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Thread: Upgrading Warforged [3.5]

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    RangerGuy

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    Default Upgrading Warforged [3.5]

    I'm starting a campaign that features Warforged in it (not Eberron) and was looking for additional body feats and components, as well as anything else that might be appropriate. That said, here are some of my own ideas.

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    Energy Cannon (attached component): Energy cannons are one of the most powerful and highly customized components available to warforged. This large metal cylinder covers the hand and forearm, making it impossible to use that hand for any purpose, but does not interfere with spellcasting as long as the other hand is usable. It takes the glove body slot. It is also possible to wear a ring and bracer normally when wearing a energy cannon.
    The basic energy cannon increases the damage of your slam attack as if you were three sizes larger (this means a normal warforged deals 2d6 with his slam attack) and allows your slam attack to be enchanted as a gauntlet, and it also allows you to channel the power of the elements though the elemental blast ability.
    An elemental cannon can be modified to hold wands, just like a wand sheath allowing it to hold up to three wands.
    Elemental Blast: 5 times per day you can make a ranged touch attack against any target within 60', this attack deals 7d6 points of energy damage. Before making the attack, select the energy type from among acid, cold, electricity or fire. The elemental blast ability can only be used if the elemental cannon has been worn for longer then 24 hours, all other functions operate whenever the elemental cannon is worn.
    Basic – Strong Evocation & Transmutation; CL 14th; Craft Wondrous Item, glorious master of the elements, greater mighty wallop; Price: 107,280 gp.
    Added Wand Sheath (single) – Craft Wand, polymorph; Price 112,280 gp.
    Added Wand Sheath (double) – Craft Wand, polymorph; Price 119,780 gp.
    Added Wand Sheath (triple) – Craft Wand, polymorph; Price 129,780 gp.

    Hecatoncheires Arms (attached component): Named after the hundred-handed giants, the Hecatoncheires Arms grant a warforged an additional set of arms. Crafted to fit below the normal arms of the warforged, they are linked to the warforged, and are only slightly weaker then then warforged own normal arms (effectively count as a -2 penalty to the warforged normal Strength score). A warforged possessing the Two Weapon Fighting feat (or any related feats) are replaced with the Multiweapon Fighting feat (or other appropriate feat) as long as the Hecatoncheires Arms are worn. The arms can wear rings, gloves, bracers or even other warforged components, although no additional magic item slots are gained. The Hecatoncheires Arms takes up the equivalent of the vest magic item position.
    A few sets of Hecatoncheires Arms are built with two additional sets of arms, both sets of these arms are identical, and grant the same benefits as the single set.
    Strong Transmutation; CL 15th; Craft Wondrous Item, polymorph, stone to flesh; Price: 45,000 gp (single set), 120,000 gp (double set)

    Wand Sheath, Multiple (embedded component): As a normal Wand Sheath except that it can hold two, three, or four wands instead of a single wand. Only one wand can be activated per round.
    Faint Transmutation; CL 4th; Craft Wondrous Item, Craft Wand, polymorph; Price: 10,000 gp (two wands), 18,000 gp (three wands), 24,000 gp (four wands).

    EDIT: Changed the Elemental Cannon and Hecatoncheires Arms to attached components, which fits in better with other components.
    Last edited by lightningcat; 2010-03-09 at 05:53 PM.
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