-Unlike other constructs, a warforged has a Constitution score.
-Unline other constructs, a warforged does not have low-light vision or darkvision.
-Unlike other constructs, a warforges is not immune to mind-affecting spells and abilities.
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Immunity to poison, sleep effects, paralysis disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.- a warforged cannot heal damage naturally.
-Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As lving constructs, warforged can be affects by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light woulds spell or a repair light damage spell, for example, and a waforged is vunerable to a disbale construct spell and harm. However, spells from the healing sunschool and supernatural abiliries that cure hit point damage provide onlt half their normal effect to a warforged.
-The unusual physical constructions of warforged makes them vunerable to certian spell and effects that normalyl dont affect living creatures. A warforged is affecteds by repel metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by a repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforges makes him vunerable to rusting grasp. The creatures takes 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier). A warforged takes the same damae from a rust monster's touch. (Reflex 17 DC half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
-A warforged responds slightly differently from other lving creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a waforged is inert. he is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additonal hit points unless more damage is dealt to him, as with a lving creature that is stable.
-As a living construct, a warforged can be raised of resurrected.
-A warforged does not need to eat, sleep, or breathe, but he can stil benefit from the effects of consumable spells and magic items suchs as heroes' feast and potions.
-Although living consturcts do not need sleep, a warforged wizard must rest for 8 hours before preparing spells.
+2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilent and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
Medium: As medium constructs, warforged have no special bonuses or penalties due to their size.
Warforged hasa base land speed of 30 feet.
Composite Plating: The plating used to build a warforges provides a +2 armor bonus, This plating is not natural armor and doesn to stakc with the other effects that give an armor bonus ( other than natural armor). This composite plating occupies the same space on the body asa suit of armor or a robe, and thus a warforged character cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for th entire time it takes to enchant him.
Composite plating provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcan spell failure chance for light armor lets him ignore this penalty as well.
Light Fortification (EX): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
A warforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
Automatic Languages: Common. Bonus Languages: None.
Favored Class: Fighter. A multiclass warforged fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
DRAGONBORN RACIAL TRAITS
A dragonborn combines some of the racial traits of her original race and her new form. Only those traits gained from transformation are given here; see also the Mechanics of Rebirth sidebar.
+2 Constitution, -2 Dexterity. Dragonborn are hearty and healthy, but they are awkward in their newly adopted bodies.
Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth. For all effects related to race, a dragonborn is considered a dragon and a member of her original race.
Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1-1, page 10), she enters middle age.
+2 dodge bonus to Armor Class against creatures of the dragon type. The dragonborn have an innate sense of how best to defend themselves against their potential enemies.
Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability
of dragons, just as if they were dragons.
Draconic Aspect: Bahamut has blessed the dragonborn with aspects combining some of the best attributes of good dragons. Upon completing the Rite of Rebirth, a dragonborn chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Wings (Ex): When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A dragonborn with flight can use the run action while flying, provided she flies in a straight line.