03-29-2012, 01:36 PM
Hmmm... I think this is a good start, but there are some issues I see.
I agree about the magical healing though. I might change that so that they can not heal normally, but are affected fully by normal heal spells and repair spells alike.
Quote:- natural armour - AC 7 by default. Cannot wear armour, but may be "refitted" with heavier/thicker armour. Treat this refitting as purchasing a piece of armour (standard prices). Such armour cannot be removed (except by refitting), but has no encumbrance for the warforged character. This initial AC 7 means the warforged effectively starts out "refitted" with "leather armour".In 3E (IIRC) the only way to improve your initial body type is to take additional feats. I actually like what Ash has done above, but I would increase the refitting price. A warforged will never remove their armor (they don't need to) so they will never be caught without it on. Normal characters must (for example) take it off before sleeping or suffer consequences. So I'd be leary about providing a benefit (always wearing armor without penalties) without some offset (increased price or skill point expenditure or something similar).
Havard Wrote:To balance this with the improved XP table, I would like to remove some of its immunties. OTOH, I wonder if the reduced benefit from healing magic is too harsh.Which immunities do you want to remove? I actually think Ash covered most of their special abilities here fairly well.
I agree about the magical healing though. I might change that so that they can not heal normally, but are affected fully by normal heal spells and repair spells alike.