FORGED CUSTOM CLASSES
The Forged are a race made of stone, metal, and wood fibers. Originally born in manmade creation forges, one of their kind (revered now as their Father) engineered an adaptation allowing them to reproduce. Older forged without this capability are typically called “Warforged”, while the newer variety are sometimes referred to as “Reforged”. It is unknown if any creation forges still function.
Requirements
All Forged classes require a minimum Constitution score of 9, in addition to all other requirements.
Class Category Values
Divine: Forged classes with points in the Divine category always trade off their turn undead ability for the appropriate number of custom powers related to crafting and/or constructs.
Forged Value
Value |
[Forged] |
XP Cost |
4 |
Warforged 4 |
1950 |
3 |
Warforged 3 |
1325 |
2 |
Warforged 2 |
775 |
1 |
Reforged 1 |
700 |
0 |
Reforged 0 |
125 |
When building a Forged custom class, assign between 0 and 4 build points to the class’s Forged Value. At Forged values of 0 or 1, the class is available to Reforged characters; those classes with a Forged Value of 2 or higher are Warforged.
Forged 0: At Forged 0, the class gains the following custom powers:
- Reforged Body: The unusual nature of the reforged make them highly resistant to most toxins and diseases. A reforged gains a +4 bonus to saving throws against such attacks, unless they are specifically effective against constructs or the Forged.
- Maintenance: Unlike the Warforged, a Reforged must periodically ingest small amounts of wood, stone, metal, oil, and water in order to maintain healthy function. The cost of this “food” is typically equivalent to human rations or meals, subject to local market conditions. Reforged must enter a sleeplike state for four hours each night for system recalibration. These features allow the reforged to heal naturally. Magical healing benefits them as it would any other living creature.
- Unarmed Fighting: While her fibrous skin is not hard enough to offer notable protection from attacks, it does enable her to make more effective unarmed attacks. All reforged gain the benefits of the unarmed fighting proficiency.
- Tireless: Reforged do not tire like other humanoid races. Treat all forged classes as though they had the endurance proficiency.
Forged 1: At forged 1, the class receives all the forged 0 powers, with the following additional benefits:
- Increased Resilience: Treat the class’s value in the Hit Dice category as one higher for all purposes, to a maximum Hit Dice value of 4.
- Armored Body: The class develops a hardened skin, occasionally metal but often hardwood. The character gains a base AC of 1 instead of 0. The character can wear armor to increase this protection.
Forged 2: At forged 2, the class is fully warforged. Members of the class receive all of the forged 1 abilities, with the following additions and modifications:
- Warforged Body: Warforged are immune to poison, gas, and sleep effects. They are not required to eat, breathe, or sleep to maintain normal function. They receive only half benefit from magical healing, and do not heal naturally (including through use of the healing proficiency). Instead, they are able to be repaired as constructs or automatons by characters with the appropriate proficiency. This replaces the Reforged Body and Maintenance powers listed above. Warforged are unable to reproduce naturally.
- Living Construct: Warforged reduced to 0 HP or less are not destroyed as normal constructs would be. Instead, a successful repair proficiency throw (by another character) allows the character to roll on the mortal wounds table. When rolling on the mortal wounds table, the character may roll twice and take the preferred result. Additionally, subtract the character’s class level from the indicated “bed rest” time (required for internal recalibration and diagnostics after massive trauma).
- Manufactured Soul: Warforged may be affected by restore life and limb and similar magic, but suffer a penalty on all tampering with mortality checks equal to their experience level.
- Inhuman: Warforged receive a -1 penalty to the reactions, loyalty, and morale of humans and demihumans. However, they are respected by the forged and have a natural affinity for other constructs, granting them a +1 bonus on such rolls when dealing with them.
- Improved Armored Body: The warforged have metal and hardwood skin, improving their base AC to 2 but reducing their base movement rate by 30’.
Forged 3: At forged 3, the warforged is built with sturdier materials, such as mithral or adamant. The class has the benefits described for Forged 2, with the following modifications:
- Greater Armored Body: The base AC provided by the character’s armored body is increased to 3, and their movement rate is reduced by 60’ (instead of 30’).
- Greater Resilience: Treat the class’s value in the Hit Dice category is increased by an additional point, to a maximum value of 4.
- Inhumanity: The penalty on interactions with humanoids increases to -2, and the bonus to interactions with constructs increases to +2.
Forged 4: At Forged 4, the class is comprised of Warforged Juggernauts, who embrace their artificial nature. Classes with Forged 4 have the following modifications against the Forged 3 value:
- Construct Body: The character is completely unaffected by healing magic and cannot be affected by restore life and limb or resurrection magic. At the Judge’s discretion, a wish or similar magic might be able to restore a destroyed juggernaut to functional status.
- Construct Mind: The character is completely immune to enchantment effects (including sleep, charm, and hold effects).
- Superior Armored Body: The character’s base AC is increased to 4. There is no further penalty to the character’s movement speed.
- Superior Resilience: The class’s effective Hit Dice value is improved by an additional 1 point, to a maximum of Hit Dice value of 4.
- Inhuman: The penalty on interactions with humans and demihumans is increased to -4, with a corresponding increase (to +4) on interactions with forged and constructs.
- Natural Weapons: The juggernaut has spikes and horns covering his body, allowing him a natural spike/spike/horn attack routine which deals d3-1 damage per spike and d6-1 damage with the horn. This replaces the Unarmed Fighting ability.
Hit Points per Level After 9th
All forged classes receive an additional hit point per level after 9th.
Experience Point Progression after 8th Level
Forged using the fighter or thief progression increase the amount of experience required to gain each level after 8th by 15,000 XP. Forged using the cleric or mage progression increase the amount of experience required to gain each level after 8th by 40,000 XP.