Forged

The forged were created by dwarves to be manual labourers to work on the railroad. Originally formed without sentience, these constructs were found to be inefficient since they required constant supervision. When gifted with intelligence, they could make decisions and problem solve. However this also granted them self-determination. With intelligence came their own desires, and some find the menial life for which they were created unfulfilling. They are tireless and single-minded when devoted to a task.

  • Humanoid (Living Construct).
  • +2 Constitution, –2 Wisdom, –2 Charisma: The forged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Medium: As Medium constructs, the forged have no special bonuses or penalties due to their size.
  • Forged base land speed is 30 feet.
  • Composite Plating: The plating used to build a forged provides damage reduction 1/-. This plating is not natural armor and does not stack with other armor. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a forged cannot wear armor or magic robes. The forged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a forged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a forged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
  • A forged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
  • Automatic Languages: Frontier Common.

Living Construct Subtype (Ex): The forged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. The forged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

  • Unlike other constructs, a forged has a Constitution score.
  • Unlike other constructs, a forged does not have low-light vision or darkvision.
  • Unlike other constructs, a forged is not immune to mind-affecting spells and abilities.
  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
  • A forged can not heal damage naturally.
  • Unlike other constructs, the forged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • As living constructs, the forged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a forged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a forged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a forged.
  • The unusual physical construction of the forged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A forged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a forged is affected by repel metal or stone as if he were wearing metal armor. A forged is repelled by repel wood. The iron in the body of a forged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A forged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a forged.
  • A forged responds slightly differently from other living creatures when reduced to 0 hit points. A forged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a forged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert forged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
  • As a living construct, a forged can be raised or resurrected.
  • A forged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Although living constructs do not need to sleep, a forged wizard must rest for 8 hours before preparing spells.

Personality: The forged are staunch and determined, sometimes almost single-minded in their pursuits. Their history of use as menial workers leaves some forged bitter, while others seek to adapt to find their own place in the frontier. Many have taken to careers as skilled tradesmen or artisans. Others become explorers and adventurers. Many are content in their simple lives of labour, and continue to work on the railroad. In combat they fight fiercely and without remorse as death is a concept which they struggle to understand.

Physical Description: The forged appear as massive humanoids molded from a composite of materials—obsidian, iron, stone, darkwood, silver, and organic material—though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a forged, topped by a mostly featureless head. Forged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. In personality, some forged seem more masculine or feminine, but different people might judge the same forged in different ways. The forged themselves seem unconcerned with matters of gender, though occasionally one will adopt a gender role. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.

Relations: Many among the frontier races treat the forged as a lower class of citizen, though there are those that realize the spark of intelligence within them. The forged have a particularly complex relationship with their creators, the dwarves. Dwarves may look upon the forged with a sense of pride, ownership, or regret, while the forged see the dwarves as revered creators, honorable masters, or slavers.

The native races find the forged a puzzling curiosity, and may even hold a superstitious fear of them. The forged view the native races as no better or worse than the frontiersmen.

Alignment: The forged are generally neutral. They were built to work, not to ponder right and wrong. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.

Lands: The forged are among the frontier races, occupying towns on the edge of civilization. They do not claim lands of their own, generally, but may form societies of their own kind within the towns.

Religion: The forged are rarely religious, but a few do show interest in the religious beliefs and traditions of others. A rare forged devotes itself to an ideal. Some forged revere their dwarven “makers” in an almost god-like way.

Language: The forged speak Frontier Common in order to communicate with those they were built to serve. Many also speak dwarven. They tend to have a limited vocabulary, with no concept of words for luxuries, but could name ever piece of a train’s coal engine.

Names: The forged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and a forged traveling with humans often is referred to by a nickname. Some forged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves. Their names may resemble the names of any race they serve or encounter, or may be more similar to a nickname, honorific, title, or occupation.

Classes: The forged make good fighters or barbarians, and can make viable rogues. They make excellent artificers, able to use infusions on their own bodies. Some forged take levels in psionic classes. They are rarely bards, clerics, druids, or paladins. The forged also rarely tap into incarnum.

Adventurers: Adventuring is one way that a forged can fit into the world—at least as well as any adventurer ever fits in. Many who are dissatisfied with the menial life take to a life of adventure and exploration.

Character Options: Because of their armor-plated bodies, the forged can not benefit from magic armor or robes. However their armor plating can be magically enhanced. They also have access to the Adamantine Body, Improved Damage Reduction, Improved Fortification, Improved Resiliency, Ironwood Body, Mithral Body, Mithril Fluidity, Spiked Body, and Unarmored Body feats to supplement their armor. They can also take the Brute Fighting, Cold Iron Tracery, Construct Lock, Jaws of Death, Second Slam, Silver Tracery, and Stable Footing feats.

Some forged take the reforged, spellcarved soldier, or warforged juggernaut prestige classes.

Warforged template
Warforged is a template that can be applied to any forged at creation. Warforged were created for combat purposes as deadly infantry. They appear similar to the forged, but they are larger and often painted with war designs or camouflage. Warforged are usually neutral.

  • Warforged gain the augmented subtype.
  • +2 strength.
  • Warforged gain low light vision and darkvision out to 60 feet.
  • A warforged gains a +2 bonus to fortitude saves versus necromancy effects.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a forged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • Alien Mind: If a warforged fails a will saving throw versus a mind-affecting spell or effect, he can attempt a second saving throw as a free action on his next turn.
  • A warforged gains a second slam attack as a primary natural weapon, and both slam attacks deal damage equal to 1d6 + strength modifier.
  • Level adjustment +1.
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