Warforged Guardian (4e Race)
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|“||Warforged Guardians are great metal juggernauts of the battlefield, designed and trained for their master's -their Father's specific needs.||”|
|Average Height: 7' 0-8' 0|
|Average Weight: 380-540 lbs|
|Ability Scores: +2 Intelligence, +2 Constitution.|
|Speed: 6 squares squares|
|Vision: normal, Blindsight 10.|
|Languages: Telepathy Range: 10.|
|Skill Bonuses: +2 Athletics or +2 Perception, and +2 Endurance|
|Guardian Weapon Proficiency: You gain proficiency with any weapon type of your choice that is not Exotic.|
|Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.|
|Sleepless Sentinel: Rather than sleep, Warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.|
|Adaptability: Whenever you take damage, you gain resistance 2 +1/2 your level to this type of damage until the beginning of your next turn. You may only resist one type of damage at a time.|
|Meld: Whenever you put on armor, as a standard action, you can meld this armor into you. You do not take speed penalties from the armor, but still take the check penalties. Only one set of armor can be melded to you at a time, and you can only do this once daily.|
|Warforged Mind: You gain a +1 racial bonus to your Will defense.|
|Overdriven: You can use Overdrive as an encounter power.|
Play a Warforged Guardian if you want...
- To be a member of a race that favors Fighter and Barbarian classes.
- To be strong, tough, and built for battle.
- To play a nonliving hero with a magical origin.
Warforged Guardians are usually tall and lanky, and only occasionally built with a 'muscular physique, with arms that almost drag the ground. Their faces are plain, smooth metal (usually brass), that curve around to about where their ears would be, and covers the top of their head to about the height of the forehead on the back. the rest of their head, all throughout, is just clockwork gears and pins. Like all Warforged the plates of their bodies can be removed and changed, some Guardians will do this in order to fit in a little better and give off a friendlier look, going so far as to get wire like bundles much like the ones throughout the rest of their bodies attached to the back of their head to simulate hair. Whilst others do the exact opposite and change their plates to more intimidating appearances to instill fear in their opponents.They are never solidly covered, and you can almost always see through them in spots, and have fingers that, unlike their faces, are very intricate, detailed, and realistic. Like other Warforged Guardians, each bear unique runic whorls, but this is not limited to their forehead. Different Guardians have them in different locations and in different sizes, the location was originally a signature of their creator placing the unique runes on the same part of each Guardians body. Newer Guardians are more likely to have varied areas chosen either by their creator, the owner for whom they were designed, or simply at random.
Attitudes and Beliefs
Warforged Guardian Communities
Warforged Guardian Adventurers
Three sample adventurers are described below.
Roleplaying a Warforged Guardian
All Warforged are built for a reason. Warforged players must choose a task that they were made for and must strive to complete that task. The DM may decide what is acceptable and what isn't. Generic tasks are the easiest, but more specific tasks are better for stronger character depth.
Despite their sometimes intimidating size and appearance, Warforged Guardians are not very different from common Warforged most of the time. They have the ability to simulate all five senses, in addition to the capacity for all emotions,all outlooks and dispositions, good and evil. Many of the original Guardians retain the fierce nature they were built for, but younger Guardians have learned to fit in as well as any Warforged in a society without war. Their true beastial nature will quickly show itself in times of battle however, to their name's sake they quickly charge into battle cutting down any foe in their path in brutal fashion.
Warforged Guardians are best described as sentials, protecting the town the town they inhabit and the masters that created them. When they or one who they have been charged with protecting is threatened, they are able to fulfill their true purpose and they revel in the moment. Guardians are best suited as Fighters, Barbarians or even Warlords for their nature and apt for battle. They are commonly found rushing first into battle quickly bloodying their weapons and moving onto the next foe as soon as they finish one off. Because of this many Guardians are found spending time in the military, as body guards or even as bounty hunters and mercenaries.
Warforged Guardian Characteristics: Quiet, calm, indomitable, implacable, slow to anger, honorable, practical, fierce, relentless, aggressive, alert, brave, curious, forthright, industrious, loyal, methodical, naive, practical, reserved, simple.
Names: Tetra, Omega, Sigma, Alpha, Beta, Zeta, Epsilon, Delta, Gamma, Kappa, Tau, Eta, Stigma, Azm, Book, Bulwark, Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Three, Titan, Unsung, Victor, Watcher, Zealot, Stalker.
Warforged Guardian Utility Powers
When your warforged guardian character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a warforged guardian utility power of the same level or lower.
|Overdrive||Warforged Guardian Racial Power|
|Your true purpose becomes clear in this battle, and your sense of duty compiles you to press on.|
|Trigger: You become bloodied or an ally within line of sight becomes bloodied.|
|Effect: You gain +2 to speed, +2 to damage rolls. Only lasts while the trigger is still applicable.|
|Special: Level 11: +3 speed, +3 to damage rolls. Level 21: +5 speed, +5 to damage rolls|