new existence.
At the moment of a warforged’s first awakening to
the living world, it can understand the language of its
creator and instinctively knows how to move its body,
but in all other respects the newly created warforged is
a blank slate. At this early stage, any creature has great
power to mold the future psychology of a warforged.
It has no knowledge of the world, no understanding
of falsehood, and no feelings about good or evil. Lies
told to it then might be considered truth forever, or at
least until disproved.
Most warforged were created in the forges of House
Cannith. During the Last War, House Cannith had
heavily regulated regimens of instruction for warforged.
At their core was the understanding that a warforged
was not entitled to choose for itself. It was created for
one purpose: to be obedient to and fight for whomever
bought it.
This simple concept required months of instruction.
Although fighting came naturally enough, warforged
had to be taught the use of weapons and tactics. They
were instructed in how to recognize enemies, know
allies, and improvise when left without commands.
Most of this training took the form of elaborate war
games in which warforged fought one another with
real weapons while artificers and magewrights stood
on hand to heal them. The victors received praise and
saw the exultation on the faces of their human commanders,
while the losers were berated.
At this point most warforged felt their first emotions.
For most it was a single feeling: pride or shame,
joy or jealousy. From then on, the warforged fought to
preserve or quell that feeling through combat. It was
better to feel nothing than to be jealous of others or
shameful, and to maintain joy or pride, a warforged
had to succeed constantly in battle. This simple view
of the world served the warforged’s creators and
buyers well.
Next came fear. Although sometimes it is magically
induced, most warforged first experience fear not in
the face of overwhelming odds or terrible carnage, but
when they realize that death means an end to experience.
For a warforged, this is a traumatic revelation.
Warforged were designed not to require sleep;
they don’t have any reckoning of a time when they
aren’t able to experience what happens around them.
When a warforged was awakened from incapacity,
it saw for the first time that the world moved without
its input, things changed over which it had no
control, and time passed without its knowledge. At
this point, House Cannith trainers explained death
to the warforged as equivalent to oblivion. Once that
information had been implanted, fear could then
be used as a motivator to get warforged to do their
creators’ bidding.
Warforged learned about other emotions on the
battlefield. Most gained a sense of camaraderie from
sharing battlefield successes and failures, but few
know what real friendship is, and fewer still understand
an emotion as complicated as love. Hate comes
somewhat more easily to warforged. Warforged who
know jealousy can most easily understand hate,
but any warforged who cares for his comrades and
fears for his life can come to hate an enemy that
threatens both.
When the Last War ended and the Treaty of Thronehold
declared warforged to be free beings, warforged
lost the structure of their existence. Suddenly thousands
of warforged were left bereft of leadership or
purpose. This bewildering freedom led to a profusion
of lifestyle choices.
In Thrane and Karrnath, most warforged became
indentured servants, tireless workers who could
rebuild the lands ruined by war. In other lands,
many warforged stood on the mustering fields for
days or weeks, waiting for orders that would never
come. Some warforged then banded together to
decide what to do, while others looked to one of
their own for a leader. Still others immediately set
out in search of a life free of war. In those chaotic
days that followed their freedom, warforged made
their choices based on their feelings about the four
facets of their free lives discussed below. The ideas
they formed then about these core facets of their lives
ruled their psychology and influenced the choices
they made.[/center]

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:03 am

[center][u]NEEDS[/u]

Warforged need little to survive: not sleep, food, or
even air to breathe. Warforged need only shelter from
extremes of cold and heat, and to repair damage done
to their bodies. With such minimal requirements, one
might think a warforged could travel to a temperate
clime and then do nothing but simply exist, standing
in place like a statue. Yet warforged are thinking
creatures, and as such they require activities to occupy
their thoughts.
When House Cannith first created thinking warforged,
it experimented with sensory deprivation (often
by simply burying warforged alive). Such experiments
showed that, although warforged could maintain their
sanity far longer than humans could, warforged left
with nothing to do eventually became insane.
Warforged always seek something to do or to pursue
some purpose. They look for a place in the world
or to make their mark on it. Some warforged are
content to have a meager existence, working only for
materials to repair themselves and taking shelter only
in the worst weather, but the vast majority pursue
some profession or activity to give purpose to their
constantly working minds.
Roleplaying Application: Your warforged character
should have some goal. You don’t need much, so you
should decide what your character wants and why. If
your goal is something specific that your character can
feasibly accomplish, think about what she will want
when she’s finished.

[u]BATTLE[/u]

Born into a warring world, warforged were divorced from
everything they understood when the Last War ended.
Some warforged were relieved by the end of the conflict,
some were angry, and others were frightened.
All warforged have opinions about war, and their feelings
about it help dictate their current actions. War and
violence are closely linked in the warforged mind—you
can’t have one without the other. A warforged witnessing
a tavern brawl or a scuffle in the street inevitably
sees it as part of a larger conflict. He might attempt to
discover which side he should fight for or what tactical
advantage he might gain by allowing what could be
enemies to wear one another down.
The inability to think of violence on a small scale or
as an isolated incident often causes problems for warforged
in the settlements of their creators and former
masters. For this reason, many warforged either seek
peaceful lands or take up lives in which the purpose
of violence is clearly defined.
Roleplaying Application: Your character should
have an outlook about war, but he might have mixed
feelings about it all. Look for larger conflicts in the
acts of violence your character witnesses and try to
define these in terms of a war. Your character might
make strange associations between people or leaps
of logic about alliances and chains of command that
others think are ridiculous, but don’t be afraid: War is
naturally on your character’s mind, and your strategic
thinking might cut to the core of a conflict others are
too emotional about to see clearly.

[u]FREEDOM[/u]

Freedom is wonderful, but it can also be terrifying.
Warforged were created to fight and trained to follow
orders; lacking a war to win or a leader to follow, many
warforged are intimidated by the possibilities of freedom
and seek comfort in roles where expectations are
clear. Although some of the indentured warforged of
Thrane and Karrnath bristle under the yoke of servitude,
many are pleased by the safety and simplicity of
their roles as builders and workers.
A warforged may revel in freedom and despise
authority, look for someone to serve, or test the waters
of freedom by creeping slowly across self-imposed
boundaries. Feelings about freedom can impose
themselves on even the smallest decisions. A warforged
offered the choice of several colors of cloaks to wear
might take them all, choose a color he has seen others
choose, or beg off choosing entirely.
Roleplaying Application: Some warforged embrace
their construct nature and their warrior purpose.
Others reject all ties to the past and seek experiences
that they were not built to know. Most are lost somewhere
between these extremes, trying to find a place
in a world that wanted them only to fight and die, and
now has no need of them.
When you roleplay a warforged, remember that the
world has changed. Your character was created for
war and spent every moment of life in preparation for
or in the act of fighting. Her new life is strange and
filled with unexpected pitfalls and hidden rules. At the
same time, your character has a tremendous amount of
freedom to determine her fate, and the world is filled
with experiences, sights, and sounds she never before
thought possible.
Have your character take pleasure in small things.
Consider the depth and breadth of her experiences;
when you confront something new, take note and
decide how your character would react.

[u]SOLDIER MINDSET[/u]

Warforged were sold to each of the Five Nations,
and each individual owed allegiance to one of those
states. Even so, a warforged was beholden not to all
the people of that nation but to its army leaders.
Freed warforged do not consider other creatures
their masters but instead tend to view them through
the filter of their old lives, placing them in one or
more of five categories: commander, comrade, ally,
civilian, and foe.
Warforged consider an individual to be their commander
if they take orders from that person. Taught
to recognize the marks of authority on the battlefield,
warforged also categorize others’ commanders and
look for their place in the chain of command.
Comrades are those who work or fight alongside
the warforged on a consistent basis. The term “comrade”
is a label that a warforged uses to indicate that
experience. Warforged feel camaraderie for a group or
individual after going through trying times, but it is
only now, among the humanoids in peaceful times, that
warforged are beginning to understand the concept of
true friendship.
Allies are creatures with the same goals as the
warforged. Warforged always view allies with some
suspicion. During the Last War, alliances were frequently
broken, and warforged learned not to trust
allies to remain true.
A warforged considers anyone with whom it does not
have a quarrel or common goal a civilian. Civilians and
noncombatants were to be ignored unless a warforged
was ordered to do otherwise. Thus, warforged have
difficulty relating to others now that they have no
masters to tell them how to do so, and many people
see warforged as disrespectful, rude, and cold.
A warforged chooses its foes based on its goals. A
foe need not be attacked, but a foe is someone to be
defeated. When labeling someone a foe, a warforged
also looks to see who that person’s allies are and what
position the individual occupies in a chain of command.
Of course, foes often became allies during the
Last War, and warforged often attach less rancor to the
words “foe” and “enemy” than do most creatures.
Roleplaying Application: Your character should
have a goal and should define others based upon that
goal. Other members of your adventuring party should
be considered comrades, but if one betrays your trust,
you might downgrade your association to that of ally.
Also, although created for action, your character was
also made to take orders. If no course of action seems
clear to your character, consider simply waiting until
one becomes apparent or taking a cue from others. It’s
not that your character is indecisive or wishy-washy,
it’s just that she can often afford to wait—either for
the situation to be clarified or for someone with more
experience or knowledge to make the decision.[/center]

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:05 am

[center][u]WARFORGED LIFE[/u]

Across the continent of Khorvaire, warforged begin
new lives in the aftermath of the Last War. In an effort
to find their place in what seems to them to be a new
world, warforged take up all kinds of professions and
lifestyles. Some settle down in pastoral lands, taking
up the simple lives of peasants and emulating their
neighbors’ dress and habits. Others accept that they
cannot live as the other races do and drift from town
to town, aimless wanderers in search of purpose. Particularly
selfless warforged do what other races cannot
or what is dangerous for their former masters; they
mine, they salvage sunken ships, they work twenty
or more hours a day.
It is important to note that although warforged
are tireless physically, they are still subject to mental
fatigue, just as other races are. Too much time spent
concentrating on the same mental task is wearying
to them, and this is one of the primary motivations
behind their wish to change tasks every few hours—to
keep their minds occupied. Because of this, warforged
are limited to working no more than 8 hours per day in
creating or repairing a given object. The time it takes
for a warforged to create an object is no less than for
any other race, as determined according to the Craft
skill description in the Player’s Handbook.
Some places, particularly Karrnath and Thrane,
embrace the warforged’s ability to perform multiple
tasks and use them to dominate production of goods.
This causes tensions between nations and houses. In
places where humanoid workers are abundant, it gives
common workers a reason to despise the presence of
warforged. In areas where the population was more
severely depleted by a century of warfare, however,
warforged simply help make up for a real shortage in
the workforce.
Despite being officially integrated into society,
warforged are always outsiders. They live lives that
are wholly different from the lives of any other creatures.
To understand how a warforged lives, one must
understand what it is like not to breathe, eat, sleep, or
even dream.

[u]LEISURE[/u]

Warforged never tire and rarely allow themselves to
grow bored. Their lack of need to sleep, eat, or fear the
passage of time gives them almost unending patience.
Yet a hard life as constant soldiers has accustomed
them to endless toil, and any long period of inactivity
tends to make them anxious. A warforged without
a specific task to complete or one forced to wait to
complete the task at hand usually creates a new task for
himself, a hobby of sorts that gives his mind or body
something to do.
Individual warforged choose different hobbies,
but such activities tend to be either repetitious or
unending. A warforged might count objects nearby,
particularly if there are many of them, such as blades
of grass. Another warforged might carry with her
strips of leather that she braids into intricate patterns
and then unbraids so she can create new patterns.
Many warforged do the tasks given them when they
were required to wait before a battle; these include
sharpening weapons, cleaning accouterments, and
checking and rechecking equipment. Such tasks can
hold endless fulfillment for a warforged when she has
nothing else to do.
Yet as creatures without a need for leisure, warforged
often take Craft skills and create things endlessly. A
warforged who has taken up the life of a smith is likely
to hammer at his work from dawn to dusk and would
hammer and weld on into the night were others not
disturbed by the clamor. In the dark hours, a warforged
smith might take up some quiet endeavor such as
sewing or basket weaving. An adventuring warforged
might whittle carvings as his comrades sleep, creating
intricate sculptures that are the results of years of
nightly practice.
Few warforged actively pursue leisure activities
that require another creature’s participation. During
their lives among other races, they find that they have
time on their hands when other races pause to eat or
sleep. Thus left alone, most warforged pursue solitary
activities. Still, warforged who are invited to partake
in some leisure activity that involves other creatures
take to it with the gusto typical of the race. Many warforged
greatly enjoy games of strategy, such as chess,
or gambling.
Roleplaying Application: Consider giving your
warforged character a rank or two in a Craft skill and
a hobby such as those described above. Armorsmithing,
blacksmithing, gemcutting, and sculpting make
excellent choices because you can also use those Craft
skills to repair yourself. If you choose not to take a Craft
skill, devise some other kind of downtime activity for
your warforged character.

[u]ART[/u]

For a race not inclined to displays of emotion, warforged
produce a surprising amount of art in a broad array of
media. Before the end of the Last War, the number of
warforged who participated in artistic endeavors could
be counted on one hand. Now, many warforged pursue
some kind of artistic activity, although few warforged
would think of it as such.
When warforged create art, they most often do so
by mistake. Even warforged bards rarely create new
music, instead repeating traditional marching songs
and battle ballads. The desire for expression of emotion,
ornamentation, or art to honor another does not often
occur to them.
Yet many warforged create things without purpose,
objects that exist for no reason other than a warforged’s
desire to create them. These objects are created when
a warforged has little else to do. The indentured warforged
of Thrane and Karrnath are kept busy with
constant toil, but adventuring warforged and those
who work according to the schedules of the other races
around them often have nothing better to do than
tinker with some hobby. Sometimes this hobby creates
what other races would consider art. Most such
“warforged art” is portable, something a warforged
can easily carry and tinker with while others sleep
or eat. Woodcarving, sketching, and weaving are
popular pastimes.
Warforged art tends to be wholly abstract or completely
representational; it rarely displays emotion or
analysis of any kind. A warforged rarely attaches any
emotion to the objects he creates; the “art” is merely
something to occupy his hands and mind while he
waits. Despite this, a small but fervent collector’s
market for warforged art exists in Breland, and
certain individuals in other nations have a fondness
for it.
Roleplaying Application: If your warforged has a
Craft skill as a hobby, consider whether your character
creates lasting items, what they are, and how your
character values them. Your character might draw a
picture of everyone who speaks to her each day, whittle
holes through sticks, or bend wire into chain links.
Your character might discard the “art” she creates or
obsessively collect and store it as a record of her actions
and the passage of time.
If your character lacks a Craft skill, she still might
enjoy more abstract pastimes. She could collect small
objects in a satchel during her travels, pulling them
out and reviewing them when other characters sleep
or eat.
[u]
TECHNOLOGY AND MAGIC[/u]

Warforged are constructs, but they are not machines.
Warforged have bodies composed of inorganic materials
but also of living magic. In this way, warforged combine
technology and magic in an unparalleled manner.
During the Last War, most warforged were discouraged
from taking any interest in magic or their own
construction. The only practice of magic taught in the
House Cannith training halls was that of the artificer,
and House Cannith strictly controlled the training of
the few warforged selected for that duty. Thus, most
warforged think very little about magic and attach no
emotion to it.
Magic and how it interacts with a warforged body
hold no interest for most warforged beyond pure
practicality. A warforged values magic that aids him,
particularly magic that repairs his body. Warforged
enjoy the ability to accept magic into their composite
plating and to graft particular magic items to their
bodies, but few warforged are curious about how or
why either process works.
Still, some warforged, mainly those who have taken
up spellcasting classes, are beginning to investigate
their pasts and the rumored links between warforged
and the ancient magic of Xen’drik. These
few seekers of knowledge see the discovery of the
means to create warforged and docent components as
a strategic goal.
Roleplaying Application: Magic is rarely a source
of wonder for your character. She is made of magic,
and since her creation she has witnessed a world full
of magic. Even so, your character likely has a healthy
respect for what magic can accomplish.[/center]

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:09 am

[center][u]WAR[/u]

For warforged, the purpose of life was to fight battles,
and in the peace after the Last War, many warforged
continue to exist as warriors. Whether as constables,
bodyguards, pirates, bounty hunters, gladiators, soldiers,
or adventurers, some warforged continue to live
their lives in the old way. Other warforged have chosen
or been forced to take up other lives and new purposes.
Regardless, all warforged have opinions about war, but
their reasoning about it tends to mystify members of
other races.
Warforged were made for warfare, a fact reinforced
every time the name of their race is spoken. They
view much of life in terms of battles and objectives,
combatants and noncombatants, enemies and allies.
Even warforged who did not have the opportunity
to participate in the battles have been indoctrinated
through training to have a soldier’s mindset. This
causes most warforged to think of war not as wrong or
even as a necessary evil, but instead to view it as natural.
Violence, an activity they pursued during war and in
training for war, is not loathsome or terrible—not any
more than it is to a predatory animal.
A few warforged pacifists exist, mostly stemming
from a dozen or so warforged who were trained as
personal aides rather than as warriors. Some warforged
veterans take up quiet and peaceful lives, hoping never
again to see battle, but such warforged usually keep
their old swords above the mantle, ready and willing
for when war breaks out again.
The warforged view of violence makes many members
of other races afraid of them, and it’s a common
misconception that warforged themselves are fearless.
In truth, the average warforged fears destruction as
much or more than other races fear death, but warforged
do not feel or fear pain in the same way that
most creatures do. Pain is not a fear-laden indicator of
impending death, but rather a gauge of overall operational
status—informative if somewhat unpleasant,
bur rarely frightening or debilitating.
When a warforged is close to destruction, it can exist
in that state for as long as it takes for repairs to be made.
Warforged know this and rely upon it—as an example,
some warforged now go into battle with self-inflicted
nonlethal damage, a tactic outlawed by their masters
during the Last War.
During that war, warforged learned that most people
ignored fallen warforged, and beasts do not care to eat
them. A warforged knocked unconscious can thus exist
in that state indefinitely, waiting for an ally, enemy,
or stranger to make repairs. Warforged who employ
this tactic have unusual confidence in their ability
to survive battles. Of course, a warforged repaired
by an enemy must usually serve that enemy or face
destruction, but the warforged who use this tactic
often care more for their own survival than the success
of their cause.
The relative peace in Khorvaire mystifies most warforged.
The problems that caused the Last War seem
unsettled, and the reasons for the Treaty of Thronehold
are foreign to them. Warforged continue to see battles
fought between nations, and conflicts of all kinds rage
all over the world, so the “peace” after the war simply
seems to be a new way of fighting.
A small number of warforged actively seek a return
to the state of war. Some of these warforged find their
services prized by those who think the Treaty of
Thronehold left some unsettled business, but most
disaffected warforged seek out the Lord of Blades in
the Mournland, looking to join his rumored army.
Roleplaying Application: Your warforged should
have an opinion about war, but it doesn’t have to be one
of those expressed here. Regardless of your opinion,
your warforged likely views the world in terms of
strategic goals and battles that must be won. Consider
what your character’s goal is and think about how that
goal might be thought of as related to a war.
[u]
WARFORGED SOCIETY
AND CULTURE[/u]

The Treaty of Thronehold declared warforged to be free
creatures just two years ago, and the living constructs
have had little time to create a society or culture beyond
the limited soldier culture they possessed during the
Last War. What society exists among warforged is
largely a remnant of the command structures of the
armies of the Last War.
Squads of warforged remain together, bound to
one another by their sense of camaraderie. These
small groups tackle the challenges of life after war as
a unit, often taking similar jobs and living together.
Sometimes a squad commander leads these warforged,
serving to help the squad find its place in the new world
they all live in.
Even those without comrades upon whom they can
associate are rarely alone for long, though. Due to their
common abilities, warforged without squads often
find themselves in similar lines of work. Warforged
who work together often elect a leader (independent
of the desires of their employer) and become an
impromptu squad.
Warforged who are truly alone often seek camaraderie
with other groups of creatures. They might be able
to find solace among those of other races with whom
they work, but many warforged find that other laborers
are jealous of their tirelessness and distrustful of their
warlike natures.
The strongest bonds formed by warforged are typically
with those who judge them by their actions
and abilities rather than their past, so it shouldn’t
be surprising that many warforged take to a life of
adventure or a mercenary existence. In battle against
a common foe, the prejudice that warforged typically
face fades away, and allies rely on them as they would
any friend. Yet even among adventurers, some think of
warforged as tools rather than thinking and living creatures;
warforged who manage to find true acceptance
and respect among other creatures remain steadfastly
loyal to them.
Warforged share a common culture mainly because
of their outlook. They all seek a place in the world
after the Last War. They are all natural warriors,
with little that they fear. Extremes of emotion are
uncommon, and they are industrious workers. Yet
from this common ground, warforged diverge to a
myriad of behaviors leaving little that can be called
culture or society.
Many warforged adopt the culture of the area they
live in. A warforged might even dress in the clothes
common to folk in the area and emulate the speech patterns
and customs of his neighbors. Some warforged
take such efforts to great extremes, exploring their
living nature by engaging in eating, and “sleeping” by
remaining inactive during the night.
Other warforged deny their living nature and instead
revel in their differences from humanoids. These warforged
never wear clothes or partake in the celebrations
or rituals of the societies in which they live. They remain
active constantly, taking pride in their tireless strength.
Such warforged often take up professions where their
construct nature gives them a great advantage, such as
mining and underwater salvaging.

[u]RELIGION[/u]

In the warforged training halls, members of House
Cannith kept talk of religion to a minimum. Warforged
were informed of the capabilities of clerics and
paladins and taught how to recognize them on the
battlefield, but their trainers conspicuously avoided
discussion about the nature of religion or the afterlife.
Uncertain whether warforged even possess souls, the
House Cannith trainers hammered home the concept
that destruction meant oblivion and that clerics and
paladins were simply spellcasters like sorcerers and
wizards. This approach allowed them to sell warforged
to customers regardless of religious affiliation.
In the years since the Last War, warforged have
learned of religion and gods. The vast majority of warforged
don’t understand why someone would worship a
deity. It seems to them like choosing to be beholden to
a master who never gives commands. Many warforged
are offended by the concept of worship, and nearly all
seem to think belief in deities is foolish.
Despite their dismissal of gods, however, warforged
recognize the power of clerics and paladins.
Many see the value of members of other races devoting
themselves to ideals when it results in power.
Although warforged understand this concept, they
see more benefit from the spellcasting of an artificer,
and most who choose to gain magical power take
that path.
The rare warforged who thinks religion has something
to offer is likely a zealous convert and a member of
the cleric or paladin class. Warforged were not brought
up with religion, and a warforged who takes a religious
path has thought long and hard about the subject and
made a deliberate choice to believe. Warforged who
take up the banner of religion could worship nearly
any deity or concept, but some general tendencies are
seen throughout the small population.
The Sovereign Host: Warforged who follow the
Sovereign Host often think of them more as comrades
than as entities to honor with worship. The gods travel
with their warforged worshiper and help in various
ways. Many clerics of other races are offended by the
warforged thinking of the Sovereign Host in such a
familiar manner and consider it blasphemous when a
warforged refers to the deities as walking and speaking
to him on a daily basis.
When warforged single out a particular deity to worship,
they most often choose Dol Arrah, Dol Dorn, or
Onatar, with Onatar being a clear favorite. The other
deities of the host have spheres of influence that rarely
concern a warforged. For instance, a warforged devoted
to nature is more likely a druid than a cleric of Arawai
or Balinor.
The Dark Six: Most warforged who follow the Dark
Six despise their former masters and pay homage to the
evil deities as forces that can destroy the other races.
Warforged who favor a particular deity often worship
the Fury, the Keeper, or the Mockery. Warforged
filled with rage at their enslavement prefer the Fury.
Warforged who fear death often honor the Keeper,
hoping to send him enough
souls that they might live
beyond death. Hateful
warforged who value
strength of arms
or guile prefer
the Mockery.
The Blood of
Vol: Of the small
number of religious
warforged, only
a handful join
the Blood of Vol
cult. These few
were most likely
tricked into believing
that Vol
can grant them
souls or life after
death in an
undead form.
The Cults of
the Dragon Below:
The Cults of
the Dragon Below hold
little attraction for warforged.
Most warforged think the concept of the three
dragons, Khyber, Syberis, and Eberron, is as strange a
myth as those associated with the other deities. Still,
it’s possible that a warforged working as a mercenary
with a Cult of the Dragon Below might take up the
religion after long association.
The Path of Light: Some warforged psions and
psychic warriors adopt the kalashtar concept of the
Path of Light to help them meditate, but few other
warforged deal with the kalashtar enough to have time
to come to grips with their concept of worship.
The Undying Court: Warforged can more easily
understand worship of the Undying Court than
homage paid to other deities. The Aerenal elves’ gods
and goddesses walk among them, physical proof of the
afterlife and of their power. Few warforged desire to
bow to such present and temporal masters, though, and
the Undying Court is not interested in the worship of
constructs—living or otherwise.
Other Concepts: Warforged clerics or paladins
might also worship ideals or concepts important
to their lives. Such things tend to be ideas
central to the struggles of all warforged, such as
truth, acceptance, camaraderie, craftsmanship, and
fighting prowess.
Terrible rumors abound that a group of warforged
in the Mournland worships the Lord of Blades and
somehow receives power from those
beliefs. Also, a story circulating
among disbelieving warforged
has it that a whole battalion deserted
from Karrnath and now
seeks to build a deity somewhere
in the Mournland. Such
stories are dismissed by most
folk as fantasies.
Roleplaying Application:
As a warforged, your character
likely finds religion
strange. It’s a new concept
to you, and unless you play
a paladin or cleric, you
probably don’t have a high
opinion of its purpose.
If you do play a cleric
or paladin, think about
the options provided
above and choose
one that suits your
character’s personality,
or feel
free to simply create
your own deity. In
any case, your character’s
ignorance of the “rules” of religion can make
for interesting roleplaying in encounters with more
zealous characters.[/center]

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:12 am

[center][u]HISTORY AND FOLKLORE[/u]

Thirty-three years ago, Aarren d’Cannith created the
first sentient warforged. Other creatures similar to warforged
had been created before, but the warforged that
emerged from the creation forge on that day marked
the successful end to a long series of experiments with
the goal of creating living, thinking constructs.
House Cannith had been creating constructs built
for labor, exploration, and defense for some time before
King Jarot, growing ever more paranoid about threats
to Galifar, urged Merrix d’Cannith, Aarren’s father, to
build constructs designed for war. For armies of constructs
to march on the fields of battle, the constructs
needed to be able to think for themselves, and up to that
point, even the most intelligent constructs to emerge
from the creation forges required minders to give
them commands and control their actions. The new
intelligent constructs also needed to be inexpensive to
build; although an army of intelligent golems would be
unstoppable, Merrix d’Cannith realized the kingdom
of Galifar lacked the resources to pay his house to build
such an army.
After the kingdom split, Merrix devoted all his
energy to the concept of sentient construct soldiers,
but his son made the fi rst breakthrough, using documents
dating back to Kedran d’Cannith that some say
originated in ancient Xen’drik. When the secret of
warforged creation was shared, the creation forges of
House Cannith began selling warforged to whomever
could afford them. Breland, Cyre, and Thrane had the
largest forces of warforged, but most of the various
factions in the war boasted at least a small contingent
of the soldier constructs.
Warforged participated in all the important battles of
the Last War, on the side of at least one of the various
parties in the confl ict. Warforged distinguished themselves
in the Last War due to their speed traveling long
distances, their tirelessness, and their fearlessness in the
face of overwhelming foes. They also surprised many
with their rather mutable loyalty. Although warforged
were unquestionably loyal to their owners, it was found
that a captured warforged’s concept of who owned it
was often easy to change. Many battles during the
Last War were fought for the sole purpose of capturing
an enemy’s warforged. Such battles imperiled the
capturing force, since the need to use nonlethal tactics
against constructs that were under no such constraints
made combat doubly deadly.
As the war progressed, new types of warforged
emerged from the creation forges. Most were made
by request in limited production runs, but some were
experiments driven by House Cannith. Of these, the
warforged scouts and warforged chargers (see Monster
Manual III) were the most successful products, but
they still paled in comparison to the success and the
numbers of normal warforged that were built to fi ght
the Last War.
Early in their employment in the Last War, certain
warforged distinguished themselves greatly in battle
after battle, and their growing skill in the tactics and
strategies of warfare couldn’t be ignored. Aundair
was the fi rst nation to promote a warforged to a true
command position. Previously, warforged had been
given only temporary fi eld commands, usually only
until a human commander could reach the battlefi eld.
(Human commanders often lagged behind warforged
forces due to their need for rest.)
The decision to put warforged in permanent command
roles was made by General Argus after the
human commander, Lord Major Derge ir’Lain, sent to
marshal the warforged battalions consistently managed
battles more incompetently than the warforged that
had been given temporary command. The ousted lord
major complained to Queen Aurala, and both General
Argus and the warforged, named Chase, were demoted.
A year later, Argus had the opportunity to appeal to
the queen, showing as his evidence the performance
record of the lord major compared to the record of every
warforged given temporary command of the same
forces. Lord Derge ir’Lain left the army in disgrace, and
both Argus and Chase were restored to their former
command positions.
Soon other warforged were given permanent command
positions. Without the need for human commanders,
Aundair’s armies seemed to race across Khorvaire.
Other nations saw the benefit of warforged commanders,
and in a few months every army had promoted
warforged to permanent command roles. Of course,
due to the protests of the other soldiers, warforged
were given command only of other warforged.
During the Last War, some warforged acted as
bodyguards and personal attendants to captains
and higher-ranking members of the various armies
involved in the conf lict. In Breland, warforged
particularly suited to such roles were often given by
their owners as gifts to superior officers. One such
warforged, named Bulwark, distinguished himself so
well that he was eventually gifted to King Boranel.
Although few but those in the king’s inner circle
know the exact reasons, it’s generally accepted
knowledge that King Boranel campaigned for the
freedom of warforged at Thronehold due to the
inf luence of Bulwark.
The freedom of warforged and the destruction of
the creation forges were major sticking points in the
negations at Thronehold, with Thrane offering the most
resistance. After two weeks of argument and bargaining,
it was agreed that warforged should be free.
When the announcement was made, Bulwark left the
king’s service. King Boranel would have ordered him to
remain, not as property but as a subject of his kingdom;
however, after arguing for warforged freedom for so
long, he felt he could not keep Bulwark in service to
him if the warforged wanted to leave. Bulwark vanished
from history at this point, although the events that
led to his freedom happened but two years ago. The
construct largely responsible for warforged freedom
left Thronehold on foot, walking east, and has not been
seen since.
With only two years of freedom and little opportunity
to share stories before that time, warforged have
few common folk tales. Even so, a few rumors that
circulated among the warforged have taken on lives of
their own.

Bulwark

Bulwark, personal servant to King Boranel of Breland
and liberator of the warforged, hasn’t been seen or
heard from since the Treaty of Thronehold. Many
warforged view Bulwark as their liberator and a
great hero, heaping upon him a measure of honor
and respect most people reserve for gods. Some
rumors claim he took a new name and personality
to gain complete freedom from his old life, while
others darkly hint that he might have traveled into
the Mournland to become the Lord of Blades, but no
one knows for certain.
Adventure Hook: Divination magic cast to learn
about Bulwark fails, but it also fails to prove that
he is dead. Many warforged would follow him if he
returned to lead his people, and the leaders of the
nations of Khorvaire fear that unifying the warforged
might result in their desire for a separate state.
Thrane and Karrnath are particularly interested in
proof of Bulwark’s death to nullify the threat to their
indentured labor force.

The Creation Forges

The creation forges were supposed to have been
destroyed, but rumors persist among the warforged
that some forges were not destroyed and that these
secret forges continue to create more of their kind.
These rumors seem to have credence, because it is said
they were started by warforged claiming to have been
created within the last two years.
Adventure Hook: Both the Lord of Blades and Lord
Merrix d’Cannith operate creation forges, and both
are interested in keeping that fact a secret. Should a
newly created warforged go rogue from their ranks,
or should rumor strike too closely to the truth, both
will stop at nothing to see that those who suspect their
involvement are quickly silenced.

The Godforged

The godforged, as they’ve come to be called in stories
told by warforged when other races are resting, are a
group of warforged who heard the call of a deity—a
construct deity. According to tales, they have traveled
to the Mournland to build a body for this deity so that
he can walk the earth and lead the warforged.
Adventure Hook: The persistent rumors of the godforged
would be laughed off by other races, except that a
member of an adventuring party sent to the Mournland
to look for the Lord of Blades returned with a tale of
having seen a vast sculpture on that place’s twisted
plains. According to the adventurer, it was a giant head
of steel, stone, and wood some 30 feet wide. She and
her companions were attacked by warforged before
they could learn more, and only she survived their
harried fl ight back to Sharn. She might have seen the
Lord of Blades’ base of operations, she might have been
tricked by the strange and hallucinatory nature of the
Mournland, or she might have actually encountered
the godforged.

The Lord of Blades

Some warforged honor the Lord of Blades as a savior
of their people, while others revile him as an abomination,
but all warforged have heard of him and his call
to overthrow the other races. It’s unclear just when the
Lord of Blades started his campaign for the domination
of other races or where he came from. It is said in
some tales that he was the last warforged created, and
in others that he was the fi rst. Others say he was the
leader of Cyre’s army when that nation was destroyed,
and other stories suggest he and Bulwark are one and
the same.
Adventure Hook: The possibility that Bulwark is
the Lord of Blades constantly gnaws at King Boranel’s
conscience, but he doesn’t want to give credence to
the rumor by openly pursuing the truth. Doing so
secretly is a different matter, and adventuring groups
and individuals fi nd that funding for their efforts to
uncover more about the Lord of Blades is easier to gain
in Breland.

[u]LANGUAGE[/u]

Warforged speak Common, which is the language
of their creators and most of their former owners.
Unlike most characters, warforged don’t have bonus
starting languages due to their race. A wizard, druid,
or cleric warforged has bonus starting languages due
to class, but few warforged take these classes. Most
warforged must spend skill points to learn new languages.
Warforged who learn languages other than
Common do so for the tactical advantage it can grant
them or simply to get along among others who speak
different tongues.
Due to their training and their limited use of language
on the battlefi eld, warforged tend to have small
vocabularies except in the area of items and terms
related to war. A typical warforged would be perplexed
by words such as “morose,” “sauté,” and “till,” and even
by simpler words such as “depressed,” “fry,” and “plow,”
but the warforged would know every term describing
the parts of a castle wall and could rattle off the names
of a hundred different kinds of polearms.
Warforged who care to improve their somewhat
sour relations with other
races fi nd that language
can be a barrier
even when both speakers use the same tongue, since
warforged often pepper their speech with battlefield
terminology. One might refer to a group of children
playing on a street corner as “that squad of seven cadets
training at the crossroads.” Other creatures often find
this habit annoying and sometimes take great offense at
such liberal application of wartime words for peaceful
pursuits. Some warforged try to improve their vocabularies,
but this too can bring frustration. Battlefield
terms tend to be more specific and exclusive, so when
confronted with a word such as “love,” a warforged has
little capability to understand the various ways people
use the word.
Roleplaying Application: Your character learned
language under the incredibly demanding situations
inherent to combat training. Ambiguity and lengthy
explanation mean death and defeat on the battlefield,
so warforged take clarity and brevity to new heights
in their speech. You should endeavor to make your
character’s speech patterns different from those of
other races.
The phrasebook presented below shows how to capture
the unique speech habits of a warforged character,
but the key to this kind of roleplaying technique is consistency.
It’s much better to practice and consistently
use just a few of your character’s phrases than it is to
occasionally dabble in elements of the phrasebook.
Don’t be afraid to expand upon the examples given
below, which demonstrate the ways that warforged
shorten their speech to accommodate the demands of
the battlefield.

Warforged Phrasebook

Although most of the language difficulties that
warforged experience come from their narrow background,
they also use phrases and terms that sound
foreign to those unfamiliar with warforged training
and battle tactics. Most of these terms were created
by House Cannith in the warforged training halls
for use in the war games in which all warforged
participated, but a few were developed by the warforged
themselves.
Dis: A shortened way of saying “dispel magic,” this
word indicates that a spellcaster should dispel the
magic on an indicated friend, foe, object, or area. The
type of dispelling or negating magic is unimportant.
A warforged uses “dis” for everything from dispel magic
to remove fear. The command leaves it to the spellcaster
to determine the spell needed to negate the effect.
Ground: This brief command is usually shouted by
a member of a unit when ranged attack is imminent.
Warforged understand it to mean that they should
take cover if possible or simply lie prone if cover
is unavailable.
Points north: This command indicates that soldiers
should aim ranged attacks or spells at an indicated
enemy commander.
Points south: This command indicates that soldiers
should aim their ranged attacks or offensive spells at
an indicated spellcaster.
Repair: Although often shouted like a command,
this word is really a request for aid. Once used only
when a warforged was in danger of being destroyed
by damage, it indicates the need for repairing magic
and for another soldier to take the warforged’s place
in the fight.
Rush: This word means “attack” and is usually followed
by a single-word descriptor, such as “north”
for an indicated enemy commander or “south” for
an indicated spellcaster. This command does not
necessarily indicate a charge, only what the focus of
a unit’s or soldier’s melee attacks should be. Thus, a
warforged in an adventuring party fighting a spellcaster
with a charmed ogre minion might call to the
fighter, “Rush ogre,” while to the others he says, “Points
rush south!”
Scarce: Usually whispered, this command indicates
that soldiers should immediately hide.[/center]

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:15 am

[center][u]WARFORGED AND
OTHER RACES
[/u]
Warforged find it difficult to relate to other races. A
warforged’s face is capable of few expressions, and his
voice is often hollow and monotonal. These facts alone
would make many people dislike dealing with them,
but warforged are also stymied by the habits and emotions
of other races, and they sometimes find it hard to
express themselves properly due to a vocabulary based
on aspects of war. To top it all off, their bodies and the
very name of their race are constant reminders of the
Last War and its atrocities.
Despite the prejudice they face, most warforged do
try to get along with other races. Warforged rarely form
opinions about creatures they meet on the basis of race.
Instead, they consider a creature’s nation to be more
significant. A warforged who meets a citizen of a state
that he considers an enemy might think poorly of that
person. Similarly, warforged are often taken advantage
of by those from their own country, who know they
can rely on the warforged seeing them as allies.
Warforged who have too much difficulty relating to
other creatures often seek solitary professions or the
company of their own kind, but warforged who find
they get along well enough with other races often take
great pains to keep the relationships strong.
Changelings: Warforged tend to be wary of changelings.
Their employment as spies and assassins in
the Last War ingrained a feeling in warforged that
all changelings are deceptive and treacherous. At
the same time, warforged understand that the war
is over, and some feel a sort of sympathy for changelings,
seeing them as creatures similarly defined by
their past.
Dwarves: Warforged most easily enjoy the company
of dwarves. Warforged rarely covet the dwarves’
fortunes, and the typically gruff and dour nature of
dwarves seems fine company to the often emotionally
cold warforged.
Elves: Warforged respect elves as fierce warriors
and intelligent tacticians, but see their airy ways and
flighty passions as mystifying. The Aerenal relationship
with death fascinates some warforged. Without
knowledge of their own fates after death, some warforged
become obsessed with Aerenal elves—much
to the elves’ displeasure.
Gnomes: A gnome’s insatiable curiosity mirrors a
warforged’s search to learn more about the world he
lives in, but gnomes tend to be annoyed by how little
warforged know about subjects gnomes consider to be
basic or elementary knowledge.
Half-Elves: Warforged often find it difficult to
distinguish half-elves from humans or elves, a flaw that
some half-elves relish and others despise.
Half-Orcs: Warforged admire the strength of halforcs,
but they otherwise don’t distinguish them from
humans.
Halflings: Warforged admire the halflings’ adaptability
and skill at blending into the societies of others. On
a personal level, most warforged find the glib-tongued
halflings to be confusing.
Humans: Warforged know that humans were
their creators, and it’s difficult for them to forget that.
How a warforged handles that association depends
on the individual, but most warforged at least respect
humanity’s potential and drive.
Kalashtar: Warforged do not dream, and it’s hard
for them to come to grips with the idea that the rare
kalashtar is anything more than a strange-looking
human.
Shifters: In general, warforged harbor no bad feelings
for shifters, nor do they find them frightening,
but the shifters’ animallike habits and emotional
shifts are even more alien to warforged than those
of other races.

[u]CREATING WARFORGED
CHARACTERS
[/u]
Warforged characters obey all the rules for characters
described in the Player’s Handbook, as well as the special
rules regarding warforged racial traits described in this
chapter. In particular, remember that you can’t benefit
from armor or magic robes. If you plan on playing a
character who engages in melee fairly often, you should
take Adamantine Body, Ironwood Body, or Mithral
Body as your first feat.
As an adventurer, your warforged character is important
to the party because of his living construct nature.
Consider taking ranks in Spot and Listen, because your
character will likely be called on to maintain the watch
while the rest of the party sleeps. Remember that you
can safely engage poison-bearing foes and brave poisonous
traps and areas. Similarly, energy drain attacks are
of no concern, but remember that many undead attacks
drain or damage ability scores, attacks to which you
are susceptible.
Not needing to breathe allows you to swim without
fear of drowning, and the penalty to Swim checks
from taking feats such as Adamantine Body does
not double as do normal armor check penalties.
Even so, you should consider taking ranks in Swim
if you want to be able to navigate anything but still
water, since you do not sink or float any more easily
than a human. Finally, remember that when you
attack with your natural slam attack, you do not gain
multiple attacks for a high base attack bonus. If you
attack with no other weapon in that round, your
slam attack deals 1-1/2 times your Strength bonus
in extra damage.
Finally, even though warforged technically have no
gender, each warforged character must have either a
male personality or a female personality. Make this
decision during character creation, at the same time
that you would decide the gender of another kind
of character.

[u]SPECIAL WARFORGED OPTIONS[/u]

As a warforged, your character qualifies for some
warforged-specific feats and prestige classes unavailable
to PCs of other races. The feats and prestige classes
listed below are described in Chapters 6 and 7, respectively,
except for those marked with an asterisk, which
appear in the EBERRON Campaign Setting.
Feats: Adamantine Body, Brute Fighting, Cold Iron
Tracery, Construct Lock, Improved Damage Reduction*,
Improved Fortification*, Improved Resiliency,
Ironwood Body, Jaws of Death, Mithral Body, Mithral
Fluidity*, Second Slam, Silver Tracery, Spiked Body,
Stable Footing, Unarmored Body.
Prestige Classes: Reforged, spellcarved soldier,
warforged juggernaut*.
[u]
WARFORGED AS CHARACTERS[/u]

Warforged make excellent fighters and barbarians, but
they can excel in any class.
Artificer: Although some of an artificer’s effectiveness
relies on Charisma, the class is a natural choice for
warforged. A warforged artificer can apply infusions to
himself, he has ready access to repair infusions and
the Craft skill to repair damage he sustains, and the
craft reserve and retain essence class features grant
warforged the ability to build magic into their bodies
at much less cost. The artificer’s magic is neither
arcane nor divine, and the Adamantine Body feat is
a natural choice.
For alternative options for a warforged artificer, see
the warforged racial substitution levels, page 129.
Barbarian: Warforged have no culture of barbarism
aside from a few bands of warforged that
roam the Mournland, but the idea of a warforged
consumed by rage in the stress of battle is easy to
reconcile. Warforged make excellent barbarians. As
a warforged, your Constitution bonus allows you to
rage longer, your immunity to fatigue means you
suffer no ill effects when your rage ends, and the Adamantine
Body feat grants you excellent protection
that barbarians cannot normally gain. The barbarian
speed bonus offsets the slower speed imposed by
that feat, and the damage reduction barbarians gain
at higher levels is better than that provided by Adamantine
Body. If you’d prefer a higher Dexterity and
better use of your skills, the Mithral Body feat is an
excellent choice.
Bard: Bard is a good choice for warforged characters
despite their racial Charisma penalty. A warforged
bard can be tremendously effective as support for
other characters. The bard’s ability to wear light
armor and not suffer arcane spell failure applies to
the warforged racial 5% arcane spell failure chance
and the 15% spell failure chance provided by the
Mithral Body feat, but not the 35% spell failure chance
provided by Adamantine Body (since it is considered
heavy armor).
Cleric: The Wisdom penalty that warforged suffer
might give you pause, but consider playing a warforged
cleric. The Adamantine Body and Mithral Body feats
are excellent choices that improve your durability
without affecting your spellcasting. Cleric spells such
as magic vestment can further increase your Armor
Class, allowing you to engage in melee and support
the party with ease.
Druid: The rare warforged druid can be a formidable
character. The Adamantine Body and Mithral Body
feats negate your druid abilities, so consider Ironwood
Body as an option. The wild shape ability and the goodberry
spell both allow you to regain hit points without
halving the benefit of healing magic, and you retain
your armor bonus as well as all your immunities when
in animal form.
Fighter: Fighter is the favored class of warforged;
with good feat selection, a warforged character can
excel at the role. If you plan on playing a skill-using
fighter of high Dexterity and speed, be aware that
you can’t benefit from armor, and taking either the
Adamantine Body or Mithral Body feat is a necessity.
With such a warforged fighter, concentrate on feats
such as Dodge and Mobility at low levels, and as you
gain power, look to imbue your body with enhancement
bonuses to Armor Class.
For alternative options for the warforged fighter, see
the warforged racial substitution levels, page 130.
Monk: Monk is a good class choice for a warforged
character. Monks do not normally wear armor, so the
armor bonus inherent to the race is a great advantage.
You can choose to increase that advantage with Adamantine
Body or Mithral Body, but both of those feats
cause you to take penalties to skills important to most
monks. Consider taking Cold Iron Tracery or Silver
Tracery. These feats allow your unarmed strikes to
overcome types of damage reduction that you must
normally find monk weapons of the right material to
defeat. Unlike your natural slam attack, your unarmed
strikes do not deal 1-1/2 times your Strength bonus in
extra damage. If you wish to do that, you must forgo
your unarmed strike damage and monk abilities,
making only a single slam attack.
When a warforged monk gains the wholeness of
body ability, he can use that ability to repair damage
he has taken.
Paladin: A warforged paladin can be fun to play
because the class offers you the ability to be a strong
melee combatant while still allowing you the power to
repair your damage during combat. A paladin’s special
mount also offsets the speed penalty imposed by the
Adamantine Body feat, which is a strong choice for
any warforged who regularly engages in melee.
When a warforged paladin gains the lay on hands
ability, he can use that ability to repair damage or to
cure wounds, as appropriate to the target.
For alternative options for the warforged paladin,
see the warforged racial substitution levels, page 130.
Psionic Classes: If you use the Expanded Psionics
Handbook in your game, consider playing a warforged
soulknife or psychic warrior. Since the arcane spell
failure chance of warforged and warforged feats does
not apply to psionic powers, nearly any psionic class is
a good choice, but the soulknife and psychic warrior
make strong choices due to their melee focus.
Rogue: If you play a warforged rogue, you face the
dilemma of whether to take the Adamantine Body
feat or the Mithral Body feat. Both entail skill check
penalties, and you might be tempted to take Mithral
Body due to its smaller penalties. Unless you plan on
playing a rogue who doesn’t often use the skills that
take an armor check penalty, you’re probably better off
not taking either feat. You could take Mithral Body and
plan on taking Mithral Fluidity several times at later
levels, but at high levels you can enhance your body’s
armor with magic, so save your feats for interesting
skill and combat options. Consider the Ironwood Body
feat as an alternative.
Sorcerer: Despite the warforged arcane spell
failure chance, sorcerer is an excellent choice for a
warforged character. With a 5% spell failure chance,
a warforged sorcerer suffers only the failure rate
that any melee combatant risks by rolling a 1 on an
attack roll. This small chance of failure is offset by
the sorcerer’s many spells per day. Be sure to choose
repair light damage as one of your known spells
so that you can heal yourself whenever you have
need. Otherwise, you can probably avoid taking
repair spells. If you must take Adamantine Body or
Mithral Body, consider taking the Still Spell feat and
concentrate on learning spells that lack a somatic
component. An alternative in the other direction is
the Unarmored Body feat, which negates your spell
failure chance while removing your armor bonus,
putting you on an equal footing with sorcerers of
other races.
Wizard: Warforged immunities and racial traits
can help offset the wizard’s typical fragility, and the
wizard class grants access to the enormous versatility
of arcane spells. Although you can’t benefit from
robes, you can improve your racial armor bonus (and
gain additional armor-based effects) through magic.
Alternatively, as with the warforged sorcerer, you can
take the Unarmored Body feat to remove your armor
check penalty, give up your armor bonus, and gain the
ability to benefit from magic robes.

[u]WARFORGED CITIES
AND SETTLEMENTS
[/u]
Few permanent warforged settlements exist. Warforged
require protection from great heat and cold due
to their vulnerability to nonlethal damage, but in most
instances shade or a fire provides what is needed without
a permanent structure. Similarly, since warforged
do not need food and do not procreate, interpersonal
contact is unnecessary.
Even so, as warforged attempt to find their places
in the world after the Last War, they often remain in
the squads, units, and battalions they were members
of before. Larger groups of warforged have taken up
residence near some cities, having built their own
boroughs after their units were officially disbanded.
Immediately after the war, warforged often lived outside
settlements in large tent cities, built in the orderly
and clean fashion the warforged were accustomed to.
Some of these tent cities still exist, but in other places
warforged have replaced them with more permanent
structures, usually utilitarian, single-room dwellings
large enough for a few people and a fire.
Such warforged boroughs have grown considerably
smaller since the first few months after the war, and
it seems likely that in a few years they’ll disappear
entirely. As warforged find jobs, they’re often offered
shelter where they work, which has the benefit of providing
their employers with guards at night. Also, some
warforged leave in search of adventure or a purpose, or
they head into the Mournland after hearing rumors
of the Lord of Blades.
When considering the racial demographics of communities,
consider first whether the community is in a
country that made much use of warforged during the
Last War. Breland and Thrane (along with Cyre) fielded
the largest armies of warforged. Settlements in these
countries should have a number of warforged similar
to the number of half-elves.
If you’re using the Racial Mix of Communities table
on page 139 of the Dungeon Master’s Guide, warforged
should subtract their portion of the percentage from
the dominant race. Thus, if the racial mix is integrated,
warforged would make up 5% of the population, and
the dominant race would make up 32% of the population
rather than 37%. Of course, if the area’s dominant
race is half-elf, warforged then take the normal place of
half-elf on the list, with a base of either 1% in a mixed
community or 5% in an integrated community.
In other nations, the warforged are likely lone wanderers
or a small squad that stuck together after the war.
Such small groups rarely account for a significant percentage
of the population even in integrated cities.[/center]

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:18 am

Resumindo um pouco: Warforged agora "são" novas raças jogáveis. Não são apenas criaturas robóticas. São vivos feitos de madeira e metal mas tem cerebro, inteligência e sentimentos como humanos. São agora raças jogáveis devido ao fato de diminuirem muitas vantagens que ganhavam antes. Agora eles tem fluido interno como se fosse sangue em humanos, podem sangrar e talz. Exemplo, tipo os seus atributos são: +2 em constituição, -2 em sabedoria, -2 em carisma. Mas são imunes a cloud kill, pois não respiram.

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 5:53 am

Algumas imagens de Warforgeds:

[img]http://yellowrex.com/pics/fantasygrounds/mithral%20body%20warforged.jpg[/img]

[img]http://www.wizards.com/dnd/images/art_preview/20080501_114875_0.jpg[/img]

[img]http://img.qj.net/uploads/articles_module/63706/Warforged%20001_qjpreviewth.jpg[/img]

[img]http://www.juegosdeque.com.ar/informes/infoeberron/infoeberron01.jpg[/img]

[img]http://www.darrencalvert.com/wfnecro5.jpg[/img]

[img]http://artbloom.net/wp-content/uploads/digital/drawing-painting/BenWootten/122708_Warforged_Juggernaut_Path-new.jpg[/img]

[img]http://www.elfwood.com/art/j/a/janihoo2/warforged.jpg[/img]

[img]http://www.wizards.com/dnd/images/eberron/ebb_20040217_Warforged_Wizard.jpg[/img]

[img]http://www.brianbaum.com/art/warforged.jpg[/img]

[img]http://www.rumblepurrlion.com/starwars/war_forging.jpg[/img]

[img]http://fc05.deviantart.net/fs45/f/2009/069/4/a/Sela_Warforged_by_Duomi.jpg[/img]

[img]http://www.bossythecow.com/femaleforged.jpg[/img]

[img]http://www.jeremycorff.com/wip/fforged.jpg[/img]

[img]http://www.dndo-online.com/gallery/screenshots/the_warforged[/img]

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Traços Raciais Traduzido para Português

Mensagem por kattaneo em Seg Dez 14, 2009 2:56 pm

Aqui estão os traços racias dos Warforged que traduzi para o português:

[b][u]Warforged
Traços Raciais[/u][/b]

Subtipo constructo vivo (Ex): Warforged são construções com o subtipo constructo vivo. Um constructo vivo é um ser criado dada sensibilidade e livre arbítrio através de criação de encantamentos poderosos e complexos. Warforged vivem construções que combinam aspectos de ambas as construções e as criaturas vivas, como detalhado abaixo.
Características: Como construir uma vida, uma warforged tem as seguintes características.
• Um warforged deriva seus Dados de Vida, base de progressão bônus de ataque, testes de resistência e pontos de perícia da classe que ele seleciona.
Qualidades: Um warforged possui as seguintes características.
• Ao contrário de outras construções, uma warforged tem um valor de Constituição.
• Ao contrário de outras construções, uma warforged não tem visão na penumbra ou no escuro.
• Ao contrário de outras construções, uma warforged não é imune a magias de ação mental e
habilidades.
• Imunidade a veneno, efeitos de sono, paralisia, doença, náuseas, fadiga, cansaço, efeitos que causam a circunstância adoeceu, e
dreno de energia.
• Um warforged não pode curar dano letal naturalmente.
• Ao contrário de outras construções, warforged estão sujeitos a acertos críticos, dano não-letais, atordoamento, dano de habilidade, dreno de habilidade, efeitos de morte, e efeitos de necromancia.
• Como vivem construções, warforged pode ser afetado por magias que criaturas alvo vida, bem como por aqueles que a meta construções. O dano causado a um warforged pode ser curado por uma magia de curar ferimentos leves ou um feitiço reparação danos leves, por exemplo, e um warforged é vulnerável a desativar construir e danos. No entanto, a sub-escola de magias de cura e habilidades sobrenaturais que cura bateu ponto de dano ou habilidade danos fornecer apenas metade de seus efeitos normais de uma warforged.
• A construção físico incomum de warforged os torna vulneráveis a certas magias e efeitos que normalmente não afetam seres vivos.
A warforged leva dano de calor metal e metal frio, como se estivesse usando uma armadura de metal. Da mesma forma, um warforged é afetado por repelir metal ou pedra, como se ele estava usando uma armadura de metal. A warforged é repelido por repelir madeira. O ferro no corpo de um warforged torna-o vulnerável a entender enferrujar, tendo 2d6 pontos de dano da magia (meia Reflex; CD 14 + modificador de rodízio de capacidade). A warforged leva o mesmo dano de um monstro toque de ferrugem (Reflexos CD 17 para metade). Magias como a carne de pedra, forma de pedra, madeira urdidura, e na forma de madeira afetam apenas os objetos e, portanto, não pode ser usado em um warforged.
• Um warforged responde de forma ligeiramente diferente dos outros seres vivos, quando reduzido a 0 pontos de vida. A warforged com 0 pontos de vida está desativado, como acontece com uma criatura viva. Ele pode ter apenas uma única ação de movimento ou ação padrão em cada rodada, a atividade árdua, mas não se arrisca mais prejuízos. Quando seus pontos mais atingidos são inferiores a 0 e superiores a -10, um warforged é inerte. Ele está inconsciente e indefeso, e não pode executar qualquer ação. Inerte warforged não perde pontos de vida adicionais não ser mais dano é causado a ele, no entanto, como com um ser vivo que se tornou estável.
• Como construir uma vida, uma warforged podem ser levantadas ou ressuscitado.
• Um warforged não precisa comer, dormir ou respirar, mas ele ainda pode se beneficiar dos efeitos de feitiços consumíveis e itens mágicos, como festa Heroes ' e poções.
• Embora as construções de vida não precisam dormir, um assistente warforged deve descansar por 8 horas antes de preparar magias.
• +2 Constituição, -2 Sabedoria, -2 Carisma: Warforged
são resistentes e poderosos, mas sua dificuldade em se relacionar com outras criaturas faz parecer indiferente ou mesmo hostil.
• Médio: Como Médio construções, warforged não têm bônus ou penalidades especiais devido ao seu tamanho.
• velocidade da terra Warforged base é de 30 pés.
• Composite Plating: O revestimento usado para construir um warforged fornece +2 de bônus de armadura. Esta camada é a armadura não é natural e não se acumula com outros efeitos que dão um bônus de armadura (com excepção de armadura natural). Esta camada composta ocupa o mesmo espaço no corpo como uma armadura ou um roupão e, portanto, uma warforged não podem beneficiar dos efeitos da armadura mágica ou vestes mágicas. Plating Composite pode ganhar um bônus de melhoria mágicos e propriedades de armadura mágica como armadura pode, usando o e Armas Mágicas feat Armor. O personagem deve estar presente durante todo o tempo que leva para adicionar este acessório. Além disso, o alvo feitiços e infusões que normalmente armadura, como a vestimenta mágica e valorização armadura, pode ser fundido com o revestimento composto de um personagem warforged como o destino. Composto plating também fornece uma warforged com uma chance de falha arcana 5%, semelhante ao da pena por usar armaduras leves. Qualquer habilidade de classe que permite uma warforged ignorar a chance de falha arcana de armaduras leves permite-lhe ignorar essa pena também.
• Light Fortaleza (Ex): Quando o ataque de um acerto crítico ou sneak é marcado em uma warforged, há uma chance de 25% que o sucesso de crítica ou ataque furtivo é negada e dano é, em vez rolou normalmente.
• Um warforged tem uma arma natural na forma de um slam ataque que causa 1d4 pontos de dano.
• Idiomas Automáticos: Comum. Idiomas Bônus: Nenhum.
• Classe Favorecida: Guerreiro. A multiclasse warforged de classe do lutador não conta ao determinar se ele tem uma pena de ponto de experiência para
multiclasse.

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Talentos exclusivos para warforged em português

Mensagem por kattaneo em Seg Dez 14, 2009 5:29 pm

[u][b]Warforged Talentos[/b][/u]

Talentos marcado com o descritor warforged permitir caracteres warforged para adicionar recursos e construir melhorar seus corpos blindados.

Corpo de Adamantine [Warforged]

Ao custo de mobilidade, o seu corpo pode ser warforged trabalhada com uma camada de adamantino que fornece formidável armadura de protecção e de alguma redução de danos.
Pré-requisitos: Warforged, nível 1 apenas.
Benefício: Seu bônus de armadura é aumentada para 8 e
você ganhar 2/adamantine redução de danos. Contudo, sua velocidade em terra de base é reduzida para 20 pés, e você são considerados como vestindo uma armadura pesada. Você tem um 1 bônus máximo de Destreza na CA, uma penalidade de -5 em todos os testes de perícia a que penalidades por armadura se aplicam (Equilíbrio, Escalar, Arte da Fuga, Esconder-se, Jump, Mover Silenciosamente, Prestidigitação, nadar, e roupa) e um chance de falha arcana de 35%.
Normal: Sem este talento, seu personagem warforged tem um bônus de armadura de +2.
Especial: Ao contrário de muitos talentos, este feito deve ser tomado em 1 º nível durante a criação do personagem. Druidas Warforged
que tomam este feito não pode lançar feitiços druida ou utilizar qualquer do druida sobrenaturais ou similares à magia características de classe.
Caracteres Warforged com esta proeza não ganham o benefício de qualquer classe de recurso proibida a um personagem usando uma armadura pesada.

Ferro Frio Rendilhado [Warforged]

Frio-forjado ferro que atravessa o seu corpo lhe permite ultrapassar as defesas sobrenaturais de certas criaturas e proteger contra alguns
ataques mágicos.
Pré-requisitos: Warforged.
Benefício: Seu armas naturais e garra controlos feitas para causar dano são tratados como armas de ferro frio com a finalidade de redução de danos superação. Você também ganhará um bônus de +1 em testes de Vontade contra magias e habilidades similares a magia.

Pegada de Constructo [Warforged]

Seu conhecimento de construir a natureza lhe permite lidar dano extra ou mesmo imobilizar inimigos tal.
Pré-requisitos: Warforged, bônus base de ataque +2.
Benefício: Você ganha um bônus de +2 nas jogadas de dano contra criaturas com o tipo de construção (incluindo construções de vida).
Se você rolar uma ameaça crítica contra uma construção, você pode renunciar a implantação de confirmação para fazer outra jogada de ataque com o mesmo modificador. Se esta segunda ataque também hits e lida pelo menos 1 ponto de dano, a construção deve ter sucesso em um teste de Fortitude (DC 10 + 1 / 2 nível de seu personagem + seu modificador de Con) ou ser processado imóvel e impotente por 1 rodada (como se que tinha sido paralisada).
Especial: Se você gastar um ponto de ação para melhorar uma jogada de ataque contra uma construção e bateu com a ataque, a jogada de ataque é automaticamente considerado ser uma ameaça crítica, independentemente do número rolado a morrer.

Flexibilidade Melhorada [Warforged]

Você ganha um construto de resistência à não-letais danos.
Pré-requisito: Warforged.
Benefício: Você é imune ao dano de contusão, mas perder a capacidade de beneficiar de regeneração ou rápido cura, mesmo que você ganharia essas qualidades através mágica ou a aplicação de um modelo.

Corpo de Madeira de Ferro [Warforged]

Seu corpo é trabalhada com uma camada de pau-ferro que dura golpes almofadas.
Pré-requisitos: Warforged, nível 1 apenas.
Benefício: aumenta a sua armadura de bônus de 3 e você 2/slashing ganho de redução de danos. Você é considerado estar usando armadura leve, e ter no máximo 4 Bônus de Destreza na CA, uma pena de -3 em todas as perícias a que penalidades por armadura se aplicam (Equilíbrio, Escalar, Arte da Fuga, Esconder-se, Saltar, Furtividade, Prestidigitação Hand, nadar, e roupa), e uma falha de magia arcana chance de 20%.
Normal: Sem este talento, seu personagem warforged tem um bônus de armadura de +2.
Especial: Ao contrário de muitos talentos, este feito deve ser tomada no 1 º nível durante a criação do personagem. A warforged com
esta proeza que, então, a Redução de Danos Improved (ver página 55 do cenário de campanha Eberron) pode optar por obter redução de danos 1/adamantine ou melhorar a redução de danos concedida pela presente feat por 2. Ao contrário do Corpo Adamantine e Mitral
Proezas Corpo, warforged druidas que levam este feito pode magias druida e utilização do druida sobrenatural e habilidades similares a magia.

Espinhos da morte [Warforged]

Ranger os dentes e um poderoso conjunto de mandíbulas permite que você morder inimigos.
Pré-requisito: Warforged.
Benefício: Você tem um ataque de mordida que causa 1d6 pontos de danos (para uma média warforged). Sua picada é tratada como uma arma secundária natural (-5 de penalidade sua jogada de ataque e você aplicar apenas 1 / 2 sua força bônus em jogadas de dano).
Para warforged maior ou menor que Médio (ou se você está sujeito a um efeito que aumenta o seu tamanho), ver Tabela 5-1 na página 296 do Livro dos Monstros para danos mordida.

Corpo de Mithral [Warforged]

Seu corpo warforged pode ser trabalhada com uma camada de mithral que proporciona alguma proteção, sem dificultando a velocidade ou graciosidade.
Pré-requisitos: Warforged, nível 1 apenas.
Benefício: Seu bônus de armadura é aumentada para 5 e você são considerados como vestindo armaduras leves. Você tem agora um máximo de 5 bônus de Destreza na CA, -2 de penalidade em todos os testes de perícia a que penalidades por armadura se aplicam (Equilíbrio, Escalar, Arte da Fuga, Esconder-se, Jump, Mover Silenciosamente, Prestidigitação, nadar, e roupa) e um chance de falha arcana de 15%.
Normal: Sem este talento, seu personagem warforged tem um bônus de armadura de +2.
Especial: Ao contrário de muitos talentos, este feito deve ser tomado em 1 º nível, durante a criação do personagem. Druidas Warforged
que tomam este feito não pode lançar feitiços druida ou utilizar qualquer do druida sobrenaturais ou similares à magia características de classe.
Caracteres Warforged com esta proeza não ganham o beneficiário de qualquer classe característica proibida a um personagem
vestindo armaduras leves.

Segundo Soco Slam [Warforged]

Você aprendeu a usar o formulário ao máximo e pode fazer dois ataques de pancada.
Pré-requisitos: Warforged, bônus base de ataque +6.
Benefício: Você pode emitir uma segunda batida em qualquer rodada em que você faz um ataque completo que inclui um slam
ataque. O segundo slam usa seu ataque mais alto bônus com uma penalidade de -5, e trata o seu normal slam dano de ataque.
Especial: O guerreiro pode selecionar Segunda Slam como um dos seus talentos bônus.

Prata Rendilhado [Warforged]

Alquímico rendilhado prata cobre seu corpo, permitindo-lhe superar o sobrenatural defesas de certas criaturas e de protecção contra alguns ataques mágicos.
Pré-requisito: Warforged.
Benefício: Seu armas naturais e sua garra verificações feitas para causar dano são tratados como prateado armas com o objectivo de redução de danos superação.
Como assim, você ganha um bônus +1 em testes de Fortitude contra magias e habilidades similares a magia.

Corpo Espinhado [Warforged]

Seu corpo está coberto com centenas de salientes picos que podem causar dano grande para os inimigos.
Pré-requisito: Warforged.
Benefício: Você dano extra em um piercing teste bem sucedido de ataque como se estivesse vestindo pontos de armadura (1d6 pontos de média warforged).
Embora seu ataque slam ofertas nenhum dano extra, a danos se trata é tratada como dois e concussão piercing danos.
O efeito de tal proeza não se acumula com equipamentos ou habilidades (como a armadura do Fanático warforged's picos; consulte a página 84 do cenário de campanha Eberron) que fornecem beneficiários semelhantes.

Corpo Desarmado [Warforged]

Seu corpo é trabalhada sem a sua camada normal de armadura, negociação fora de força física para o potencial mágico.
Pré-requisitos: Warforged, nível 1 apenas.
Benefício: Você perde a armadura 2 normal bônus e cátion fortifi luz comum para warforged caracteres, mas você não tem
possibilidade inerente de falha arcana e pode usar armadura ou magia vestes e ganhar o seu pleno efeito.
Especial: Ao contrário de muitos talentos, este feito deve ser tomado em 1 nível, personagem durante a criação.
Se mais tarde você selecionar qualquer warforged façanha que concede ou ajusta uma redução de bônus de armadura ou danos,
você perde esse feito e todos os seus efeitos.

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Re: Raça Warforged

Mensagem por RatinhoBr em Seg Dez 14, 2009 8:17 pm

Raça interessante... p/ um constructo..
só que não se encaixa no meu cenário como uma raça jogável....

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Re: Raça Warforged

Mensagem por kattaneo em Seg Dez 14, 2009 9:21 pm

Sei, certo, entendo. Smile

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Re: Raça Warforged

Mensagem por Conteúdo patrocinado Hoje à(s) 8:33 am


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