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  1. #1
    Community Member Martdon's Avatar
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    Default Some Suggestion for Changes to Warforged

    I have been thinking of some changes I think I would like to see to Warforged.
    The Juggernaut prestige class was something I would like to see, and so I did some research on Eberron and Warforged.
    I admit I did not look into a DnD manual for what are their bonuses and the like to the different Warforged, but if it was implemented directly from one, DDO would change it a month after their release.

    These are just my thoughts, feel free to make your own suggestions and the like.


    ***Suggested Changes to Warforged***

    Rather than selecting gender, (Warforged are technically genderless) you can select a creation type.


    Juggernaut (Bodies- Mithril or Adamantine) [Warforged Juggernaut- Emphasizes their construct aspects while reducing their living traits]

    Bonuses
    - 50% Inherit Fortification
    - +6 Natural AC Bonus
    - 3/Adamantine Natural DR
    - 1d4 Untyped Damage Shield
    - Standard Warforged Immunities

    Penalties
    - Receives only 25% healing from Divine sources
    - Additional 25% Arcane Spell Failure
    - Additional 10 Armour Check Penalty
    - -2 to Max DEX Bonus
    - -2 to DEX and INT at creation

    Juggernaut Enhancement Line

    Tier 1
    - +1AC, +1/Adamantine DR, additional d2 to Damage Shield/ +5% ASF, +1ACP, -1 Max DEX Bonus, -5% Healing Amp (2ap)
    Tier 2
    - +2AC, +2/Adamantine DR, additional d2 to Damage Shield/ +5% ASF, +2ACP, -1 Max DEX Bonus, -5% Healing Amp (4ap)
    Tier 3
    - +2AC, +2/Adamantine DR, additional d2 to Damage Shield/ +5% ASF, +2ACP, -1 Max DEX Bonus, -5% Healing Amp (6ap)

    Total
    - +5AC, +5/Adamantine DR, additional d6 to Damage Shield/ +15% ASF, +5ACP, -3 Max DEX Bonus, -15% Healing Amp (12ap)



    Standard (Bodies- Composite, Mithril or Adamantine)

    Bonuses
    - 25% Inherit Fortification
    - +2 Natural AC
    - +1/Adamantine DR
    - Standard Warforged Immunities

    Penalties
    - Receives only 50% healing from Divine sources
    - Additional 5% Arcane Spell Failure
    - Additional 4 Armour Check Penalty

    Standard Enhancement Line

    Tier 1
    - +1AC, +1/Adamantine DR (2ap)
    Tier 2
    - +1AC, +1/Adamantine DR (4ap)
    Tier 3
    - +1AC, +1/Adamantine DR (6ap)

    Total
    - +3AC, +3/Adamantine DR (12ap)


    Reforged (Bodies- Composite or Mithril) [Warforged Reforged- Emphasizes their living traits while reducing their construct aspects]

    Bonuses
    - 10% Inherit Fortification
    - +2 Max DEX Bonus
    - +2 to CHA at creation
    - Standard Warforged Immunities

    Penalties
    - Receives only 75% healing from Divine sources
    - Additional 1 Armour Check Penalty

    Reforged Enhancement Line

    Tier 1
    - +1 Max DEX Bonus, +5% Healing Amp (2ap)
    Tier 2
    - +1 Max DEX Bonus, +5% Healing Amp, -5% ASF (4ap)
    Tier 3
    - +1 Max DEX Bonus, +5% Healing Amp, -5% ASF, -1ACP (6ap)

    Total
    - +3 Max DEX Bonus, +15% Healing Amp, -10% ASF, -1ACP (12ap)
    --------------------------------------------------------------

    At creation, Warforged would get a Body Type Feat. Selectable bodies would be based on creation type.
    (These feats would not be exchangable, as it is part of their creation)


    Composite Body
    - +1AC

    Mithril Body
    - +4AC
    - 5 Max DEX Bonus
    - 15% ASF
    - 2 ACP

    Adamantine Body
    - +8AC
    - 1 Max DEX Bonus
    - 2/Adamantine DR
    - 35% ASF
    - 5 ACP
    --------------------------------------------------------------


    And I believe the following to Warforged Enhancement lines should be changed


    Warforged Healer's Friend
    (Current)
    Tier 1
    -Benefit from Divine Healing spells is increased by 15% (2ap) [A must for a Warforged character]
    Tier 2
    -Benefit from Divine Healing spells is increased by 5% (4ap) [Rarely taken, unless you have extra AP somehow, as the benefit/AP cost is too great]
    Tier 3
    -Benefit from Divine Healing spells is increased by 5% (6ap) [Never taken, completely useless benefit/AP cost]

    (Suggested)
    Tier 1
    -Benefit from Divine Healing spells is increased by 10% (2ap) [Makes it line up with Human's healing amp line, but definitely still worth it]
    Tier 2
    -Benefit from Divine Healing spells is increased by 10% (4ap) [Could see most builds now taking this. Even though with the current and suggested through 2 Tiers have the same total]
    Tier 3
    -Benefit from Divine Healing spells is increased by 10% (6ap) [This wouldn't be taken often, but would now be an option for some, if they have the extra AP]

    I believe the current setup gives Warforged a freebie with their first Tier, but is not really meant to be taken completely, where as the suggested change would only add a total of +5% healing amp, but I could see situation where the entire line is taken.
    Another idea would be a 15%/10%/10%, but I don't like that, because as a Warforged, you are taking a penalty to incoming healing, and it should cost you some to improve that. (Which is why I do not like the current 15% for 2AP)
    --------------------------------------------------------------

    I would hope everything would still remain balanced. I know it looks like a Juggernaut seems to get a lot of power, but I think the penalties should be able to balance it. (Plus AC is useless endgame and I hear DR/Adamantine gets bypassed a lot as well)

    I could also see Turbine having only the Standard available with current Warforged purchase, and each other creation is purchasable for 200-400 extra.

    {Descriptions of Juggernaut and Reforged are taken from http://www.worldlingo.com/ma/enwiki/en/Warforged}
    Last edited by Martdon; 11-13-2010 at 06:04 PM.
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  2. #2
    Community Member BlackSteel's Avatar
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    aw, I was really hoping this was a request for the BattleFist
    Shadowsteel [TR train wreck]

  3. #3
    Community Member Martdon's Avatar
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    Hmm perhaps one day 8D

    I would really like a system on further diversifying races, by selecting what area they are from.
    Example, a forest type of elf (don't know what one would be in eberron) get a +1CON because they build up their systems from things in the forest, but -1 to CHA because they rarely interact with others. (Although with that specific example, I don't think we would see any other kind of elf)

    But a simple +1/-1 due to the area they live in. Although I would limit this and say, any race cannot have one of their bonus attributes go even higher. (No +1 to H-Orc Strength because they live near giants or something)

    Although there are other fixes I would like to see before this. (Fix/finish prestige lines, Druids, gnomes, fix/finish prestige lines)
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  4. #4
    Community Member googatron's Avatar
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    LOL. Stupidly overpowered. +2 cha on a WF? hahahahahahahahah!

  5. #5
    Community Member Martdon's Avatar
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    +2 CHA would be because the Reforged are trying to become more living, and thus are probably getting into society more than the average WF. So it's pretty much removing their normal CHA penalty.
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  6. #6
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    I was just sitting about thinking . " you know who arent powerful enough and really need some beefing up , the warforged "

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