Strength of Steel: A Warforged Handbook

-- -- 4e Character Optimization
  • Dungeons & Dragons
  • -- Dungeons & Dragons - Fifth Edition
  • -- -- Rules Questions
  • -- -- Player Help
  • -- -- Dungeon Master Help
  • -- -- D&D Adventurers League
  • -- -- Product and General D&D Discussions
  • -- D&D Products
  • -- -- D&D Future Releases
  • -- -- D&D Board Games
  • -- -- -- Dungeon Command
  • -- -- D&D Insider
  • -- -- Third Party and Officially Licensed Products
  • -- D&D Community
  • -- -- Community Business
  • -- -- What's a DM to Do?
  • -- -- What's a Player to Do?
  • -- -- 4e Character Development
  • -- -- 4e Character Optimization
  • -- -- 4e General Discussion
  • -- -- 4e Rules Q&A
  • -- -- D&D Gamer Classifieds
  • -- -- -- Asia, Australia and Oceania
  • -- -- -- Canada
  • -- -- -- Central and South America and Africa
  • -- -- -- Europe
  • -- -- -- Online Games
  • -- -- -- US: East of the Mississippi
  • -- -- -- US: West of the Mississippi
  • -- -- Off-Topic Tavern
  • -- D&D Worlds
  • -- -- Forgotten Realms
  • -- -- Homebrew Campaigns
  • -- -- Dark Sun
  • -- -- Eberron
  • -- -- Gamma World
  • -- -- Nentir Vale and Beyond
  • -- -- Other Published Worlds
  • -- -- -- Birthright
  • -- -- -- Dragonlance
  • -- -- -- Greyhawk
  • -- -- -- Mystara
  • -- -- -- Oriental Adventures
  • -- -- -- Other Worlds (Including 3rd Party)
  • -- -- -- Planescape
  • -- -- -- Ravenloft
  • -- -- -- Spelljammer
  • -- 4e Errata
  • -- -- Print Material
  • -- -- Dragon and Dungeon articles
  • -- -- 4E Errata Archive
  • -- D&D Previous Editions
  • -- -- Previous Editions General
  • -- -- Previous Editions Character Optimization
  • -- -- Non-D&D TSR and WotC RPG Discussion
  • -- -- RPGs General Discussion
  • -- -- Previous Editions Archive
66 posts / 0 new
Last post

Strength of Steel: A Warforged Handbook

excerpts_epg_0601.jpg


"Listen, and understand. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead." 





Rating System
Sky Blue choices are best suited for you.
Blue choices, while not as strong, are fine choices as well.
Black choices are not the best, but they're workable nonetheless.
Purple choices can work, but they're much less suited to your abilities.
Red choices are hardly useful and hard builds to pull off.

Table of Contents
01) Introduction
02) Warforged Traits
03) Martial Warforged
04) Arcane Warforged
05) Divine Warforged
06) Primal Warforged
07) Psionic Warforged
08) Shadow Warforged
09) Paragon Warforged
10) Warforged Feats

Glossary:
Player's Handbook = PH1
Player's Handbook 2 = PH2
Player's handbook 3 = PH3
Heroes of the Fallen Lands = HotFL
Heroes of the Forgotten Kingdoms = HotFK
Forgotten Realms Player's Guide = FRPG
Eberron Player's Guide = EPG
Dark Sun Campaign Setting = DCSC
Martial Power = MP1
Martial Power 2 = MP2
Arcane Power = AP
Divine Power = DP
Primal Power = PP
Psionic Power = PsP
Dragon Articles = D### 

Special thanks to:
Lord_Ventnor, who's format from "Heart of the Dragon: Dragonborn guide" I used in this guide
Dictuum-Mortuum for the color-coded rating style
All posters for their reviews


Also, I would like to post a quick link to the Dragon Article that introduced Warforged to 4e: www.wizards.com/DnD/Article.aspx?x=dnd/d...

Made for Combat:
Warforged Traits





Ability Scores: Warforged durability is innate, but they can be built for either strength of body, or strength of mind. (They are one of the two LFR legal Con/Int Races.)

Languages:
Only common for you, not great. At least most creatures speak a little.

Skill Bonuses:
Intimidate is always good for a race with no social stat boosts. Endurance is kind of lost on someone who doesn’t need to eat, drink, or breathe.

Living Construct:
Now this is good; you don’t need to eat, drink, breathe.

Unsleeping Watcher:
You don’t need to sleep, so you don't take to penalties to perception. Only needing to remain inactive for 4 hours to boot.

Warforged Mind:
An inherent bonus to will is great, especially for characters that rarely take up will boosting stats.

Warforged Resilience:
Just beautiful a +2 against ongoing damage. Oh, and you don’t die. You live unless you are actively reduced to your negative bloodied value, you don’t die.

Warforged Resolve: This is good, you aren’t going to be much more than 10% of you HP back, but the save can be really useful in sticky situations.

Attached/Embedded Components:
The most unique aspect of Warforged is the ability to modify items specifically for their body, and a class of magic items that only Warforged can use, I will detail them here:

Attached Items
Armor: You will usually have the strength to carry enough gear, you this usually isn’t an issue. Not being able to be removed is nice.

Shield: You have two free hands even when using a heavy shield, just beautiful. There is no downside.

Weapon: One-handed weapons are fine; a crossbow that only takes one hand is useful. Two-handed weapons are unclear, whether or not they become one-handed is up to your DMs interpretation, but they definitely have a -2. Even if they do become one-handed, they still aren’t good.

Implement: The real problem for attached implements is that you have better options with most as embedded. Fine for holy symbols and being able to wield an orb in your chest is great, but you usually won’t play a class that can take advantage of that, and you can imbed it, you should pass on these (excluding the holy symbol).

Light Source: Pretty much exclusively for your delvers light.

Storage: If you are worried about theft then this is good for your backpack or your weapon’s sheath/quiver, your pouches should be embedded though.

Tools: Good for anything that can’t be embedded. Garbage if they can.

Magic Items: Any magic item slot can be attached, and it’s a good idea to do so.


Embedded Items
Weapon: A hidden weapon is good for any Warforged. If nothing else you can cut yourself out of restraints.

Implement: Much better than attached as a rule. Being able to hold a weapon (or weapon and shield) and two implements is beyond amazing. Attached orbs were good, but embedded orbs are great. You can also use multiple implements without having to change (or even use) hands.

Storage: Another great option, you can keep anything you want hidden, and impossible to steal.

Tools: Out of sight, out of mind. You want to walk right in and steal something right out from under their nose? You can bring your tools with you.

Magic Items: If you can imbed an item (and still get its effect) then it is a good idea to do so.


Magic Items
Mithral Plating: This is a great piece of armour for characters that bought up to plate (like barbarians and rangers) that don’t want the penalty that plate usually incurs.

Armblade: A decent enchantment, even better for fighters.

Delver’s Light: A magic item that doesn’t take up a slot? Good to go, plus it compensates for your lack of special senses.

Armbow: A one handed crossbow that generates its own ammo. If you have to use a crossbow this is a good choice.

Warsoul Weapon: Decent, makes you a fighter once per day, gives initiative bonus. Decent.

Adamantine Plating: Now this is an amazing enchantment. Tired of having to choose between high AC masterwork armour and resist damage? Now you don’t have to. Just magnificent, especially if you are a defender and you can get the resist even earlier.

Disk of Energy Resistance: I can think of better necks, but resist 5 to one type of elemental damage for an encounter is quite good.

Essence of the Scout: This is actually one of the less effective items you could choose, Warforged aren't known for their stealth. If you want to play a stealthy character you could look at it.

Spiked Soles: They will make you more dwarf-like once per encounter, the better athletics isn’t too important, unless you really like jumping.

Command Circlet: This is situational, you will rarely have another Warforged on your party, and the save is pretty situational as well. However Telepathy 20 will immediately make up for your lack of additional languages.

Final Messenger: I'm not going to rate this, it takes no slot so if you have the gold there no reason not to. It can be moderately useful, but will unlikely ever really save you from anything.

Shoulderbow: No need to use your off-hand to hold your ranged weapon, a decent addition to any Warforged repertoire.

Alchemical Warforged Items:
These are an interesting class of items for warforged to use, any one of these items are okay on their own, but their real power can only come from combineing them with Alchemical Warforged Feats (Great flavor for an arcane Warforged though.)

Alchemical Atomizer: This is a good way to save actions when using alchemical items.

Alchemical Defense Nodes: Good resist option if you know what you will be facing for the day, or if you stow an alchemical item with more than one damage keyword.

Alchemical Failsafe: This is one of the better options here, it will allow you to use your second wind without loosing your attack option. (Especially good for Warforged Wardens.)

Alchemical Launcher: If you intend to use alchemical items with any frequency, you should get this item. It gives a static bonus and stops you from provoking OAs, which is great for anyone as investing in melee as the Warforged.


Docent
Most people don’t even know what these are, so I’ll copy the description here:

A Docent is an intelligent item that is played as an NPC by the DM, a docent has the powers of another neck slot item, so DMs should choose a magic neck slot item and add its abilities to the docent. The docent is one level higher than a similar neck slot item that isn’t a docent. In addition to its magic properties and powers, a docent has the following traits.
➤ It can communicate with you telepathically. If you wish, you can allow it to speak through you using your voice.
➤ It uses its telepathy to advise you. The docent’s personality and alignment affect how it advises you. Unaligned docents, the most common, look out pri­marily for your well-being and advise you according to your tendencies. Otherwise aligned docents might have their own agendas.
➤ A heroic tier docent is trained in one skill keyed to Intelligence, Wisdom, or Charisma. A para­gon tier docent has two skills, and an epic tier docent has three. It can provide information from its skills or use a skill such as Diplomacy through you, if you allow it to speak using your voice. A docent trained in Perception uses your senses, but might catch things you miss. It makes checks using one-half its item level + 8. It can’t make untrained checks.
➤ It understands Common and Giant, as well as one other language, excluding secret languages. While attached or embedded, it can interpret for you any language it understands. If you allow it to speak using your voice, it can also translate your thoughts into a language it understands.
➤ Docents can have an alignment, personality quirks, extra powers, and any other traits ascribed to intelligent items or customized items in Adventurer’s Vault.

A Docent is an incredibly unique item. As an intelligent item you should ask your DM before you add one, you should also volunteer to do all the roleplaying for it. It says that the DM should, but unless your DM wants to make it a big part of the campaign they probably won’t have extra time to roleplay for you.

The benefits are great; an extra skill per tier is amazing (epically for Warforged, who rarely take classes that have a social skill primary or secondary) and the extra languages are just the icing on top.

Body of Steel:
Martial Warforged



Warforged are some of the best marital characters around, not only do they have a boost to strength but they are the most durable characters around, Warforged don’t die. It is commonly believed that Warforged are only martial characters, not because it is true, but by how easily it becomes them.


 
Fighters (PH1)
Warforged make excellent fighters. Warforged are pinnacles of the strength and durability that it takes to become a fighter.

Fighter Talents
Weapon Talent (PH1): The most basic of fighter techniques, although sometimes simple is the best way to go. You should generally go with a more Constitution oriented weapon such as an Axe or a Hammer. 

Battlerager Vigor (MP1): The Fighter feature that actually uses constitution as a secondary stat. This builds durability lends itself well to Warforged. 

Tempest Technique (MP1): The least effective Fighter build for a Warforged, as Warforged do not have the natural dexterity that makes these warriors so formidable. That said, they are still quite good at it.

Brawler Style (MP2): While this build is also reliant on the Warforged low dexterity, it is less important with this build and the stickiness of this build almost requires the durability that Warforged excel in.

Arena Training (DSCS): Arena Fighters also rely on dexterity to be effective, but that need is mitigated by the Arena Training AC boost; along with Warforged innate durability, this makes Warforged highly effective Arena Fighters.


Fighter Opportunity Attacks
Combat Superiority (PH1): While not obviously better than Combat Agility, the Warforged Superiority feat allows you to knock prone any enemy you hit with an opportunity attack.

Combat Agility (MP2): This is one of the only places where the Warforged does not excel as a Fighter. The Warforged dosen't have the dexterity to use this feature to its fullest effect.


Essentials Fighter Builds
Knight (HotFL): Though a bit off from the 4e Fighter we've come to know, this option is still an excellent choice for Warforged. Perfect stat synergy and the durability we've come to know all make for a devastating combination.

Slayer (HotFL): A heavy armor striker is great for a race (like Warforged) with no reflex boosting secondary stat. Its focus on dex shouldn't slow you down, and you will be tougher than most.



Rangers (PH1)
While the skirmisher role isn't as natural to Warforged as standing at the front lines, their high strength allows us to still fight well with a weapon in each hand or with a beast companion. Warforged Rangers almost need heavy armour to be viable.


Ranger Fighting Style
Two-Blade Style (PH1): The best option for Warforged Rangers. Raise Constitution as opposed to Dexterity or Wisdom, get some heavy armour and dual-wield hammers or axes.

Archery Style (PH1): No. The Warforged does not get a boost to either stat, and its innate durability is forgotten at range.

Beast Mastery (MP1): The same as with the Two-Weapon Ranger. Raise Constitution as opposed to Dexterity or Wisdom, get some heavy armour, and get your hands on hammers or axes. Although this build requires more wisdom, so it could be best to split between wisdom and constitution.

Hunter Style (MP2): Again no; A slightly better choice due to your proximity to melee, but still a no.

Marauder Style (MP2): Like the Two-Blade style, this particular feature requires strength, which you have. It's mobile than the Two-Blade style, if you don’t want your Warforged to stand toe-to-toe than this is the build I’d recommend. (I’d still take the speed penalty and buy heavy armour though.)


Ranger Attack Bonus
Prime Shot (PH1): No. It’s hardly a good power for ranged rangers, which you are not. And as a Marauder you will rarely be the closet to your enemy for the throw and most of you attacks have built in mobility. Don’t take this.

Running Attack (MP2): If you move and attack with one action, you get a bonus to that attack. If you are a Ranger take this. If nothing else it makes your charges better.


Essentials Ranger Builds
Scout (HotFK): This option has no stat synergy, however the Warforged are innately durable and suited to melee, also you have the strength needed for axe and heavy blade feats (mastery is probably out of reach though).

Hunter (HotFK): Not only does this build not have the required stat synergy, it is ranged and as I have said before, that is not where Warforged are at their best.




Rogues (PH1)
Warforged lack the agility and finesse that is the trademark of rouges, but have a strength boost that is helpful to any melee character. This is the martial class that Warforged are least apt to be.

Rogue Tactics
Brutal Scoundrel (PH1): Your strength bonus will help rack up more damage, aside from that and your constitution keeping you in the fight longer, you do not offer much else.

Artful Dodger (PH1): You do not have abilities to do well as this type of rouge.

Ruthless Ruffian (MP1): You would think a mace rouge would be right up the Warforged’s alley, but this build’s need for charisma stops that from being true.

Cunning Sneak (MP2): As with artful dodger, but worse as even your innate durability is not very helpful at range.


Weapon Talents
Rogue Weapon Talent (PH1): The lesser of two evils. It will allow you to apply your sneak attack damage and brutal scoundrel boosts more often.

Sharpshooter Talent (MP2): You shouldn’t be at range and shouldn’t need this.


Thief
Thief (HotFL): The thief in essentials has little need to more than dex, but your strength boost can be great for blade and buckler builds, and Warforged durability is always good for a melee frontliner like the Thief. (A few powers event benefit from strength, but these are few and far in between.)




Warlord (PH1)
Warforged lack of natural charisma and intelligence generally make them less effective Warlords, but their strength and constitution bonuses always work to the advantage of melee characters.

Commanding Presence
Inspiring Presence (PH1): You’ve got strength and durability in melee, your kickers will be lower than a Dragonborn, but aside from that there are no Strength/Charisma races. This makes you second to one as an Inspiring Warlord.

Tactical Presence (PH1): You’ve got strength and durability in melee, but kickers are especially important for for Taclords. Warforged will never be good lazy Warlords, but as active Taclords they carry themselves quite well.

Bravura Presence (MP1): If you are going to be a warlord, this is your best bet. It is the build that will get the most use of your durability, and it will let you take risk even more than Bravelord with high charisma.

Resourceful Presence (MP1): Your lack of either secondary stat makes this build to pull off, but because it doesn't require the really heavy investment in its secondary stat that other Warlord builds do you can get away with lower scores. This would be a good build for you.

Insightful Presence (MP2): You've got strength and durability in melee, your kickers will be lower than a other races that have a boost to primary and secondary stats, but you will be good at it. Choose Charisma as your secondary, it will open up more powers to you.

Skirmishing Presence (MP2): This presence is another that is less than Warforged friendly. Though you have the primary; moving to range is never good for a Warforged. If you want to be one try using a heavy throwing weapon rather than a bow.

Weapon and Armor Proficiencies
Melee Warlord (PH1): You should take this, heavy armour is your friend, so are heavy weapons.

Archer Warlord (MP2): You probably shouldn’t take this; even if you want to be a ranged Warlord it would be better if you picked up a heavy thrown weapon.


Leader Type
Combat Leader (PH1): A bonus to Initiative for everyone is awesome. Nothing more need be said.

Canny Leader (MP2): Perception and Insight are generally considered some of the most important skills there are, and getting a boost to them is nice. Compared to the other options here, though, there's no contest whatsoever.

Battlefront Leader (MP2): Perfect for the melee orientated Warforged, this feature opens you to option that make to an effective off-tank. Plus the pre-battle switch around is nothing to laugh at.

From Whence We Came:
Arcane Warforged


 


Warforged were created by magic, and they have a talent for it. Warforged make the best spellcasters which rely on their own durability and a strong presence in battle. Warforged are especially suited to lending their strength to summoned creatures.



Artificer (EPG) Your high constitution can make you a uniquely durable Artificer.

Artificer Builds
Battlesmith (EPG): If you are going to be an artificer, be a Battlesmith. Use your constitution score to boost your allies. You durability will let you get close enough to the action too make sure that your allies receive the full benefits from your powers.

Tinkerer (EPG): You have the primary stat for this form of Artificer, plus your constitution will be put to good use in your summons. They only thing you lack here is the techincal secondary stat.

Warrior Forge (D381): You have the primary stat required for this build, but you can't use your constitution because this build puts you at range.


Bard (PH2)
Warforged are anything but archetypical bard, you lack the natural charisma, wisdom and intelligence that marks this class. However your natural zeal and grit might be something you could manage to pass on to your allies.

Bardic Virtue
Virtue of Valor (PH2): Let your physical might inspire you allies, not your smooth words. This is the best of a bad choice for you.

Virtue of Cunning (PH2): No. You can do better. 

Virtue of Prescience (AP): Absolutely no. Not only does it put none of your natural abilities to good use, it puts you at range, which is where no Warforged should be.


Sorcerer (PH2)
When Warforged must practice magic, they often choose types that rely on their natural physical tendencies. Their strength makes them effective sorcerers.

Spell Source
Dragon Magic (PH2): More than most other classes, sorcerers need their secondary stat to be high. Warforged sorcerers would do well on this path. Their natural strength and durability making them even more effective in the near melee that is the domain of the Dragon Sorcerer.

Wild Magic (PH2): It doesn’t work well, they are ranged without any stats synchronization, skip it. 

Cosmic Magic (AP): The other strength sorcerer is less your style, as the ranged nature of cosmic magic make your constitution less useful than a dragon sorcerer. 

Storm Magic (AP): Slightly better for you than wild, as storm sorcerers tend to jump in and out of melee, but still not good enough.


Swordmage (FRPG) 
Being a swordmage requires two things, physical perfection and mental might and discipline. Warforged are the paragon of these traits. Warforged make some of the best very best Swordmages in the game. Besides that Warforged are natural defenders.

Swordmage Aegis
Aegis of Assault (FRPG): Your Strength boost will help out with your Assault power riders, and your boost to constitution will make you more durable.

Aegis of Shielding (FRPG): Your constitution is just right and your intelligence is spot on.

Aegis of Ensnarement (AP): Pretty much the same as the Shielding Swordmage.


Warlock (PH1)
Warforged are rarely cunning and devious, they are hard pressed in most basic social situations, that is why when they take the path of a Warlock they rarely use their words and tricks. They let their durably speak for itself, channelling magic that would kill lesser individual.

Eldritch Pact
Infernal Pact (PH1): Warforged are prefect conduits for hells power to flow into the world. They may not have the intelligence to get the most from their kickers, but their high constitution allows them to draw much power and durability from this pact, plus their strength will allow them to pick up armor proficiency and other feats of interest. I would argue that Warforged make the best melee warlocks.

Fey Pact (PH1): Trickery, invisibility, bluffs and lies. Not for you. 

Star Pact (PH1): Arcane Power lists two ways to play this pact. The half-elf way (use both primary stats), and the way everybody else does, pick one. Pick constitution and don’t look back, you might be able to make this pact work. 

Dark Pact (FRPG): No. Though a damaging pact you do not have the Charisma to deal with Drow ghosts. 

Vestige Pact (AP): Like the Infernal Pact, your high Constitution is very helpful here. The ability to change pact boons based on which Vestiges you are contacting is interesting flavour. You’ve got the main stat, but Infernal is probably a better choice.

Sorcerer-King Pact (DSCS): This build won't come up very often for most Warforged, as it seems unlikely that many DMs will allow Warforged in Dark Sun. If your DM does, this may be a good choice. Almost all of this pact's powers can be used at range or in melee (the Warforged's specialty.)


Hexblade Pact
Hexblades: Hexblades are the melee version of the Warlock, but because they use Charisma as a primary they are actually less suited to Warforged.


Fey Pact (HotFK): No stat synergy and rely on evading opponents, not the Warforged way.

Infernal Pact (HotFK): You have the secondary here, and the focus of this build is on toughness, which Warforged have in spades.

Star Pact (D393): This build uses intelligence, so no stat synergy for you. The focus on radiant doesn't really get much from the Warforged either, this pact is about as good as Fey for Warforged.


Wizard (PH1)
As a generalization, Warforged lack the intelligence to make good wizards. With that said there are some con-based options that the Warforged can make passable.

Arcane Implement Mastery
Staff of Defense (PH1): This defensive wizard option is a decent one for Warforged; pick up mainly conjuration powers to take advantage of your high constitution.

Wand of Accuracy (PH1): Sorry, this really isn’t your thing. 

Orb of Imposition (PH1): Keep going down, nothing to see here.

Orb of Deception (AP): No. Illusions, trickery? Keep going down. 

Tome of Binding (AP): This is where Warforged wizards take stride. Your high HP and durability will translate directly to your summons. It can be quite good if combined with Staff of Defense.

Tome of Readiness (AP): This feature isn't bad as a second implement, as it isn't based off of any secondary stat. Can be quite useful if joined to Tome of Binding.


School of Magic
Enchantment School (HotFL): The HotFL control wizard, stands away from combat and drops status conditions on enemies from afar, Warforged should be up close and personal.

Evocation School (HotFL): The quintessential war wizard, requiring physical ability to survive in combat. This is the build for you if you need to be a Wizard, your durability will not be lost on such a squishy caster.

Illusion School (HotFL): Another wizard build that has no place in the warforged repertoire.

Pyromancy School (D391): This school will suit you about as well as Evocation (as it seems to really be more of an evocation specialization than its own unique school). Take this if you want to specialize in fire, although that really is more of a Tiefling thing.

Faith in Strength:
Divine Warforged


 


Warforged rarely rely on gods, they know that the gods did not have a hand in their creation, and they prefer to rely on their own strength rather than the strength of others. But when a Warforged takes up a cause, their strength carries them through battles which would destroy the unfaithful.


Avenger (PHB2)
The Warforged prides itself in one on one combat, but not like this, a Warforged does need to chase his enemy around the battlefield, the enemy should come looking for him.

Avenger Censure
Censure of Pursuit (PHB2): I’m afraid not, Warforged aren’t known for being nimble.

Censure of Retribution (PHB2):
You have neither of the stats needed for this build, but your durability is always a plus for characters who try and make their opponents attack them.

Censure of Unity (DP):
No synergistic stats, and on the opposite side, the Warforged should be the character that the enemy is forced into, not the one forcing it.


Cleric (PH1):
When Warforged take on the cause of a God, they connect their worship to their intense physicality. This makes them suited to some cleric paths. 

Cleric Builds
Battle Cleric (PH1): Most Warforged clerics will be Battle Clerics, their reliance on their strength draw most Warforged to this path.

Devoted Cleric (PH1):
Warforged devoted are rare, Warforged as a whole lack the immense wisdom it requires to pull off this build, and would rather fight in melee than at range.

Shielding Cleric (DP):
The same goes for the Shielding Cleric.

Balanced Cleric: You can do this; your charisma riders will suffer, but you can choose powers that will limit the need for chrisma.


Warpriest Domains
Warpriests: are the melee equivalent of wisdom based clerics, and as melee combatants (with higher armor proficiency) lend themselves better to Warforged abilities.


Earth Domain (D392):
Though not statistically not better for you than any other domain (as all Warpriests use Wis and Con), this domain's defensive tilt really does suit the Warforged forte.

Storm Domain (HotFL): This is the most damaging option availibe to Warpriests, you would do well in this path, and will be tougher than most.

Sun Domain (HotFL): You will be as equally well suited for this path as the others.
[/sblock]


Invoker (PHB2)

A fragment of a Gods soul is the perfect way for a warforged to feel connected to a possible afterlife.

Divine Covenant
Covenant of Preservation (PHB2): You have no stat boosts, it and this path is heavily ranged, pass.

Covenant of Wrath (PHB2): Now this is more your speed, your Constitution boost comes in handy for your kickers and your closeness to melee is Warforged bread and butter.

Covenant of Malediction (DP): Much the same benefits as Wrath, it’s more of a personal preference.


Paladin (PH1):

Warforged approach Paladin-hood in much the same way as they approach Cleric-hood, relying on their strength, rather than their words, too make the wishes of their God known. Their low charisma naturally lowers their divine challenge damage, but they make up for it by being so well suited to melee.

Paladin Builds
Avenging Paladin (PH1): Warforged make excellent strength based paladins. That said, your Divine Challenge will be rather weak overall. (Unless you take Mighty Challenge from Divine Power.)

Protecting Paladin (PH1):
Warforged do no support their gods with smiles, they prefer to send their message on the end on a blade.

Balanced Paladin (PH1):
Warforged cannot make use of the multiple stats required to pull this build off, they will end up with lousy wisdom kickers, or lousy charisma powers.

Ardent Paladin (DP):
This Paladin build is focused on taking down enemies, emphasizing striker as a secondary roll. Constitution is recommended as a tertiary stat, which is right up the Warforged alley.

Virtuous Paladin (DP):
There really isn't to say here that I haven't said about the Protecting Paladin build.


Cavalier Spirit of Virtues
Spirit of Sacrifice (HotFK): Warforged are excellent as strength based Cavalier Paladins. The healing surge is one of the most important resources for Spirit of Sacrifice Cavaliers, so your constitution score will be put to good use. You also have the main stat and toughness needed for a front-liner, this would be a good choice for you.

Spirit of Valor (HotFK): These Cavaliers are more focused on themselves, increase thier own toughness and damage, they even built in a bonus to healing surges to increase HP. Warforged have their own toughness, but cannot invest as strongly in charisma as some other races. This is a good option for you.



Runepriest (PH3)
 

Secluded from the world, Runepriests try to understand the divine runes that permeate the creations of the gods, and train themselves to use those runes as weapons against the gods' foes. It seems like the rune on the Warforged forehead was a sign of the Warforged's synergy of this divine character to come.

[spoiler=Runic Artistry]Wrathful Hammer (PH3): Warforged best use runes through active application. Rather than study the runes, Warforged use runes, and doing so in this fashion requires both Strength and Constitution, which is just what Warforged have in spades.

Defiant Word (PH3): This build is not so synergistic, but is still a good path for divine Warforged. All melee characters need constitution, and our strength is just what Runepriests need.[/sblock]

From the Earth We Come:
Primal Warforged


 


Towards the end of the Primordial War, the spirits of the natural world itself became known to us, and they were able to force the epic conflict off of this plane. These spirits are powerful, and they will lend their strength to you, if you will but listen to them. Very few people I have spoken to see Warforged as primal character, there is something about their artificial nature that cause people to quickly discount their connection to the natural world. Warforged are intimately connected to the world, they are made from pieces of it, earth and wood bound together. There creation was without the Gods, the feywild, or the shadowfell. Warforged are beings purely of this world, and as such must be eager to protect it.


Barbarian (PH2)
Warforged are usually detached from their emotions, but when a Warforged access them, they may find a torret that many other races would find untameable.

Feral Might
Rageblood Vigor (PH2): A great choice for a Warforged, boosts to primary and secondary stats, innate will bonus, self healing. Warforged fill this role well.

Thaneborn Triumph (PH2):
While not as well suited as the constitution based paths, the Warforged constitution boost gives much needed durability to this build.

Thunderborn Wrath (PP):
Like the Rageblood Barbarian, a good choice. Strength primary and Constitution secondary will give you good power, great healing surges, and the ability to slay minions that will make your controller cry.

Whirling Slayer (PP):
As a whirling slayer you will be more durable than most, only the Half-Orc beats you out in this build.

Druid (PH2)
Druids can channel the wild directly into their bodies, Wildshaping into a manner of strange and useful creatures. This can give a Warforged experiences that it would have never thought possible, to be truly living.

Primal Aspect
Primal Guardian (PH2): Your constitution score will help keep you alive, not just by increasing your HP, but also you AC, and surges. Unfortunately, most guardian kickers apply to your humanoid form powers, most of which are ranged.

Primal Predator (PH2):
No stat synergy. You offer nothing to this build.

Primal Swarm (PP): If you want to be a druid, go with this. The constitution focus makes it worth your while, and the damage resist can be rather valuable. Add that to this build's focus on close range control, and it becomes an even better option.


Sentinel Druid Season
Druid of Summer (HotFK): This build is thematically and mechanically better for you. Your constitution and strength will suit bludgeon support feats better, and the bear's aura will keep allies close to it and you (allowing for Warforged Tactics to be used often). Your high con will toughen up your beast as well. The better choice in my mind.

Druid of Spring (HotKF): Not as mechanically good for you, heavy blades require dex which you lack. You still maintain the actual secondary in con, which will keep you and your companion tough. Fine choice, but not my first.


Shaman (PH2)

Shamans can speak to the Primal spirits themselves, and can even call forth a spirit companion to help fight their battles for them; but you don't need anyone to fight your battles for you. On top of all of that, you just don't have the ability score synergy to make this class work.

Companion Spirit
Protector Spirit (PH2): The Constitution focus of this path provides benefits I'm sure you know about by now, and your enhanced strength will enable you to buy heavier armour with little ability investment. You shouldn't be hiding behind a spirit companion though.

Stalker Spirit (PH2):
This path has no Warforged stat attached to it.

Watcher Spirit (PP):
Like the other Shaman paths, no stat synergy here.

World Speaker Spirit (PP): You'll be about as good at this as the Protector build. It really depends if you want to focus on healing or focus on control.

Elemental Spirit (DSCS): Again, no synergy here.


Warden (PH2)

Fighting to defend the wild seems to be just the Warforged panache, their durability is perfect, and become more like the earth they came from.

Guardian Might
Earthstrength (PH2): A great way for Warforged to protect nature. Double stat synergy. And a free boost to will helps out.

Wildblood (PH2):
Boost to primary, and some added durability to the less durable Warden.

Lifespirit (PP):
Your strength bonus is a good fit, wisdom not so much, but you’ll still be good at it.

Stormheart (PP):
Like the Earthstrength build, your focus on constitution will always help out.


Seeker (PH3)
Seekers are interesting controllers by the fact that they use weapons. Warforged like weapons, so this is probably one of the better control options for Warforged.

Seeker's Bond
Bloodbond (PH3): You haven’t got the synergy; you have to be at range. ‘Nuff said.

Spiritbond (PH3): Your Strength bonus makes this a better deal for you overall. Because they use throwing weapon they need to be closer to melee, your speciality.

Mind of Metal:
Psionic Warforged


 


Now, unlike primal power I do see a problem with psionic Warforged. Psionic energy is generated in the mind; with Warforged only have in the loosest sense. Although there are great role-playing options to be accessed here regarding the Warforged soul, so give it a try if you like.

Ardent (PH3)

Raw unfettered emotions are really not the Warforged forte. You could probably find a better way to manifest psionic talents.

Ardent Mantle
Mantle of Clarity (PH3): Not so good. This builds defensive nature lends well to Warforged, and this builds needed durability lends itself well to Warforged. With that said there is no stat synergy.

Mantle of Elation (PH3):
This is probably a better option for you, it will allow the Warforged to capitalize on its constitution.

Mantle of Impulsiveness (PsP): Another option that issugested to use dex as your secondary, even though your kickers run off con. Just wear heavy armor and this option will be as good as Mantle of Elation.


Battlemind (PH3):
Psionic power through innate durability? If you want to make a Warforged psionic, this is probably you best shot. Plus a warfoged strength can come in handy for weapon and armour feats most Battleminds miss out on.

Psionic Study
Quick Battlemind (PH3): This is a good call, if you want to play an unusually quick Warforged.

Resilient Battlemind (PH3): Though not much better mechanically for you, thematically the innate durability of this build syncs perfectly with Warforged flavour.

Harrier Battlemind (PsP): This is the best Battlemind option for Warforged, with no need for a secondary stat (even though it suggests dex and wearing light armour... don't do that) you can put your strength boost to good use for armour profiencies and weapon feats.

Wild Battlemind (DSCS): In my mind the least Warforged flavour, unchecked emotion (as I have said before) is not the Warforged forte. Mechanically, as solid a choice as the other builds. Perhaps better because Warforged's durability can help to offset the lack of a shield.


Monk (PH3)
The disciple of a monk lifestyle may fit well with Warforged, but mechanically you haven’t got much here.

Monastic Tradition
Centered Breath (PH3): Not so good. There's no real stat synergy here. Your innate toughness is nice, but you are better suited to the other build.

Stone Fist (PH3): What do you do if your fist is already stone? This is the way Warforged monks should go.

Iron Soul (PsP): This is a surprisingly defensive striker option, and that it right up the Warforged's alley. No prime stat boost is the only thing that keeps this from sky blue.


Psion (PH3)

Don’t take this. You have no synergy; your close range abilities are lost. Don’t take this. 

Discipline Focus
Telekenetic Focus (PH3): No.

Telepathic Focus (PH3):
Please just don’t.

Shaper Focus (PsP): Ok, if you really, really need to be a psion this is the only one that is close to good for you, and its worse than a summoner wizard for Warforged.

Fragmentation of Mind:
Shadow Warforged


 


Whether or not you have a soul to give a fragment of away is an interesting question for Warforged. Play it if you think you can answer that question.

Assassin (D379):

Assassins are masters of Shadow Magic, able to slip in and out of shadows seemingly at will. Not the Warforged's usual modus operandi. They can still be passable in this role.

Guild Training
Bleak Disciple (D379): You only have a secondary stat here, but the focus on melee durability is something Warforged should be able to get behind regardless. I see an interesting Revenant Warforged combination here.

Night Stalker (D379):
Not for you, no synergy, and the other build cries Warforged.


[sblock= Executioner builds]Both of the essentials builds say they rely on charisma, but neither of them have any abilities that use the charisma modifier, the only thing it seems to be used for in bluff checks. The executioner only really needs a dexterity score.

Red Scales (D394): The is the melee executioner build, it more naturally becomes Warforged, with their str and con bonuses going towards armor and weapon feats.

League of Whispers (D394): This build focuses much more on ranged abilities: with no bonus to dex, and no need for melee weapon and armor feats, Warforged really don't make a good choice here

Perfection in Stone and Steel:
Warforged Paragon Paths



Warforged Juggernaut: The Warforged Juggernaut can be an excellent paragon path, especially for classes with a strength focus. But it is a double edged sword; this path revolves around charging almost exclusively. So much so that if you do not charge you will receive no benefit from this path’s features until level 16. With that said, if you intend to charge with any regularity, this is the path for you.

Warforged Juggernaut Path Features
Charging Action (11th level): This feature is just gravy; it doesn’t make or break this path. The best thing about it is being able to take actions after your charge.

Charging Strike (11th level): Now this is why this path is so good. You deal extra (scaling) damage on a charge, and every one of your charges is also bull rush.

Construct Perfection (16th level): A +2 to all saving throws, period. Enough said. The endurance bonus is just there for flavour at this point.

Unstoppable (16th level):
Free saving throws are great, and you’ll generally need them. Getting one in addition to an extra action? Just wonderful.


Warforged Juggernaut Powers
Ruinous Onslaught: Good power, combined with you Charging Strike feature and it becomes really good. 2[W] isn’t much, but dazed is one of the best conditions for ruining a monster's day.

Inexorable Momentum:
Another good power, no difficult terrain, no enemies can stand in your way, and as an encounter power. Use this before an action point and you’ll be almost untouchable for a turn.

Crag of Steel: Now this power goes totally against everything all of your other powers have led up to. Don’t get me wrong, it’s an excellent power; resist 5 with the ability to stop status effects, if you have any THP mechanism this will save you from status effects. Dealing a [W] to any enemy that starts next to you makes enemies run from you like the plague. Then you can charge them down. Reduced forced movement is just the cherry on top. Still Sky Blue though.



Warforged Lifeseeker: Really good for Strength-based melee healers, better if they have a wisdom or charisma secondary. Inspiring Warlords and Battle or Balanced Clerics: anything else will make this path hard. If you are one of those class builds though you can make this work well.

Warforged Lifeseeker Path Features
Healing Action (11th level): Free healing in addition to a standard action on an action point, not bad at all.

Social Savant (11th level): Good for skill challenges, and makes your heal checks better, takes care of your usual social weakness.

Empathic Bond (16th level): This will keep you alive even if you spend most of your time healing your allies. Put on top of that its full healing too, not THP.


Warforged Lifeseeker Powers
Verve Strike: Pretty standard damage, and dazed is really nice, the THP on the top is good too.

Empathic Resonance: +2 to saves is good, not as good as the constant boost that the Warforged Juggernaut gets, but granting saves on a successful saves is a nice, if not a little situational.

Unleashed Vigor: Ongoing 10 with an ongoing 5 aftereffect, nice. 5 HP to an ally (and your Empathic Bond heal for you) every time the monster takes that damage, beautiful.

Perfection of Body:
Warforged Feats


 


Warforged have a whole host of feats to improve their durability, any of these feats would be an excellent addition to your Warforged's repertoire.

Heroic Tier
Holy Resolve: It’s a nice boost to your healing powers for a turn, but nothing amazing.

Warforged Example: Now this is something nice, saves are great; even if it’s limited ongoing damage.

Warforged Faith: Saving throws are nice, so is THP, and you’ll be around allies most of the time. If you like to help allies (and if you are a divine Warforged you should) then this isn’t bad. It is quite good for Wrathful Hammer Runepriests.

Resolve of the Iron Terminator: A good defensive boost against your shroud target, does not scale well though.

Component Modification: This isn’t that good, it only works when you have components, and only up to your con modifier. Not really worth it, and most classes with con scores high enough to take advantage of this usually have powers that already grant THP.

Immutability: +2 against any saving throw? This is good.

Improved Warforged Resolve: Nothing to complain about here, except that it only applies to the THP. Still good though.

Warforged Tactics: Just golden, accuracy boosts are great, and in melee (where you should be) so will have plenty allies around. The conditions are easy to satisfy, take it.

Warforged Superiority: Good, absolutely makes up for your lack of wisdom; which is always a problem for Warforged fighters.

Shadowforged Killer: This power only applies to half of assassins now, shade form is a good power to have back, but this feat is still situational.

Alchemical Affinity: This is a fine power to generate THP, especially if you have a con focus.

Alchemical Blood: Basically a focus feat for alchemcial items, take it if you use lots, don't if you use few.

Relentless Crusade: Once per encounter +1 to attack, not really worth a feat.

Bolstering Admixture: Ongoing damage save on the Artificer heal, decent.

Psiforged Resolve: Regain the use of a power point when bloodied, even with the loss of some healing it should be worth it.


Paragon and Epic Tier
*Improved Immutability: Ending a condition without having to save is amazing; but it’s a daily, and you have to give up a utility power for it, still a solid choice though.

*Warforged Fortification: Feats like this are why you are so tough, once per encounter to negate a critical hit. You have to have Improved Immutability though, and you use a utility, still a solid choice.

*
Whether or not you take these will depend on your class utility powers, if they aren’t great (or what you’re looking for) then these powers are great, if you have better choices, then they’re still pretty good.
Reserved for any upcoming power sources or options that deserve their own post.
That should be it, you can all post now.
I was kind of confused at first at a guide for a specific race, like there are for the classes, but I am VERY glad I read this. I enjoy playing Warforged, and all of this makes a lot of sense. Great job, and I'm looking forward to the rest of this. 
Looks great so far!  Looking forward to seeing what else is coming.  I also suggest using a bit more formatting, with script blocks, headers, and spacing and whatnot.
[20:53] [SadisticFish] yeah Llamas convinced me
I think you are mistaken in your assessment of prime shot. At paragon level you can take the feat, "prime punisher" to apply your prime shot bonus to melee attacks as well. With "called shot" and "improved prime" shot that's +2 to hit and +5 damage to every attack.

Nice start.  Warforged are one of my favorite races.  One item that I like for a pocket item is Reparation Apparatus.  It's a nice bump to Warforged Resolve (which you have anyway) 

I think you are mistaken in your assessment of prime shot. At paragon level you can take the feat, "prime punisher" to apply your prime shot bonus to melee attacks as well. With "called shot" and "improved prime" shot that's +2 to hit and +5 damage to every attack.



You may be right, with proper feat investment, in the hands of the right character prime shot can be made effective by paragon. With that said I do not believe that it is any more effective for warforged. First it forces you to be away from allies. A warforged with warforged tactics will almost always have either the +1 from its warforged tactics, or the +2 for combat advantage, when an ally is adjacent to that enemy. Along with that you already get the static +1 from your charge attack (Which is the most common trigger of running attack for melee ranger) meaning that you get a +2 to charging at heroic. Last, the Warforged Juggernaut (which I will detail soon) gains an extra d6 when charging, at paragon. So it seems that Warforged get the same bonuses a tier earlier. That is why I rated prime shot so low, especially compared to running attack.
Warforged also make pretty good balanced clerics and you might want to add that build.  They can start with an 18 15 10 8 16 11 array, which is pretty good since con is either the 3rd or 4th most important stat for a balanced cleric for durability and feat prereq reasons.

I am glad that someone is doing this guide since was one of the last major old races that needed one.
Thank you all for the support.

Nice start.  Warforged are one of my favorite races.  One item that I like for a pocket item is Reparation Apparatus.  It's a nice bump to Warforged Resolve (which you have anyway)



The reason I didn't include that item is only because it is not actually an attached or embedded component.

Warforged also make pretty good balanced clerics and you might want to add that build.  They can start with an 18 15 10 8 16 11 array, which is pretty good since con is either the 3rd or 4th most important stat for a balanced cleric for durability and feat prereq reasons.

I am glad that someone is doing this guide since was one of the last major old races that needed one.



The only problem that I see with the Balanced Cleric in the hands of a Warforged is that they will not have much in the way of kickers with no charisma mod. You seem to know lots about Clerics, can you give me a little more info on how you would compensate for that?

IIRC, less than half of cleric attack powers have charisma riders and very few utilty powers do.  A lot of the charisma riders are nice, but not essential and any balanced cleric is going to struggle with this the same way a balance paladin/ranger will stuggle to keep up wisdom or a balanced starlock int.  I would rate warforged a black or maybe a dark blue for balanced clerics since the con does help and the racial features help a class that will be at or near the front lines most of the time.
- Worth noting that the shoulderbow allows you RBA as a minor action 1/enc.  Between that and not having to swap out your weapons, it makes a fairly solid item - and is downright excellent for a warlord who wants to dabble in ranged powers (or anyone else who can figure out a way to use STR for xbow RBAs).

- Brawler style *is* a bit dex-dependent, but it's also tremendously sticky, which means that the extra durability helps - particularly once you take the feat to let you use fort as your grab defense against acrobatics.  Honestly, Warforged is probably one of the best races for it short of half-orc (and possibly human, for the doublestacked fort bonus).  I'd suggets blue/skyblue

- I'd make the coloring on Warlocks blue - or if you feel the need to accurately portray all of the available options (rather than limiting yourself to the ones that people will generally consider) something like blue/red.  Given the existence of the Hexforged, it seems a shame to relegate Warlock to black.
IIRC, less than half of cleric attack powers have charisma riders and very few utilty powers do.  A lot of the charisma riders are nice, but not essential and any balanced cleric is going to struggle with this the same way a balance paladin/ranger will stuggle to keep up wisdom or a balanced starlock int.  I would rate warforged a black or maybe a dark blue for balanced clerics since the con does help and the racial features help a class that will be at or near the front lines most of the time.


Aright, that makes sense. If you can avoid charisma then it would indeed be black. Personally I would say that it is even harder for Balanced Paladins, as wisdom contributes directly to their land on hands.
...also, if you're taking Battlefront Leader, there's basically no reason *not* to take Archer Warlord.  Pick up the feat that gives you scale prof and +1 surge (since you'd be doing that anyway) and the fact that you can't wear light shields or chain will be covered just fine by the fact that you can wear heavy shields and scale.
Warforged Make Fantastic Warlocks.  The Hexforged Warforged Juggernaut is one of the most mobile, tough and damaging Warlocks in existence.  You can be a tank, a controler and a striker all in one with a push 2 slide 2 rattling and protective hex on your eldritch strike charges.

BTW Reperation Apperatus no longer works.  The item heals constructs and Warforged are "Living Constructs"

Theziner 
- Worth noting that the shoulderbow allows you RBA as a minor action 1/enc.  Between that and not having to swap out your weapons, it makes a fairly solid item - and is downright excellent for a warlord who wants to dabble in ranged powers (or anyone else who can figure out a way to use STR for xbow RBAs).


Its actually RBA as a minor 1/day, so less useful. Although your point about warlords how want to dabble in ranged is a good one. EDIT: Archer Warlords can only use strength for RBA with bows, so there isn't that much of an advantage.

- Brawler style *is* a bit dex-dependent, but it's also tremendously sticky, which means that the extra durability helps - particularly once you take the feat to let you use fort as your grab defense against acrobatics.  Honestly, Warforged is probably one of the best races for it short of half-orc (and possibly human, for the doublestacked fort bonus).  I'd suggets blue/skyblue.


I tried to stay away from mixed color ratings (except in the case of dual primary stat builds) but I'll look into it.

...also, if you're taking Battlefront Leader, there's basically no reason *not* to take Archer Warlord.  Pick up the feat that gives you scale prof and +1 surge (since you'd be doing that anyway) and the fact that you can't wear light shields or chain will be covered just fine by the fact that you can wear heavy shields and scale.


Right I saw that too, but it seemed like kind of an exploit that would be errated away soon. Plus you wouldn't even be able to use a bow because you are using your offhand for a shield. There would be no benefit.


I am considering what you have said about Warlocks, I will get back to you.
Awesome!  Thanks for doing the 'forged guide.  The guide looks good so far.  I'm interested in what you'll rate Juggernaut and Lifeseeker as when you get to the paragon paths.
(Off topic: I love it when I read anything about Warforged Druid characters.... the Transformers theme song instantly comes to mind LOL)

Maevok, Your handbook is very informative, thanks for putting it together.  I would like to share my Warforged Wizard as an example of how a Staff of Defense build could work quite well.

I am currently running a level 3 Warforged Wizard that is specialized in Staff of Defense.  He is built to be an up-close and personal wizard.  Sadly, an update made Reaper's Touch no longer available to him as it's a racial feat now.  No more Magic Missile punches to the face!  I originally built him as a pre-made level 7 character for a game I was running, and he grew on me.  The build basically buffs up his defenses, allowing him to stand in melee range with everyone else and blast away with close attacks.  I decided to remake him as a "new" character for a friend's game, and he's working well so far.  I've lost a lot of the magic items that benefitted his build, but the build still works without them.

(I don't have his character sheet or any of my books handy, so I am writing this from memory)

Feats:
Reaper's Touch (Magic Missile) no longer available to Warforged
Unarmored Agility (+2 AC) newly available from PHB3, replaced Reaper's Touch
Improved Initiative (could be replaced with Staff Fighting, if bonus stacks)

Powers:
Thunderwave (at-will)
Magic Missile (at-will)

Staffstrike Corrosion (encounter)  trying this one out since it matches my class feature
Fiery Shroud (encounter)

Shield (utility, encounter)
Daunting Presence (utility, encounter)

Wizard's Fury (daily)
Flaming Sphere (daily)


In Combat:
Running up into melee range shouldn't worry a Staff of Defense wizard, so I chose powers to aid my cause.  At this low of a level it's difficult for most builds to pop, so at level 3 it's all about the dailies.  Both daily powers I chose have the ability to be used as minor actions (sustaining on Flaming Sphere is all you need some rounds).  This allows the wizard to remain in Total Defense or Second Wind, while still being able to assist with controlling or damage.

Wizard's Fury - Allows magic missile to be used as a minor action 1/round for the rest of the encounter.  Very useful when spending a standard action on Total Defense or Second Wind.  When not spending your standard action on defense, you'll be able to shoot a barrage of arcane goodies at your enemies!  The all-out attack less risky because you still have Staff of Defense or Shield in case of emergencies.

Flaming Sphere - Not only does it keep enemies having to dodge around a ball of fire, you can sustain it as a minor action, or reposition it with a move action, and still have your standard action available for Total Defense or Second Wind.

Daunting Presence - I have this utility mostly as a test, but it could be useful if you are expecting a lot of melee enemies.  -2 to hit on the enemies, in addition to the wizard's already boosted defenses, makes for a turn of low chance of getting hit.

Other considerations:
Higher-level versions of this build included the Levitate power (staying out of melee range and using Shield or Staff of Defense against the stray ranged attack, while being able to use Wizard's Fury at whim).  Also, Stoneskin, but Resist 10 becomes moot if you aren't getting hit in the first place.

I am debating about switching out Thunderwave for Chilling Cloud, which reduces enemy attack rolls by a further -2 (icing on the cake).  Mechanically I can see how it's the better choice, but for RP reasons I think I'll stick to Thunderwave.  Heck, there might even be feat combos for Thunderwave that would really work with this build...

Magic items that really make the build pop are Staff of Defense (the magic staff), which further boosts defenses when you're Total Defense or Second Wind, or there is another staff which grants constant bonuses if you have the Staff of Defense class feature (I can't recall the name atm).

One more tactic a friend of mine suggested was to have two different staves and the Quick Draw feat.  I'm not sure if it would work since staves are 2-handed weapons, but I like where he is coming from }

P.E.A.C.H.
Well that's my "long-winded" addition to this thread.  If I take this character to Paragon or Epic levels I will update on how I am making the Staff of Defense class feature work for me.  Most of my ability score increases will be Intelligence and Constitution, most likely, and eventually my Staff of Defense class feature will out-shine Shield! 

If you have any suggestions for me, please feel free.
Looking very good, those sblocks are a big help!  One additional organizational thing: you can hotlink from the table of contents directly to the posts in question.  In the upper right corner of each post is the post number (e.g. #10).  That's a link to that post, which you can copy.
[20:53] [SadisticFish] yeah Llamas convinced me
I would argue that Warforged Superiority makes Combat Superiority the more optimal choice of the two fighter options.
I hadn't really thought about staff of defense wizards like that, it's an interesting build concept to be sure. I'd really like to see how it fairs at higher levels, keep us posted.
The best warforged build I've done is a chaladin|chalock charge build... with combat advantage it does 14d6+2d10+various mods damage on charge, and all its encounter powers are immediate actions.
I hadn't really thought about staff of defense wizards like that, it's an interesting build concept to be sure. I'd really like to see how it fairs at higher levels, keep us posted.



I was looking at PHB3 last night and I saw another feat I would add to the mix.  I believe it's called Battle Caster or something like that.  +4 bonus to AC when provoking opportunity attacks from ranged spellcasting.  The bonus is untyped, so it stacks with Hafted Defense, Staff Fighting, and all of the other AC bonuses the build would get.

I think I would take Chilling Could at this point, just to be able to use it in melee range and take advantage of this feat for protection.
any more work being done on this?

Infernis

Am I missing something, or did the docents from Dragon 364 never make it in to either the compendium or character builder?

any more work being done on this?



What would you like to see Infernis?

Am I missing something, or did the docents from Dragon 364 never make it in to either the compendium or character builder?



Yeah, you're right. I had missed them because they only seem to exist in that article. I might have to ask wizards about that one.
I think you are mistaken in your assessment of prime shot. At paragon level you can take the feat, "prime punisher" to apply your prime shot bonus to melee attacks as well. With "called shot" and "improved prime" shot that's +2 to hit and +5 damage to every attack.



No.  Not every attack.  Every attack when you are by yourself.  Biiiiig difference.
You should also have one block talking about the living construct only items and how they combine with feats/classes as well.
Amazed at how obtuse people can be since 1972.
You should also have one block talking about the living construct only items and how they combine with feats/classes as well.


I do have a section on the Warforged specific magic items, it's under traits. I did not relate them to classes, but more to how you want to play your character.
Are you planning on updating it with the magic items from Winning Races: Warforged in Dragon 385? While not overly impressive they are probably worth mentioning at least.

Alchemical Defence Nodes allow for easy and versatile resistance, as long as you know what you will be facing.

Alchemical Atomiser makes using alchemical silver et al. much easier but requires 2 minor actions to replenish unless you have Fast Hands or a Battle Harness.

Alchemical Failsafe allows you to use your second wind and still make an attack.

The last two are improved by the Alchemical Launcher.

I'm actually considering making a Warforged character with background training in Thievery in order to use the Alchemical Atomiser. It gets expensive unless you use low level items, in which case the Alchemical Launcher is needed but it definitely seems interesting and unusual.
Are you planning on updating it with the magic items from Winning Races: Warforged in Dragon 385? While not overly impressive they are probably worth mentioning at least.


Yeah, I had really just been waiting until they went into the compendium.
Dark Sun Campaign Setting added. Psionic Power coming soon.
Sign In to post comments