Forgeborn

there will be definite background for these warforged, due to the nature of the core race. There will, eventually, be complete information here. For now, only key changes will be listed

Creation Forge: created by Cannith artificers who learned from the Kalashtar how to make psionic items (mechanically, dual 20/20 artificer/psionic artificer). It infuses minerals with psionic energy and then uses arcane magic to replace parts of the body of normal soldiers.

Process: the process strips the soldier of most of its previous memories. They need to be retrained and are, by most, considered dead, so they are treated like constructs.

Recreation: in the last 6 months of game time, some warforged have learned how to replicate the creation process, one at a time.

Dragonmarks
The warforged never possess dragonmarks.

Warforged Names
Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.

More Warforged Information
Warforged Psychology
Warforged Life
Warforged Society and Culture
Warforged and Other Races
Warforged Communities

Racial Traits

Forgeborn Racial Traits
+2 Strength, +2 Intelligence, –4 Charisma: Forgeborn
are strong and have quick minds, but are monstrous
in appearance and have difficulty relating to
other races.
Medium: Forgeborn are Medium creatures and have
no bonuses or penalties due to their size.
Half-Construct: Forgeborn are of the humanoid type,
with the half-construct and forgeborn subtypes.
Slow and Steady: Forgeborn have a base speed of
20 feet, but their speed is never modified by armor or
encumbrance.
Fearless: Forgeborn gain a +2 bonus against fear
effects.
Natural Armor: Forgeborn are sturdier than other
races and gain a +1 natural armor bonus to their AC.
Source Crystal: Unlike most half-constructs, forgeborn
can be raised and resurrected.
Naturally Psionic: Forgeborn gain the Wild Talent
feat as a bonus feat at 1st level. If a forgeborn takes
levels in a psionic class, he instead gains the Psionic
Talent feat.
Psionic Aptitude: When a forgeborn takes a level
in a favored class, he can choose to gain an additional
power point instead of a hit point or skill point.

Alternate Racial Traits

Almost Dead: Typically, forgeborn are made from the wounded, but some are virtually at death’s door when the process is started, having them somewhere between alive and undead. A forgeborn with this racial trait reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. In addition, forgeborn with this trait gain a +2 racial bonus on saving throws against disease and mind-affecting effects. Unlike most alternate racial traits, this racial trait does not replace any other racial traits.

Crystal Skin: Some forgeborn are made from shining crystal, which protects them against rays, but isn’t as sturdy as other minerals. A forgeborn with this trait gains a +2 bonus to its AC against ray attacks. In addition, once per day it can deflect one ray as an immediate action. This replaces natural armor.

Oreheart: A forgeborn with this trait can be raised and resurrected, but can also be healed by effects that repair items like psionic repair for the number of hit points that would be repaired, but only heal 50% from healing effects and takes half damage from negative energy effects. This ability replaces source crystal.

Quickened Steps: Although most forgeborn are steady in their gait, some are designed for speed. Forgeborn with this trait have a speed of 30 ft. This replaces slow and steady and fearless.

Second Skin: Not all forgeborn have a natrually tough exterior, but instead are extremely comfortable in armor. A forgeborn with this trait reduces any armor check penalty from armor worn by 1 (to a minimum of 0) and can sleep in medium or heavy metal armor without suffering ill effects from sleeping in armor. This replaces natural armor.

Strange Mind: The process of death and rebirth as a forgeborn can sometimes warp the mind of the new forgeborn. A forgeborn with this trait gains a +2 bonus to Will-saves and an additional +2 bonus against illusion spells or effects. This replaces natural armor.

Favoured Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, forgeborn have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to all forgeborn who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Aegis: Add +1/4 to customization points.
Barbarian: Add 1 to the total number of rage rounds per day.
Cryptic: Add +1/4 to the damage reduction gained from altered defense.
Dread: Add +1/2 to Intimidate checks.
Fighter: Add +1 to CMD against disarm and sunder attempts.
Paladin: Add +1 to saves against negative energy effects.
Psychic Warrior: Add +1/2 to concentration checks when manifesting psychic warrior powers.
Rogue: Add +1/2 to Disable Device checks.
Soulknife: Add +1/2 to CMB when attempting a disarm or sunder.
Tactician: Add +1/2 to concentration checks when manifesting tactician powers.

Forgeborn

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