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Warforged Feats as Background Options (Eberron)

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EltonJ:
Here are the Warforged Feats from the Eberron Campaign Setting.

MITHRIL BODY [WARFORGED]
A warforged character’s body can be crafted with a layer of mithril that provides some protection without hindering speed or gracefulness.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +5, and you are considered to be wearing light armor. You now have a +5 maximum Dexterity bonus to AC, a –2 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 15%.
Normal: Without this feat, your 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 benefi t of any class feature prohibited to a character wearing light armor.

MITHRIL FLUIDITY [WARFORGED]
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.

There's more feats from Races of Eberron that can be turned into background options (Although some feats need to be converted to Rolemaster equivalent special materials.  Like Adamantine Body can be converted to Eog body).  I'll list those later.  I was thinking of getting out Character Law and assigning points to these.  Do you think these would be overpowered?

jdale:
It's interesting that the first one comes with all the limitations of armor. In RM terms, you'd still need maneuvering in armor skill to offset the normal armor penalties. That should be a pretty cheap option.

EltonJ:
Thanks, jdale.

Here are the feats from Races of Eberron.

ADAMANTINE BODY [WARFORGED]
At the cost of mobility, your warforged 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 wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –5 penalty on all skill checks to which armor check penalties apply (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, your 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.

Adamantine in D&D is analogous to Eog, or True Iron (True Steel) in Rolemaster.  Instead of Adamantine plates, one receives Eog plating.  This is usually done for special orders.  If some guy has the money to pay for Eog plating to be installed on his Warforged, then so be it.

COLD IRON TRACERY [WARFORGED]
Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.
Prerequisites: Warforged.
Benefit: Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 bonus on Will saves against spells and spell-like abilities.

Cold Iron tracery allows the Warforged to hit creatures who are fey with deadly attacks in D&D.

IRONWOOD BODY [WARFORGED]
Your body is crafted with a layer of hard ironwood that cushions blows.

Prerequisites: Warforged, 1st level only.

Benefit: Your armor bonus increases to +3 and you gain damage reduction 2/slashing. You are considered to be wearing light armor, and have a +4 maximum Dexterity bonus to AC, a –3 penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure
chance of 20%.

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

Special: Unlike most feats, this feat must be taken at 1st level during character creation. A warforged with this feat who then takes Improved Damage Reduction (see page 55 of the EBERRON Campaign Setting) can choose to gain damage reduction 1/adamantine or improve the damage reduction granted by this feat by 2. Unlike the Adamantine Body and Mithral Body feats, warforged druids who take this feat can cast druid spells and use the druid’s supernatural and spell-like abilities.

Iron wood can be like Dyr Wood, although Iron wood is actually an Eberron only substance (Live wood is also an Eberron only substance).  In Rolemaster terms, if Dyr Wood is used, the rules should not change.

SECOND SLAM [WARFORGED]
You have learned to use your form to the utmost and can make two slam attacks.

Prerequisites: Warforged, base attack bonus +6.

Benefit: You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a –5 penalty, and deals your normal slam attack damage.

Special: A fighter can select Second Slam as one of his fighter bonus feats.

Commentary: Second Slam can be translated into a martial art, easy peasy -- using the Martial Arts Companion.  This isn't a tactical feat --- but it can be a unarmed martial art taught to warforged.

SILVER TRACERY [WARFORGED]
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.

Prerequisite: Warforged.
Benefit: Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. (Note: No damage reduction in Rolemaster).  As well, you gain a +1 bonus on Fortitude saves
against spells and spell-like abilities.

Commentary: This would be a special background option, probably one that allows Warforged to make more powerful attacks (Critical Strike)  or just use the magic critical strike table against a Lycanthrope.

SPIKED BODY [WARFORGED]
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.

Prerequisite: Warforged.

Benefit: You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 points for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and
piercing damage. The effect of this feat doesn’t stack with equipment or abilities (such as the warforged juggernaut’s armor
spikes; see page 84 of the EBERRON Campaign Setting) that provide similar benefits.

Commentary: This feat would allow a Warforged to deal piercing criticals with his unarmed attacks.

UNARMORED BODY [WARFORGED]
Your body is crafted without its normal layer of armor, trading off physical strength for magical potential.

Prerequisites: Warforged, 1st level only.

Benefit: You lose the normal +2 armor bonus and light fortification common to warforged characters, but you have no inherent chance of arcane spell failure and can wear armor or magic robes and gain their full effects.

Special: Unlike most feats, this feat must be taken at 1st level, during character creation. If you later select any warforged
feat that grants or adjusts an armor bonus or damage reduction, you lose this feat and all its effects.

Commentary: This option would be good for Warforged spellcasters.  Especially of the Essence persuasion.  But they have an AT of 1, compared to the regular Warforged AT of 16.

Druss_the_Legend:

--- Quote from: EltonJ on August 04, 2022, 05:30:52 PM ---Thanks, jdale.

Here are the feats from Races of Eberron.

ADAMANTINE BODY [WARFORGED]
At the cost of mobility, your warforged 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 wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –5 penalty on all skill checks to which armor check penalties apply (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, your 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.

Adamantine in D&D is analogous to Eog, or True Iron (True Steel) in Rolemaster.  Instead of Adamantine plates, one receives Eog plating.  This is usually done for special orders.  If some guy has the money to pay for Eog plating to be installed on his Warforged, then so be it.

COLD IRON TRACERY [WARFORGED]
Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.
Prerequisites: Warforged.
Benefit: Your natural weapons and grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. You also gain a +1 bonus on Will saves against spells and spell-like abilities.

Cold Iron tracery allows the Warforged to hit creatures who are fey with deadly attacks in D&D.

IRONWOOD BODY [WARFORGED]
Your body is crafted with a layer of hard ironwood that cushions blows.

Prerequisites: Warforged, 1st level only.

Benefit: Your armor bonus increases to +3 and you gain damage reduction 2/slashing. You are considered to be wearing light armor, and have a +4 maximum Dexterity bonus to AC, a –3 penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure
chance of 20%.

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

Special: Unlike most feats, this feat must be taken at 1st level during character creation. A warforged with this feat who then takes Improved Damage Reduction (see page 55 of the EBERRON Campaign Setting) can choose to gain damage reduction 1/adamantine or improve the damage reduction granted by this feat by 2. Unlike the Adamantine Body and Mithral Body feats, warforged druids who take this feat can cast druid spells and use the druid’s supernatural and spell-like abilities.

Iron wood can be like Dyr Wood, although Iron wood is actually an Eberron only substance (Live wood is also an Eberron only substance).  In Rolemaster terms, if Dyr Wood is used, the rules should not change.

SECOND SLAM [WARFORGED]
You have learned to use your form to the utmost and can make two slam attacks.

Prerequisites: Warforged, base attack bonus +6.

Benefit: You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a –5 penalty, and deals your normal slam attack damage.

Special: A fighter can select Second Slam as one of his fighter bonus feats.

Commentary: Second Slam can be translated into a martial art, easy peasy -- using the Martial Arts Companion.  This isn't a tactical feat --- but it can be a unarmed martial art taught to warforged.

SILVER TRACERY [WARFORGED]
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protecting against some magical attacks.

Prerequisite: Warforged.
Benefit: Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. (Note: No damage reduction in Rolemaster).  As well, you gain a +1 bonus on Fortitude saves
against spells and spell-like abilities.

Commentary: This would be a special background option, probably one that allows Warforged to make more powerful attacks (Critical Strike)  or just use the magic critical strike table against a Lycanthrope.

SPIKED BODY [WARFORGED]
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.

Prerequisite: Warforged.

Benefit: You deal extra piercing damage on a successful grapple attack as if you were wearing armor spikes (1d6 points for a Medium warforged). Though your slam attack deals no extra damage, the damage it deals is treated as both bludgeoning and
piercing damage. The effect of this feat doesn’t stack with equipment or abilities (such as the warforged juggernaut’s armor
spikes; see page 84 of the EBERRON Campaign Setting) that provide similar benefits.

Commentary: This feat would allow a Warforged to deal piercing criticals with his unarmed attacks.

UNARMORED BODY [WARFORGED]
Your body is crafted without its normal layer of armor, trading off physical strength for magical potential.

Prerequisites: Warforged, 1st level only.

Benefit: You lose the normal +2 armor bonus and light fortification common to warforged characters, but you have no inherent chance of arcane spell failure and can wear armor or magic robes and gain their full effects.

Special: Unlike most feats, this feat must be taken at 1st level, during character creation. If you later select any warforged
feat that grants or adjusts an armor bonus or damage reduction, you lose this feat and all its effects.

Commentary: This option would be good for Warforged spellcasters.  Especially of the Essence persuasion.  But they have an AT of 1, compared to the regular Warforged AT of 16.

--- End quote ---

pretty cool abilities. has given me an idea for Silvery Tracery Potion in my campaign. The party are up against werewolves and potentially vampire assassins. This will give them some temporary immunity and enhance their weapons/damage.

EltonJ:

--- Quote from: Druss_the_Legend on August 04, 2022, 07:21:48 PM ---pretty cool abilities. has given me an idea for Silvery Tracery Potion in my campaign. The party are up against werewolves and potentially vampire assassins. This will give them some temporary immunity and enhance their weapons/damage.

--- End quote ---

Ah, glad that inspired you.  Hopefully the adventure goes well against the werewolves and vampires.

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