And a revised special material or two.
All of the following feats are Warforged feats. Their only prerequisite is being a warforged. Some of them are revised feats from Races of Eberron, while others are entirely new.
You gain damage reduction 5/adamantine.
You gain fast healing 1.
You gain pinch healing 1 (fast healing that only functions when your current hit points are less than half of your maximum).
Functions as the Tomb-Tainted Soul feat, and is treated as such for the purpose of prerequisites. You can no longer be repaired, but gain full healing from inflict
spells and similar.
Cold Iron Body:
+4 on Will saves vs spells and SLAs.
Cold Iron Tracery:
+2 on Will saves vs spells and SLAs.
Functions as the Psionic Talent feat, and is treated as such for the purpose of prerequisites. If you are not a psionic character, you become one.
Functions as the Wild Talent feat, and is treated as such for the purpose of prerequisites.
Healing spells and repair spells are both fully effective on you.
Your armor and enhancement bonuses to AC are converted to deflection bonuses which stack with any one other deflection bonus, and you gain spell resistance equal to 10 + your HD + your armor and enhancement bonuses to AC. However, if you fail your save against an effect that destroys force effects, such as disintegrate
, you are immediately destroyed.
Your enhancement bonus to AC is converted to a deflection bonus which stacks with any one other deflection bonus.
+4 on Fortitude saves vs spells and SLAs.
+2 on Fortitude saves vs spells and SLAs.
A creature's soul is absorbed into your body if it died in any of your threatened squares. You can hold a number of souls equal to your HD. It is your choice to let a new soul in to replace an existing one or not. Your body glows dimly, not providing enough light to see by, but potentially revealing your position in a dark area. Clothing or similar will hide the glow.
If you kill a creature with your natural weapons, its soul is absorbed into your body. You can hold one soul at any time. It is your choice to let a new soul in to replace an existing one or not.
Treated as not wearing armor, though you can still gain enhancement bonuses to armor on your body.
Your natural weapons are treated as the materials your tracery and body are made of. With no feats, these are both steel. If you have more than one body or tracery feat at the same time, the one you gained most recently overrides all others, though you can have a different type of body than your tracery. Tracery of the same type as your body grants no benefits.
Tracery is typically minimal and only put into a few body parts, such as the eyes, chest, and palms, but could also refer to full stripes or veins of the material throughout the warforged's entire body.
In addition to these benefits, Body feats change the type of armor you are treated as wearing, though Tracery feats do not. Refer to the table below for your new effective armor.
|Body Material||Armor Bonus||Max Dex Bonus||ACP||ASF||Speed||Armor Type||Fortification|
|Cold Iron||+2||+7||-||10%||30 ft||Light||Light|
|Composite (base)||+2||+7||-||10%||30 ft||Light||Light|
*I'm treating aurorum here as magical gold, because its name implies it, and "luminous steel" is just kind of boring.
**To make thinuan more interesting than a simple steel alloy, and because I love its special property, I would re-imagine it as a mineral mined from the blood-splashed stones of the Abyss and Nine Hells, which gains its properties over time by being tainted by the presence of countless evil petitioners and being in the vicinity of countless heinous acts. It is found in green, purple, and orange colors, depending on the specific acts that imbued it with evil, and glows in the dark. (All of the given Abyssal/Hellish materials in 3.5 are boring steel alloys as well.)
***Unarmored can be represented by any soft material you like, such as clay, or it can just represent metal that doesn't cover much of your internal wood and wiring.