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(de 11): CONTENIDO PRÁCTICO DE BIOMECÁNICA

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UCLM UNIVERSIDAD DE CASTILLA - LA MANCHA

Tema 11 (de 11): CONTENIDO PRÁCTICO DE BIOMECÁNICA

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Combat

Warforged are built for combat, and they carry out that task admirably. Though they are capable of emotion, few warforged allow it to cloud the business of war. They fi ght effi ciently and brutally, while remaining remarkably calm in the heat of battle.

Composite Plating (Ex): The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. A warforged can be enchanted just as armor can be. The creature must be present for the entire time it takes to enchant him.

Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wear- ing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

Light Fortifi cation (Ex): When a critical hit or sneak attack is scored

on a warforged, there is a 25% chance that the criti- cal hit or sneak attack is negated and damage is instead rolled normally. The warforged warrior presented here had the following ability scores be- fore racial adjustments: Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8.

Warforged as Characters

Most warforged have levels in mar- tial classes such as warrior, fi ghter, or occasionally paladin, ranger, or barbarian. Some warforged abandon their warlike heritage, becoming spellcasters or even rogues.

Warforged characters possess the following racial traits.

— +2 Constitution, –2 Wisdom, –2 Charisma.

—Warforged base land speed is 30 feet.

—Special Qualities (see above): Composite plating, light fortifi cation, living construct traits.

—Automatic Language: Common. Bonus Languages: None.

—Favored Class: Fighter.

WARFORGED CHARGER

Large Construct (Living Construct) Hit Dice: 4d10+20 (42 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 17 (–1 size, +8 Adamantine Body), touch 9, fl at-footed 17

Base Attack/Grapple: +3/+12

Attack: Slam +7 melee (1d8+5 or Powerful Charge 1d8+5 plus 2d6)

Full Attack: 2 slams +7 melee (1d8+5) Space/Reach: 10 ft./10 ft.

Special Attacks: Adamantine fi sts

Special Qualities: Adamantine plating, damage reduc- tion 2/adamantine, living construct traits, moderate fortification

Saves: Fort +6, Ref +1, Will –1

Abilities: Str 20, Dex 10, Con 20, Int 5, Wis 7, Cha 3 Skills: Jump +12

Feats: Adamantine BodyB, Improved Bull Rush, Power Attack, Powerful ChargeB

Environment: Any land Organization: Solitary

Challenge Rating: 5 Treasure: None

Alignment: Usually lawful neutral Advancement: By character class

Level Adjustment: +4

This construct looks like an ogre-sized gorilla, walking on both its short legs and its hammerlike hands. Its body is

heavily plated.

An earlier model of warforged than the scouts and soldiers, chargers are larger, less intel-

ligent, and generally less adapt- able than their successors. They are designed for a single task:

charging enemy defenses and pounding them to rubble. A warforged charger stands 10 to 11 feet tall and weighs up to 2,400 pounds. It haltingly speaks the language of its creators, usually Common.

Combat

Warforged chargers demonstrate less strategy and initiative than smaller warforged, clinging to their simple orders or, barring that, smashing anything that gets in their way. Adamantine Fists (Ex): A warforged charger’s hammer- like fi sts are forged of adamantine, allowing it to overcome the damage reduction of other constructs and to ignore the hardness of objects.

Adamantine Plating (Ex): The composite plating used to build most warforged is enhanced to adamantine in the

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warforged charger (refl ected in the Adamantine Body feat), providing a +8 armor bonus and granting damage reduction 2/adamantine. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged charger cannot wear armor or magic robes. A warforged charger can be enchanted just as armor can be. The creature must be present for the entire time it takes to enchant it. Adamantine plating also provides a warforged charger with a 35% arcane spell failure chance. A charger is consid- ered to be wearing heavy armor that allows a maximum Dex- terity bonus of +1 and provides a –5 armor check penalty. Moderate Fortifi cation (Ex): When a critical hit or sneak attack is scored on a warforged charger, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Warforged Chargers as Characters

Warforged chargers almost universally adopt the fi ghter class on the rare occasions when they advance levels. Warforged chargers possess the following racial traits. — +10 Strength, +10 Constitution, –6 Intelligence, –4 Wisdom, –8 Charisma.

—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

—Space/Reach: 10 feet/10 feet.

—A warforged charger’s base land speed is 30 feet, but this is reduced to 20 feet by its Adamantine-Laced Body bonus feat.

—Racial Hit Dice: A warforged charger begins with four levels of construct, which provide 4d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +1.

—Racial Skills: A warforged charger’s construct levels give it skill points equal to 7 × (2 + Int modifi er, minimum 1). Its class skill is Jump.

—Racial Feats: A warforged charger’s construct levels give it two feats. It also receives Adamantine Body and Powerful Charge as bonus feats.

—Natural Weapons: 2 slams (1d8).

—Special Attacks (see above): Adamantine fi sts.

—Special Qualities (see above): Adamantine plating, damage reduction 2/adamantine, living construct traits, moderate fortifi cation.

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WARFORGED FEATS

The following feats are available only to warforged characters. For additional warforged feats, see Chapter 3: Heroic Character- istics in the EBERRON Campaign Setting.

ADAMANTINE BODY

At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.

Prerequisites: Warforged, 1st level only.

Benefit: Your armor bonus is increased to +8, and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wear- ing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.

Normal: Without this feat, a warforged character has an armor bonus of +2.

Special: Unlike most feats, this feat must be taken at 1st level,

during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

IMPROVED FORTIFICATION

You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits.

Prerequisites: Warforged, base attack bonus +6.

Benefit: You gain immunity to sneak attacks and extra damage from critical hits, but you lose the ability to be healed by spells of the healing subschool.

MITHRAL BODY

A warforged character’s body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness.

Prerequisites: Warforged, 1st level only.

Benefit: The warforged’s armor bonus is increased to +5, and the character is considered to be wearing light armor. He now has a +5 maximum Dexterity bonus to AC, a –2 penalty on all skill checks that armor check penalties apply to (Bal- ance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 15%.

Normal: Without this feat, a warforged character has an armor bonus of +2.

Special: Unlike most feats, this feat must be taken at 1st level,

during character creation. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor.

MITHRAL FLUIDITY

Your movements are smoother and more fluid than those of other warforged.

Prerequisites: Warforged, Mithral Body.

Benefits: The maximum Dexterity bonus a warforged with the Mithral Body feat can apply to Armor Class is increased by 1. In addition, the armor check penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks are reduced by 1.

Special: This feat can be taken multiple times. However, armor check penalties cannot be reduced to less than +0.

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In document DETALLE DEL PLAN DE ESTUDIOS (página 31-34)