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Aspenor
09-05-2008, 01:42 PM
We're starting up an Eberron campaign, and I'm considering going warforged.

I'm heavily considering going either full wizard or maybe going for the eldritch knight PrC.

Any input or suggestions from Eberron players?

Litz
09-05-2008, 04:46 PM
I'm assuming your going to be using the 3.5 system since PrCs aren't out yet in 4.0

(They do have WF in 4.0 its in the Dragon Magazines btw)

I like wizzys and WF is a good choice, but if I were going to do it I'd add some rog into it and multi wiz/rog WF. Nowdays though I'm into the 4.0 system and getting familiar with the new 100 years after "Forgoten Realms" setting. Seems to me they are trying to coppy Ebberon a bit with the added continent (simular but different to Xen'drik) and the massive drastic desaster sounds alot like the mourninglands to me but only unrestrained. I will probabley play Ebberon 4.0 once they issue the new campeign guides for it, but that wont be for a while.

kruggar
09-05-2008, 05:05 PM
Well for PnP the fact that a WF can heal himself with arcane spells is great..

Considering the fact that u could be an awsome wizard with some cool imunities is nice.. but remember a rogue with UMD can use wands easily in PnP then in DDO. i tested a fighter rogue umd user warforged a couple months ago and liked the result..

remember that wands dont have arcane spell failure.. and quickdraw works for wands too :)

QuantumFX
09-05-2008, 05:45 PM
Under 3.5, Warforged Artificers are pretty cool as well. (Check out Races of Eberron)

Kistilan
09-07-2008, 01:57 PM
I'd personally try fighter-rogue, utilize the warforged natural fighting prowess along with UMD. My first magical item on the wish-list would be a mending spell item for self-healing.

Secondly, if you're going to make it past level 8 for sure, consider using the planar handbook and check gatecrasher and/or planar champion. These 2 prestige classes roll right into pure awesome category for multi-use & prowess. They can be utilized together for awesome combinations. The Gatecrasher can open planar travel passages (among other unique and amazing abilities, a rogue hybrid) while the planar champion is sort of The Paladin of The Planes (and gains abilities against planar foes, becomes immune to all elemental effects near the end, and can sever planar links/portals -- the perfect way to stop what you started as a Gatecrasher!).

The main idea for this build is to go up 4 levels of fighter & 3-4 levels of rogue before establishing the path. I'd recommend Planar Champion first due to the huge fighting and survivability benefits, then roll on up to GateCrasher after 2-3 levels of Planar Champion. Finalize by picking the most advantageous route for levelling.

The obvious start is 1st level rogue, 4 levels fighter, rest rogue and then when possible take the prestige class of Planar Champion.

The reason why I'm advocating this as a warforged is that there's an odd prerequisite for the prestige classes that can be "explained" in the creation of your warforged: IN order to take either of the Planar Classes aforementioned, the player must have visited at least 2 Planes outside of his/her home plane. The creation of Warforged is often explained that a soul is bound to the automoton to give it sentience and life. Well, the soul once was living and perhaps not even from said plane of warforged construction! In an RP sense, you can set yourself up for success without ever requiring a trip to The Outer Planes because your soul was already there in a Heaven/Hell or Astral/Grey. Secondly, your soul could have been from another realm/plane other than the plane of Reconstruction. This grants you your 2 required Planes and I believe the last thing needed is an expensive buy-up of some ranks in religion or planar history. It's in the details -- can find them if you're interested. I was able to do this with Thet version 1.0 back in 2001/2, but obviously not as a warforged -- used Tiefling instead. I also had to die in order to get my second planar visit, which wasn't as cool, because I had to lie to a couple gods in order to not be permenantly embedded in the wall of sacrilige (some forgotten realms wall where unbelievers go who don't believe in a god, they become part of the wall and are tossed into it by some demonic harpy things -- very uncool).

The other option would be to go Monk/Sorc or Monk/Wiz & be a wicked monkinator. I think that might be fun too.

Aspenor
09-08-2008, 09:16 AM
I also had to die in order to get my second planar visit, which wasn't as cool, because I had to lie to a couple gods in order to not be permenantly embedded in the wall of sacrilige (some forgotten realms wall where unbelievers go who don't believe in a god, they become part of the wall and are tossed into it by some demonic harpy things -- very uncool).

You're talkin' about the Wailing Wall, IIRC. Forgotten Realms is my forte. 50+ books and counting....

Ghoste
09-08-2008, 11:04 AM
If you're party doesnt already have enough tanks, consider going with a build that will eventually take juggernaut prestige class. They take wf immunities to absurd levels, have great charge attacks, and are particularliy anti fleshling. The Lord of Blades is an artificer/juggernaut, but if you already have an arcane caster, barb/juggernaut looks pretty sick for pure melee.

Bekki
09-08-2008, 11:13 AM
If you're party doesnt already have enough tanks, consider going with a build that will eventually take juggernaut prestige class. They take wf immunities to absurd levels, have great charge attacks, and are particularliy anti fleshling. The Lord of Blades is an artificer/juggernaut, but if you already have an arcane caster, barb/juggernaut looks pretty sick for pure melee.

In PnP I have my Warforged, Grismil.

I was doing just that, Going for the Juggernaut! :D
He was turning out pretty Awesome.

However I have had to take a break due to RL issues. :(

But I would Love to get back in to Pnp, to see how he would turn out. :D

Kistilan
09-08-2008, 07:48 PM
You're talkin' about the Wailing Wall, IIRC. Forgotten Realms is my forte. 50+ books and counting....

lol! Yeah, that's exactly what it was! Everyone able to still cry was crying in that wall. I decided it was in my best interest as a soul-entity to not be put into it.

Kistilan
09-08-2008, 07:52 PM
I just remembered there is a grappling class that would be awesome with Warforged too because it's all touch-attacks and grapples. Barbarian-Grappler. We had a dwarf take that class in my last campaign and we went against an Adult Black Dragon that dive-bombed us from the top of his huge cavernous chamber. Unluckily for the dragon, we'd given our grappler a temp spider-climb & as the dragon dive-bombed us, the dwarven grappler dive-bombed him with a huge bonus to pin from the free-fall vertigo. He managed to actually pin the dragons maw to the ground for 4 rounds, which enabled us to effectively kill it without suffering an acid attack. Ahh, glory to the touch-attack.

Anyway, a warforged would do well with that as a Barb/Fighter moving along to prestige the grappler class (can't recall its name, sorry).

ZarakNur
09-09-2008, 08:15 AM
If you want to go with a Wizard/Rogue mix, you may want to look at the Warforged Scout. Here's a write up:

Type: Construct[Living]. The Living subtype overrides several of the base Construct traits. Treat as humanoid except where noted below.
Attribute Modifiers: Strength -2, Dexterity +2, Constitution +2, Wisdom -2, Charisma -2.
Size: Small: As a Small creature, a warforged scout gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus on Hide checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of normal size.
Base Speed: 20'
Immune to: Poison, Sleep Effects, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickened and Energy Drain
Cannot heal lethal damage normally
Can be affected by spells that target living creatures as well as constructs..
Healing subschool spells only heal ½ normal damage, Repair spells work normally.
Heat Metal and Chill Metal, affect character as if it was in steel armor.
Repel Metal or Repel Wood both affect the warforged.
Rusting Grasp does 2d6 (Ref Half DC14+Caster Ability mod), Rust monter (DC17 Half).
At 0 hps is disabled, -1 to -9 is inert: unconscious and helpless, but does not lose additional hps.
Composite Plating: Warforged gain a +2 armor bonus. This is not natural armor and takes the place of armor or a robe. Warforged have a 5% arcane spell failure possibility, unless a class ability allows him to ignore light armor penalties.
Light Fortification (Ex): 25% chance to negate crit hit or Sneak attack.
Can be ‘healed’ by a Craft check that takes 8 hours. The Warforged is repaired by (check - 15) hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Warforged may repair itself. This check cannot be done untrained.
A warforged scout has a natural weapon attack of a slam for 1d3 damage.
Automatic Languages: Common.
Bonus Languages: None.
Dragonmarks: None.
Favored Class: Rogue.
Built for recon, light infantry and spying purposes, the warforged scout is the diminutive cousin of the common warforged. He is not as strong but gains an advantage from his small size.


They are listed in Monster Manual III

Aspenor
09-09-2008, 09:14 AM
Update:

Our party will consist of:
1 Dwarven Cleric
1 Dwarven Ranger
1 Half-Elf Rogue
1 Warforged *me*

I am still considering the pure arcane caster as this is my beloved class, and the rogue slot is already taken. As an interesting side note, they partook in a mission without me (sad panda :() on a night different than our planned night, where they fought many warforged and took on a follower of the Lord of Blades.

I think it might be fun to roleplay a spy in their ranks. :)

Bekki
09-09-2008, 09:20 AM
Update:

Our party will consist of:
1 Dwarven Cleric
1 Dwarven Ranger
1 Half-Elf Rogue
1 Warforged *me*

I am still considering the pure arcane caster as this is my beloved class, and the rogue slot is already taken. As an interesting side note, they partook in a mission without me (sad panda :() on a night different than our planned night, where they fought many warforged and took on a follower of the Lord of Blades.

I think it might be fun to roleplay a spy in their ranks. :)

Sounds cool, the spy thing can be allot of fun!
Have fun asp!

Aspenor
09-09-2008, 09:31 AM
Sounds cool, the spy thing can be allot of fun!
Have fun asp!

Fortunately the only one that plays DDO doesn't read the forums...SHHHHHH...

Aspenor
09-10-2008, 09:11 AM
apparently we're doing 28 point buys.

I'm thinking stat breakdown like this, since in PnP it's a bad idea to min/max.
STR 10
DEX 12
CON 14
INT 16
WIS 10
CHA 10

probably max ranks in repair and concentration. any advice from the peanut gallery?

Bekki
09-10-2008, 09:43 AM
apparently we're doing 28 point buys.

I'm thinking stat breakdown like this, since in PnP it's a bad idea to min/max.
STR 10
DEX 12
CON 14
INT 16
WIS 10
CHA 10

probably max ranks in repair and concentration. any advice from the peanut gallery?

That looks pretty good to me.

That should keep you from taking a hit on any Skills to Start...

I think I would go with that, I am not that familiar with sorcerers...

But thinking like a Wizard I like that Build to start.

Wow, 28 pt builds, That is Hardcorps!

Cool!

Wizzly_Bear
09-10-2008, 09:51 AM
..

Aspenor
09-10-2008, 09:54 AM
I don't know that you need a 10 charisma and would personally suggest dropping that to 8 and bumping up your dex to 14 for another point of ac and reflex save.

valid point. with a bard and half-elf rogue around...I probably won't need charisma....hmmm...

Wizzly_Bear
09-10-2008, 10:03 AM
..

Bekki
09-10-2008, 10:08 AM
I don't know that you need a 10 charisma and would personally suggest dropping that to 8 and bumping up your dex to 14 for another point of ac and reflex save.


valid point. with a bard and half-elf rogue around...I probably won't need charisma....hmmm...

I was thinking that myself, but as I said I was not sure how much
A Sorcerer would need the charisma.

I think that would be the only change I might make though.

Aspenor
09-10-2008, 10:13 AM
I was thinking that myself, but as I said I was not sure how much
A Sorcerer would need the charisma.

I think that would be the only change I might make though.

Not a sorcerer, it'll be a wizard.

Wizzly_Bear
09-10-2008, 10:15 AM
..

Kistilan
09-10-2008, 08:18 PM
IF: Insightful Reflexes is a possible feat....

I would recommend quite possibly dropping Dex, raising will str & con, dropping charisma to 6 (if allowed) and scoring a 16-18 Int. Unsure if you're incrementing point buys & levels 4 & 8 could bring you to 18 anyway, so....

14 Str
10 Dex (Insightful Reflexes)
14 Con
16 Int (18 by level 8)
14 Wis
6 Cha

This build set-up could offer the ability to branch off to several very unique prestige classes, including The Mystic Theurge (warforged). At level 16 (3 Divine, 3 Wizard, 10 Theurge) I would apply for Archmage.




Mystic Theurge


Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards.
Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast almost any spell in the Player's Handbook. While a mystic theurge doesn't have the uninterrupted spell advancement that a cleric, wizard, or sorcerer has, he makes up for this with versatility. Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight.
Because a mystic theurge casts both arcane and divine spells, all members of this class are multiclass spellcasters. Cleric/sorcerers and cleric/wizards are the most common mystic theurges, with druid/sorcerers more rare and druid/wizards almost unheard of.
Mystic theurges tend to be fascinated with magic in whatever form it takes. They're always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity's agenda.


Hit Die: d4.


Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.


Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player's Handbook for skill descriptions.


Skill Points at Each Level: 2 + Int modifier.


Class Features
All of the following are features of the mystic theurge prestige class.
Weapon and Armor Proficiency: Mystic theurges gain no proficiency with any weapon or armor.


Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if she had also gained a level in any one arcane spellcasting class she belonged to before she added the prestige class and any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.
For example, a 3rd-level cleric/3rd-level wizard who takes a level in mystic theurge has the same access to spells as a 4th-level cleric and a 4th-level wizard. But she continues to turn undead as a 3rd-level cleric, and her wizard familiar won't gain any new abilities.
If a character had more than one arcane spellcasting class or more than one divine spellcasting class before she became a mystic theurge, she must decide to which class she adds each level of mystic theurge for the purpose of determining spells per day.

Drakos
02-09-2009, 10:44 AM
Update:

Our party will consist of:
1 Dwarven Cleric
1 Dwarven Ranger
1 Half-Elf Rogue
1 Warforged *me*

I am still considering the pure arcane caster as this is my beloved class, and the rogue slot is already taken. As an interesting side note, they partook in a mission without me (sad panda :() on a night different than our planned night, where they fought many warforged and took on a follower of the Lord of Blades.

I think it might be fun to roleplay a spy in their ranks. :)

I highly recomment the Dustbalde from the Players Handbook II. This is a great Gish class with strong melee bent, but excellent mix of arcane as well.

* Cast spells in armor (Mithral/Adamantine body)
* Quicken spells for free x times/day (after about level 6)
* Channel Spells into melee attacks
* More daily spells the wiz or sor (but limited to only 5th level spells)
* Full BaB spellcaster
* Good Fort and Will saves
* D8 hit die

- Limited Spell selection
- Less known spells
- Limited to 5th level spells

I have one I play a WF Dustblade who also took WF Juggernaut PrC. Man he can really put the hurt on.

Aspenor
03-13-2009, 12:13 PM
I know this thread is ages old, but I'll follow-up:

I ended up playing a Warforged Artificer. He was obscenely sick and well on the way to God-like power.

Pure Warforged Artificer > Gestalt Character