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WARFORGED COMPONENTS

The warforged are living constructs, creations of magic not entirely dissimilar to magic items themselves.
A warforged character can incorporate special magic items—from weapons and armor to rings and rods—
called components, into its own partially living, partially constructed form. While theoretically any item
can be crafted for this purpose, certain objects are specifically designed for use by warforged characters. A
bonded item can either be embedded into the body of a warforged or attached to a limb. House Cannith
created some of these during the Last War. Others are more recent creations of the Lord of Blades or the
warforged of the Mournland. Strangest of all are the components that have been recovered from Xen'drik—
suggesting the use of creatures much like the warforged among the ancient civilizations of that devastated
land.
Embedding or Attaching a Warforged Component: Any character capable of creating a magic item can
make the same magic item as a warforged component, and any warforged character capable of using a
magic item can use the same item as a warforged component. Warforged components use the special
rules given below, and otherwise conform to the normal rules for creating and using magic items. A
warforged component usually occupies the same space on the body that a magic item of the same kind
normally would. Components that do not occupy any space on the body cost twice what they would
cost as ordinary magic items. These components only work when bonded to the body of a warforged;
they are not usable by members of any other race. There is no chance of damaging an embedded
warforged component when the warforged rolls a 1 on a saving throw, and an embedded component
cannot be targeted by an attack independently of the warforged who bears it. Attached components,
however, can be damaged and targeted. If a warforged component requires activation, the character
with the component can activate it with a thought. Doing this requires the same kind of action as for an
ordinary magic item (usually a standard action), but the warforged can do it silently and without
moving, and never provokes an attack of opportunity to activate a component. Attaching or detaching a
warforged component is a standard action that never provokes an attack of opportunity. If a warforged
character has at least 1 hit point, embedded or attached components cannot be removed unless the
warforged wants them to be. A disabled warforged (-1 to -9 hp) has no choice in the matter; embedded
or attached components can be removed from a disabled warforged. If a warforged is destroyed (-10
hit points), each component gets an appropriate saving throw to remain intact; intact components can
be salvaged. Basic components are ordinary magic items modified to serve as warforged components,
or specially designed components with no unusual characteristics.
Editor: Warforged components are almost like grafts, but not quite. A graft is a part of your body forever
and will come back with you if you are brought back from the dead. Warforged components can be
scavenged from your corpse and are still magical, thus can be countered by an AMF. Why include
them, then? Because it is possible to get warforged limbs and use some of these components on those
limbs. Also, they act as a potential source of new grafts.
Editor (How Non-Warforged Use These): Well, a UMD check to pretend you are a warforged is only a DC
25. So if you succeed, you will pass as a Warforged for 1 hour. By the end of which, you will need to
roll again. Which can get weird if it is embedded into your body. But that’s okay, it just pops out. I
know that doesn’t make any sense, but by RAW, that’s how it works. If your DM asks, just say “it’s
magic.”
Editor (Thinking outside the 1st Party Box): There is some debate as to if Kingdom’s of Kalamar is official
d20 product. Personally, the editor views KoK as 2nd party material. Here’s why: On page 198 of the
KoK Player’s Guide is a magic item called the potion of blood. It can be for any race. Once drank, you
are considered to be of that race for the purpose of using magic items. This lasts for the rest of your
life, or until you drink a new potion, then the old potion no longer applies. Cost 750 gp. So, if your DM
allows KoK, this allows anyone to become a flipping cyborg. By RAW, it works, IF you accept KoK
as valid material. I leave that distinction up to your DM.

ARMBLADE
- EBERRON CAMPAIGN SETTING (3.5)
Price: 2,300 gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Armblade (attached component): This large metal cylinder with a heavy, serrated sword blade at one end
attaches to a warforged. It fits over the hand and forearm. An armblade is a +1 bastard sword, and requires
the Exotic Weapon Proficiency (bastard sword) feat to use it properly. While the weapon is attached, the
warforged cannot be disarmed, but the warforged also cannot use that hand for other tasks without
removing the armblade. In addition, the wielder gains a + 2 bonus on opposed attack rolls made to disarm
an opponent. If the wielder uses a ready action to set an armblade against a charge, he deals double damage
on a successful hit against a charging character. Faint transmutation; CL 5th; Graft Magic Arms and
Armor, heroism; Price 2,300 gp; Weight 8 lb.
Editor: .

ARMBOW
- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Armbow (attached component): This +2 repeating light crossbow is formed from densewood, and it has an
unusually thick and rounded stock. It attaches to the arm of a warforged, completely covering the hand.
This component only operates when attached and locked in place. An armbow magically loads and fires
with a thought, as a standard action. The weapon automatically creates bolts to keep its ammunition case
filled. The case holds 5 bolts at a time; whenever one bolt is fired, another one is magically created. It can
create 20 bolts per day. Thereafter, the warforged can use his own life energy to create additional bolts, at a
cost of 1 hit point per bolt. At any time, the warforged can expend 3 hit points to create a bolt that is
aligned as if he had cast align weapon on it. Creating a bolt is a free action. Bolts vanish if they are
removed from the armbow without being shot. Hit points used to create a bolt are treated just as if the
character took damage; they can be healed or repaired normally. An armbow cannot use normal bolts
(either magical or mundane); it is designed to create and fire its own magical bolts. Moderate evocation and
conjuration; CL 9th; Craft Magic Arms and Armor, align weapon, minor creation; Price 20,000 gp; Weight
121b.
Editor: .

BATTLE VISOR
- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
BATTLE VISOR
[ATTACHED COMPONENT] Price (Item Level): 55,000 gp (18th) Body Slot: Head Caster Level: 5th
Aura: Moderate; (DC 17) divination Activation: Move Weight: 3 lbs. Dragon Magazine #: 352 (Eberron:
Dragonmarks – Warforged: Fierce and Furious) Possessing smooth lines and a sleek but powerful look, this
mithral visor–of the kind commonly found on helmets of full plate armor–bears two vertical eye slits
connected by a single horizontal crossbar, giving it the look of two crosses touching in the middle. Battle
visors gave warforged commanders of the Last War the ability to quickly assess magical threats on the
battlefield. Lowering the visor and locking it into place activates its powers. With the visor locked in place,
you gain the ability to discern magical auras and threats, as greater arcane sight. You can also see invisible,
as the spell. Finally, you can automatically see any abjuration effect with a variable effect–thus, if a warrior
is shrouded in protection from elements, you know which energy type he is protected against (this extends
to spell immunity and other variable abjuration effects as well). Prerequisites: Craft Wondrous Item, greater
arcane sight, see invisible. Cost to Create: 27,500 gp, 2,200 XP, 55 days.

BATTLEFIST
- EBERRON CAMPAIGN SETTING (3.5)
Battlefist (attached component): This +1 weapon resembles a massively oversized spiked gauntlet; one
designed for a Medium warforged looks like a gauntlet designed for an ogre. It attaches to the arm of a
warforged, completely covering the hand. This component only operates when attached and locked in
place. A battlefist increases the damage dealt by the character's natural slam attack to 1d8 points of
bludgeoning and piercing damage (assuming a Medium character). Versions with higher enhancement
bonuses are not uncommon. A warforged monk who uses a battlefist deals increased unarmed damage as
though the character were one size larger than actual, and he can add the battlefist's enhancement bonus to
his unarmed attack and damage rolls. Faint transmutation; CL 3rd; Graft Magic Arms and Armor, bull's
strength; Price 2,600 gp; Weight 6 lb.
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BEHEMOTH BELT
- SECRETS OF XENDRIK (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Crafted to put warforged on equal footing with the giants of Xen’Drik, these embedded warforged
components have become highly sought after.
Description: A behemoth belt is made entirely of interlocked gold plates with a single ruby in the center.
The back of the belt is sculpted to appear as a pair of interlocked golden fists.
Activation: The behemoth belt is embedded around the waist, taking up space as a belt. Activating the belt
is a standard action.
Effect: once per day, the wearer grows in size by one category. This effect functions like enlarge person,
except that it works on a living construct. Once activated, this effect lasts for 5 minutes. This increase in
size does not stack with any other effect that increases size. The belt does not work on warforged larger
than Medium.
Aura: Moderate Transmuation (cl 5)Weight: 4 lb. Price: 4,000 gp.
Editor: .

BELT OF FORTIFICATION
- SECRETS OF XENDRIK (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Made to enhance the resiliency of warforged, these embedded components are occasionally encountered by
explorers searching through ancient giant and quori ruins.
Description: This belt is crafted from woven strangs of silver inlaid with small sapphires. The clasp of the
belt is in the shape of a shield emblazoned with crossed swords.
Activation: A belt of fortification is embedded around the waist, taking up space as a belt. Wearing the belt
is sufficient to activate its abilities.
Effect: A belt of fortification increases the wearer;s chance to negate a critical hit or sneak attack to 75%. If
the wearer already has fortificiation of 75% or higher, he gains no additional benefit.
Aura: Strong abjuration (cl13)
Construction: craft wondrous item, limited wish or miracle.
Weight: 4 lb.
Price: 8,000 gp.
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CAMOUFLAGED COMPARTMENT
- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
CAMOUFLAGED COMPARTMENT [EMBEDDED COMPONENT] Price (Item Level): 12,000 gp
(13th) Body Slot: –– Caster Level: 5th Aura: Moderate; (DC 17) abjuration Activation: –– Weight: 1 lb.
Dragon Magazine #: 352 (Eberron: Dragonmarks – Warforged: Fierce and Furious) This magically
concealed compartment appears exactly like the surrounding part of the body into which it is built. The
interior looks like a small dark space. This component was created to allow the smuggling of contraband
inside warforged slaves or to aid in the concealment of dangerous weapons. These compartments are
constructed to blend in with the warforged's body composition, requiring a DC 30 Search check to find.
Housed inside the chest, torso, or upper leg, this magically concealed compartment contains a 10-cubic-foot
extradimensional space that can hold up to 50 pounds of gear. The camouflaged compartment's opening is 6
inches across at its widest point. Items locked within the compartment are warded by Nystul's magic aura,
to appear nonmagical and obscure object. Prerequisites: Craft Wondrous Item, Nystul's magic aura, obscure
object. Cost to Create: 6,000 gp, 480 XP, 12 days.

CIRCLET OF THE THIRD EYE


- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
CIRCLET OF THE THIRD EYE [ATTACHED COMPONENT] Price (Item Level): 30,000 gp (16th)
Body Slot: Head Caster Level: 4th Aura: Faint; (DC 17) transmutation Activation: Standard (mental)
Weight: 1 lb. Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) This headband,
composed of a blue-white metal, bears the symbol of a single eye. On command, the symbol transforms
into an actual living eye mounted on a 6-inchlong eyestalk in the middle of the warforged's forehead. The
eye glows a bright yellow and is clearly visible even in darkness or deep shadow (all Hide checks are made
at a -5 penalty while the eye is active). The character gains darkvision with a range of 60 feet and can
continuously see invisibility, as the spell. In addition, the eyestalk is extraordinarily elastic and extends to a
length of up to 10 feet. Opponents may target and damage the eyestalk, which is AC 20 and has 15 hit
points. If the eyestalk is destroyed it immediately vanishes and cannot be used again for one week. The
circlet's eye can function for a total of 1 hour per day. This duration need not be consecutive, but each
activation of the third eye must last at least 10 minutes. Prerequisites: Craft Wondrous item, altar self,
darkvision, see invisibility.

CLAW GAUNTLET
- SECRETS OF XENDRIK (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
This gauntlet was designed by the drow to enhance the warforged they created after the fall of the giants.
The invension of this attached component led to the eventual creation of the warforged scorpion, but a
number of these claws still exist.
Description: This wicked iron claw ends in a cuff where a hand might fit. Gears and springs are visible
within the claw, helping it open and close.
Activation: A claw gauntlet attaches to one hand, completely covering it.
Effect: A claw gauntlet functions as a +1 Keen Scorpion claw gauntlet. The claw is particularly good at
sundering weapons, granting a +2 bonus on atta rolls to do so. Once a claw gauntlet is locked in place, its
wearer cannot be disarmed.
Aura: Moderate transmuation (CL 10th)
Weight: 8 lb
Price: 9,340 gp
Editor: .

COMMAND CIRCLET
- RACES OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Command Circlet (attached component): Once granted by Breland to warforged who exhibited extreme
bravery and excellent strategic acumen, the command circlet was an honorific reward often accompanied
by an increase in rank. This gold band fits easily over the brow of a warforged, fusing there and occupying
space on the body as a magic helm. Only two dozen were originally made, but since the Last War, those
few have been joined by command circlets created by the warforged of the Mournland. A warforged
wearing a command circlet can telepathically speak to any other warforged within 100 feet as a free action
(though the circlet does not grant the ability to hear mental replies). The wearer must be able to see the
warforged that he wishes to speak to; if multiple warforged are in range, the wearer may speak to them all
at the same time or deliver different messages to individuals or groups as time allows. In addition, once per
day, the circlet can be used to cast remove fear upon up to ten warforged within 30 feet of the wearer
(including the wearer, if desired). Faint divination; CL 5th; Craft Wondrous Item, detect thoughts, remove
fear; Price 12,500 gp; Weight 2 lb.
Editor: .

DISK OF ENERGY RESISTANCE


- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Disk of Energy Resistance (embedded component): This metallic disk is engraved with runes of warding,
and a colored gemstone is set at its center. When embedded in the chest of a warforged, the disk occupies
space on the body as an amulet and grants the character resistance to one type of energy: acid, cold,
electricity, fire, or sonic. A minor disk of energy resistance grants 10 points of resistance. A major disk of
energy resistance grants 20 points of resistance. A greater disk of energy resistance grants 30 points of
resistance. Faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th
(greater); Craft Wondrous Item, resist energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp
(greater).
Editor: .

DISK OF ILLUMINATION
- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
DISK OF ILLUMINATION [EMBEDDED COMPONENT] Price (Item Level): 20,000 gp (15th) Body
Slot: Throat Caster Level: 6th Aura: Moderate; (DC 18) evocation Activation: Standard (mental) Weight: 1
lb. Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) The disk of illumination is a slim
metal token in the shape of the sun that glitters whenever struck by even the dimmest light. Three times per
day, the disk can illuminate the nonwood portions of the warforged's body, making it shine as the daylight
spell for 1 hour (centered on the warforged). Whenever the warforged is illuminated in this way, the bright
light makes looking directly at the warforged difficult, granting the warforged a +2 concealment bonus to
AC. This AC bonus does not apply against opponents that rely on senses other than sight to detect and
target the warforged. Prerequisites: Craft Wondrous Item, daylight. DISK OF SHADOW [EMBEDDED
COMPONENT] Price (Item Level): 20,000 gp (15th) Body Slot: Throat Caster Level: 6th Aura: Moderate;
(DC 18_ evocation Activation: Standard (mental) Weight: 1 lb. Dragon Magazine #: 341 (Arcane Upgrade:
Warforged Magic Items) This disk, a slim metal token in the shape of a crescent moon, always seems
somehow shrouded in shadow even if placed in direct sunlight. Three times per day, the disk can cause
inklike black vapors to pour from the warforged's mouth, shrouding it in shadowy illumination as the
darkness spell for 1 hour (centered on the warforged). Whenever the warforged is shrouded in this way, the
shadows hide the warforged's movements, granting it a +2 concealment bonus to AC and a +5 bonus on
Hide checks. These bonuses do not apply against creatures that possess darkvision or other senses that
allow them to ignore the effects of darkness. Prerequisites: Craft Wondrous Item, darkness.

DOCENT COMPONENTS
- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
DOCENT COMPONENTS A docent is a small metal sphere, approximately 2 inches across, studded with
gems or dragonshards. Explorers have found them in Xen'drik, and artificers and warforged alike have so
far failed to discover the secret of their construction. Despite a strong magical aura, a docent has no
apparent abilities. Its powers are only revealed when it is attached to a warforged (taking up space on the
body as an amulet). At this point, a docent comes to life—literally. A docent is an intelligent magic item
designed to advise and assist the warforged it is attached to. A docent follows the standard rules for
determining alignment for intelligent items. However, it differs from normal intelligent items in other ways.
. A docent has an Intelligence score of 2d6 + 8 (minimum 12) and Wisdom and Charisma scores of 2d6 + 6
(minimum 10). . A docent perceives its surroundings by using the senses of the warforged it is attached to,
but it does not use the Search, Spot, or Listen skills of the warforged. • A docent can always communicate
telepathically with the warforged that it is attached to. Under normal circumstances a docent cannot speak,
but a warforged can choose to give the docent direct control over his own voice. . One of the primary
purposes of a docent is to serve as a translator for its warforged. All docents speak Giant and Common. A
docent can understand an additional two languages for each point of Intelligence modifier that it possesses.
When a docent is discovered, it may not have filled all of these language slots; a docent found in Xen'drik
may speak Elven or Draconic, but it is unlikely to know Dwarven, having never encountered a dwarf.
However, it quickly fills empty slots as it encounters new languages. Instead of the usual list of powers, a
docent receives 1d4 powers chosen or randomly determined from the following list. Docent Powers d%
Power Price Modifier 01—09 Item has deathwatch continually active +2,700 gp 10—14 Item can use
detect magic at will +3,600 gp 15—17 Item has 10 ranks in Decipher Script +5,000 gp 18—22 Item has 10
ranks in Diplomacy +5,000 gp 23—34 Item has 10 ranks in Knowledge +5,000 gp (choose category) 35—
42 Item has 10 ranks in Listen +5,000 gp 43—50 Item has 10 ranks in Search +5,000 gp 51—55 Item has
10 ranks in Sense Motive +5,000 gp 56-60 Item 10 ranks in Spellcraft +5,000 gp 61—68 Item has 10 ranks
in Spot +5,000 gp 69—72 Item can use haste on its owner I/day +5,000 gp 73—75 Item can activate zone
of truth 3/day +6,500 gp 76—83 Item can detect opposing alignment +7,200 gp at will 84—89 Item can
detect undead at will +7,200 gp 90—93 Item has a continuous detect scrying effect +10,000 gp 94-100
Item has status effect, usable at will. +ll,000gp If the same power is rolled twice, roll again. The docent
uses the power, not the warforged. Activating a power or concentrating on an active one is a standard
action the item takes. A docent can only make use of the Diplomacy skill if its warforged host grants the
docent full control of the host's voice. A docent has a base market price of 2,500 gp in addition to the value
of the abilities it contains. The Ego score of a docent is determined in the same manner as for a standard
intelligent item. A warforged can only attach a single docent. The bearer can choose to remove a docent in
order to replace it with another one, but the powers of the new item do not activate until 24 hours after the
character removed the first docent.
Editor: .

ELEMENTAL AXE
- SECRETS OF XENDRIK (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
This battleaxe was designed by the quori to be used against frost giants and fire giants with their elemental
vulnerabilities. The methods for creating these attached components have now reached Khorvaire and a few
have appeared bearing thr mark of House Cannith.
Description: The twin heads of this battleaxe are both crafted from solid iron. One glows with an inner fire
and the other is covered in a thin layer of frost. The halft of the battleaxe attaches to an iron cuff that fits
over the hand.
Activation: An elemental axe attaches to one hand, completely covering it. Changing the axe;s special
ability is a standard action.
Effect?: An elemental Axe is a +2 flaming frost battleaxe, but only one if it’s elemental powers
(Flaming/Frost) can be active at one time. Once an elemental axe is locked in place, its wearer cannot be
disarmed.
Aura: Moderate Evocation (CL10)
Construction: Craft Magic Arms and Armor, Fireball, Ice Storm.
Weight: 8 lb
Price: 20,310 gp
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ESSENCE OF THE GUARD


- RACES OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Essence of the Guard (embedded component): This dull coppery disk bears symbols representing
watchfulness. When embedded in a warforged, it occupies space on the body as an amulet, granting the
character a +5 competence bonus on Listen and Spot checks. Faint divination; CL 5th; Craft Wondrous
Item, clairaudience/clairvoyance; Price 6,250 gp. Essence of the Guard, Improved (embedded component):
As essence of the guard, except that it grants a +10 competence bonus on Listen and Spot checks. Faint
divination; CL 5th; Craft Wondrous Item, clairaudience/clairvoyance; Price 25,000 gp.
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ESSENCE OF THE GUARD, GREATER


- RACES OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Essence of the Guard, Greater (embedded component): As essence of the guard, except that it grants a +15
competence bonus on Listen and Spot checks. Faint divination; CL 5th; Craft Wondrous Item,
clairaudience/clairvoyance; Price 56,250 gp.
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ESSENCE OF THE JUNGLE


- SECRETS OF XENDRIK (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Originally crafted to help warforged navigate and function in Xen’Drik’s difficult jungle enviroment, these
embebbed components now see a wide variety of uses.
Description: This small silver triangle is engraved with symbols of strength and physical prowess.
Effect: Essence of the jungle grants its wearer a +5 competence bonus on climb, jump, and swim checks.
An improved version of this embedded component grants a +10 compentence bonus, and a greater version
grants a +15 Competence bonus.
Aura: (+5) Faint, (+10) Moderate, (+15) Strong Abjuration. (CL5,10,15)
Construction: Craft Wondrous Item, Bull’s Strength, Jump, Caster Level must be equal to competence
bonus.
Weight: .5 lb
Price: (+5) 7,500 gp, (+10) 30,000 gp, (+15) 67,500 gp
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ESSENCE OF THE SCOUT


- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Essence of the Scout (embedded component): This dark metal disk is engraved with symbols representing
silence and stealth. When embedded in the chest of a warforged, it occupies space on the body as an amulet
and grants the character a +5 competence bonus on Hide and Move Silently checks. Faint illusion; CL 5th;
Craft Wondrous Item, invisibility, silence; Price 5,000 gp.
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ESSENCE OF THE SCOUT, GREATER


- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Essence of the Scout, Greater (embedded component): As essence of the scout, except it grants a +15
competence bonus on Hide and Move Silently checks. Moderate illusion; CL 10th; Craft Wondrous Item,
invisibility, silence; Price 45,000 gp.
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ESSENCE OF THE SCOUT, IMPROVED


- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Essence of the Scout, Improved (embedded component): As essence of the scout, except it grants a +10
competence bonus on Hide and Move Silently checks. Moderate illusion; CL 10th; Craft Wondrous Item,
invisibility, silence; Price 20,000 gp.
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EXPANDED RESERVOIR
- MAGIC OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
An expanded reservoir increases the number of power points you can store within the crystals of your
body. Description: An expanded reservoir is a crystal shard that pulses with faint psychic energy. When
embedded and utilized, its pulse becomes steadier. Prerequisite: Only a character with the Psiforged Body
feat can benefi t from this item. Activation: You embed the expanded reservoir in your chest or skull (your
option), taking up an amulet or headband body slot, respectively. Once installed, you transfer power points
to your body as normal. Effect: An expanded reservoir increases the storage capacity of your psiforged
body by 6 power points. Aura/Manifester Level: Moderate psychokinesis. ML 12th. Construction: Requires
Craft Cognizance Crystal*, 9,000 gp, 720 XP, 18 days. Weight: 1 lb. Price: 18,000 gp. *See page 44 of the
Expanded Psionics Handbook.
Editor: .

FINAL MESSENGER
- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Final Messenger (embedded component): This component is an intricate assemblage of clockwork and
filigree wings, designed to serve as a communication device within warforged units. A final messenger
occupies space as an amulet, drawing energy from its warforged host. While the messenger is attached, the
warforged may take a standard action to implant a destination, a target individual, the image of what the
warforged is currently able to see, and a message of up to 25 words into the messenger. As a free action,
the host can release the final messenger, at which point it flies to its destination by as direct a route as
possible. Once it reaches this location, it seeks the target creature (if one has been specified); otherwise it
looks for the nearest warforged. Any warforged who attaches the messenger can review the message that it
contains. Should a warforged be destroyed while bearing a final messenger, the messenger immediately
flies to seek its target. It retains its stored message, but replaces any stored image with a view of the last
thing seen by the slain warforged. A final messenger is a Fine construct with AC 26 (touch 26, flat-footed
26), 6 hit points, and a fly speed of 60 feet (perfect). It has low-light vision and darkvision out to 60 feet. It
has no limbs and cannot perform any meaningful action aside from seeking its target and delivering its
message. An unattached messenger can remain active for a maximum of 8 hours, after which it becomes
inert. It can only replenish its energy by attaching to a warforged; every minute it is attached allows 1
minute of activity after being released, to a maximum of 8 hours. Moderate transmutation; CL 11th; Craft
Construct, animate objects, sending; Price 6,000 gp.
Editor: .

FINGER PICKS
- FORGE OF WAR (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Price (Item Level): 500 gp (3rd) Body Slot: Hands (embedded) Caster Level: 5th Aura: Faint; (DC 17)
transmutation Activation: — Weight: — With a faint click, a series of slender wires, probes, and picks
slide from the tips of your fi ngers. These delicate, intricate tools function as masterwork thieves’ tools that
grant an additional +2 bonus on Disable Device and Open Lock checks, for a total bonus of +4.
Prerequisites: Craft Wondrous Item, knock. Cost to Create: 200 gp (plus 100 gp for masterwork thieves’
tools), 16 XP, 1 day.
Editor: .

GAUNTLET OF THE DEFT HAND


- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
GAUNTLET OF THE DEFT HAND [ATTACHED COMPONENT] Price (Item Level): 7,500 gp (11th)
Body Slot: Hands Caster Level: 4th Aura: Faint; (DC 17) transmutation Activation: Standard (mental)
Weight: 1 lb. Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) This single gauntlet is
made of a fine metal mesh, impervious to the effects of natural rusting or tarnishing. Upon speaking the
proper command word the warforged's fingers transform into fine tools suitable for precision work. The
warforged gains a +5 competence bonus on Craft checks that involve fine details (such as gemcutting,
silversmithing, and so on), as well as Disable Device and Open Locks checks. Using the gauntlet of the deft
hand precludes the warforged from holding a weapon in its transformed hand for the duration of the effect.
Once activated, the gauntlet's effect lasts indefinitely, but its wearer can deactivate and remove the gauntlet
at will. The warforged may use the various blades and tools created by the gauntlet in exotic weapons. The
tools deal only 1d4 points of slashing or piercing damage (user's choice). Prerequisites: Craft Wondrous
Item, alter self.

GAUNTLETS OF EXCAVATION
- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
GAUNTLETS OF EXCAVATION [ATTACHED COMPONENT] Price (Item Level): 8,000 gp (11th)
Body Slot: Hands Caster Level: 5th Aura: Moderate; (DC 17) transmutation Activation: Standard (mental)
Weight: 8 lbs. Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) These oversized
gauntlets are forged from dull gray pig-iron and appear battered from use, even when newly created. When
activated, the gauntlets extend the warforged's arms. The warforged's hands transform into shovels and can
dig through earth and stone, displacing 10 cubic- feet of earth or 2 cubic feet of stone every 10 minutes.
The shovel arms have an effective Strength score equal to 20 or the warforged's own Strength score,
whichever is greater. When activated, the gauntlets make the warforged top-heavy and unable to wield
anything in its hands. It loses its Dodge bonus to AC (if any) and takes a -5 penalty on all Dexterity-based
skills. Both gauntlets must be worn for the magic to be effective. The warforged may use the gauntlets for a
total of 1 hour per day. This duration need not be consecutive, but each activation must last at least 10
minutes. The warforged may use the shovel blades as exotic weapons. The shovel blades deal only 1d4
points of slashing damage. Prerequisites: Craft Wondrous Item, alter self, soften earth and stone.

IRON-TOOTH GIRDLE
- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
IRON−TOOTH GIRDLE [ATTACHED COMPONENT] Price (Item Level): 15,000 gp (14th) Body Slot:
Waist Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Standard (command) Weight:
10 lbs. Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) This girdle consists of two
wide, dull gray metal bands affixed by a hinge in the back and a sturdy clasp in the front engraved with the
symbol of an open, fang-filled mouth. With a command word, the torso of the warforged wearing the iron-
tooth girdle violently contorts and splits open, transforming into a great maw filled with a vicious set of
gnashing metal teeth. The maw can stretch from the warforged's torso in order to make one bite attack per
round (in addition to any other attacks the warforged can make). This is a secondary natural attack with a 5-
foot reach. The maw deals 3d6 points of piercing damage, threatens a critical on a roll of 19-20, and is
considered a magic weapon for the purpose of overcoming damage reduction. During a grapple, the
warforged can attack with the maw without taking the normal penalty for attacking while in a grapple. If
the warforged succeeds in pinning an opponent, it can have the maw automatically deal its bite damage to
the pinned opponent each round. The girdle's maw can make a total of ten bite attacks per day.
Prerequisites: Craft Wondrous Item, polymorph.

JEWELS OF DAZZLING LIGHT


- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
JEWELS OF DAZZLING LIGHT [EMBEDDED COMPONENT] Price (Item Level): 17,000 gp (14th)
Body Slot: Arms Caster Level: 7th Aura: Moderate; (DC 18) illusion Activation: Standard (mental)
Weight: ½ lb. Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) Composed of clusters
of various multihued gemstones placed in arcane patterns around both forearms of the warforged, the
jewels of dazzling light glow faintly and pulsate when exposed to light, sending arcs and waves of rainbow
colors across the warforged. The colorful patterns have a pleasing, slightly hypnotic aspect, and the
warforged gains a +2 enhancement bonus on Diplomacy checks made against creatures that can see the
warforged. These jewels also grant the warforged a number of spell-like abilities, usable whenever the
warforged is within a square lit by bright illumination. The spell-like abilities granted by the jewels are:
5/day–dancing lights, daze (DC 10), flare (DC 10); 3/day–color spray (DC 11), hypnotism (DC 11); 1/day–
rainbow pattern (DC 16). Prerequisites: Craft Wondrous Item, color spray, dancing lights, daze, flare,
hypnotism, rainbow pattern.

POWER CRYSTAL
- MAGIC OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
A power crystal grants the limited use of a psionic power. Description: A power crystal is constructed from
a psionically resonant crystal and an Eberron dragonshard. It is attached to the chest, head, or hand of a
warforged, and so occupies the amulet, headband, or gloves body slot, respectively. Activation: A power
crystal stores the imprint of a psionic power. Once per day, you can use the power crystal to manifest that
psionic power, using your own power point reserve or any power points stored within your body, if you are
a psiforged (see the Psiforged Body feat, page 51). Effect: The power imprinted in the crystal is manifested
using power points supplied by you, and the specifi c effect depends on the power used. However, you
cannot augment this power or enhance it with metapsionic feats. This power is treated as a normally
manifested power, with all the attendant effects. If you do not possess enough power points to manifest the
power stored within a particular power crystal, you gain no benefi t from it. Aura: Faint (1st-level to 3rd-
level power), moderate (4th-level to 6th-level power), strong (7th-level to 9th-level power) varied. ML
minimum required to manifest the power stored in the item. Construction: Requires Craft Universal Item*
and Imprint Stone*, the power stored in the item, 200 gp, 16 XP, 1 day (1st); 800 gp, 64 XP, 2 days (2nd);
1,800 gp, 144 XP, 4 days (3rd); 3,200 gp, 256 XP, 7 days (4th); 5,000 gp, 400 XP, 10 days (5th); 7,200 gp,
576 XP, 15 days (6th); 9,600 gp, 768 XP, 20 days (7th); 12,800 gp, 1,024 XP, 26 days (8th); 16,200 gp,
1,296 XP, 33 days (9th). Weight: 1/4 lb. Price: 400 gp (1st), 1,600 gp (2nd), 3,600 gp (3rd), 6,400 gp (4th),
10,000 gp (5th), 14,400 gp (6th), 19,200 gp (7th), 25,600 gp (8th), 32,400 gp (9th). *See Chapter 3of the
Expanded Psionics Handbook.
Editor: .

PROJECTION ORB
- FORGE OF WAR (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Price (Item Level): 25,200 gp (16th) Body Slot: Face (embedded) and —; see text Caster Level: 7th Aura:
Moderate; (DC 18) divination Activation: Standard (mental) Weight: — and 7 lb. (globe); see text A
perfectly spherical globe, resembling a small crystal ball, glints with the same glassy hue as your own eyes.
This “item” is made up of three parts: two crystalline eyes embedded in your face, and a matching globe.
As a standard action, you can cause anything you see to appear in the globe, allowing its possessor to view
what you are viewing. Deactivating the link is a swift action. Prerequisites: Craft Wondrous Item, scrying.
Cost to Create: 12,600 gp, 1,008 XP, 26 days.
Editor: .

PSYCHIC GENERATOR
- MAGIC OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
A psychic generator creates psychic energy that you can use to fuel your psionic powers. Description: A
psychic generator is a cluster of crystals that resonate with psionic energy. Activation: The crystal cluster is
embedded into your upper torso. Doing so does not take up a body slot. The psychic generator begins
providing power points 24 hours after installation. Effect: The psychic generator increases your daily
power point reserve by 1 power point. This extra power point can be spent normally, stored in your body if
you’re psiforged, or stored in a cognizance crystal. Aura/Manifester Level: Faint psychokinesis. ML 5th.
Construction: Requires Craft Universal Item, 1,250 gp, 100 XP, 3 days. Weight: 1 lb. Price: 2,500 gp.
Editor: .

SCORPION BRAND
- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
SCORPION BRAND [EMBEDDED COMPONENT] Price (Item Level): 17,500 (14th) Body Slot: Torso
Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Standard (mental) Weight: 1 lb.
Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) Made of a 6-inch-square sheet of steel
and edged with gold trim, this item bears in its center a stamped impression in the shape of a stylized
scorpion. Once affixed to the chest of the warforged, the scorpion brand allows its bearer to manifest an 8-
foot-long, wickedly barbed tail composed of segmented metal. The tail can stretch from the warforged's
back in order to make one sting attack per round (in addition to any other attacks the warforged can make).
This is a secondary natural attack with a 10-foot reach. The sting deals 1d6 points of damage and injects a
poison (injury, Fortitude DC 14, initial and secondary damage 1d6 Dex) and is considered a magic weapon
for the purpose of overcoming damage reduction. Opponents may target and damage the tail, which is AC
20 and has 30 hit points. if the tail is destroyed it immediately vanishes and cannot be used again for one
week The brand's tail can make a total of ten sting attacks per day. Prerequisites: Craft Wondrous item,
alter self, poison.

SOMATIC CABLES
- FORGE OF WAR (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Price (Item Level): 16,200 gp (14th) Body Slot: Torso (embedded) Caster Level: 10th Aura: Moderate;
(DC 20) transmutation Activation: Swift (mental) Weight: — A small mass of writhing metal cables slides
from your chest, twisting about one another in arcane confi gurations. Developed for spellcasting
warforged, somatic cables can be used to execute the somatic component of any spell. This effect allows a
warforged to cast spells even with both hands occupied, when its hands are immobilized, or even when
grappled (though this still requires a Concentration check). A warforged who suffers from a spell failure
chance due to armor can roll twice, taking the better of the two results. Prerequisites: Craft Wondrous
Item, Still Spell, telekinesis. Cost to Create: 14,700 gp, 1,176 XP, 30 days.
Editor: .

SPINNING FLAIL
- SECRETS OF XENDRIK (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
As the war between the quori and the giants raged on, these horrible flails were employed by many
warforged. Fe today would consider using such a dangerous weapon.
Description: This flail is made of black iron attached to a rod and a round spiked base that spins at high
speed when activated. A cuff at the rod’s base fits over the hand, locking it into place.
Activation: A spinning flail attaches to one hand, completely covering it.
Effect: A spinning flail is a +1 Vicious flail that grants the usual bonuses associated with a flail, including
the +2 bonus on checks made to disarm an opponent and the ability to make trip attempts. Due to the
lengthened chain and the speed at which it spins, the weapin tends to wrap around foes that get too close.
This feature grants the wearer a +2 bonus on grapple checks made to start a grapple, but not on checks to
avoid a grapple. Once a spinning flail is locked in place, it’s wearer cannot be disarmed.
Aura: Moderate necromancy and transmutation (CL9)
Construction: Craft Magic Arms and Armor, animate Rope, Enervation
Weight: 7 lb
Price: 10,308 gp
Editor: .

SPRING-HEELED BOOTS
- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
SPRING−HEELED BOOTS [ATTACHED COMPONENT] Price (Item Level): 45,500 gp (17th) Body
Slot: Feet Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Standard (mental) Weight: 4
lbs. Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) Hard leather uppers and iron
soles sewn on with copper wire comprise these calf high boots. When the command word is spoken coiled
springs grow from the soles of the boots and the warforged gains the following effects: • +20 bonus on
Jump checks with no maximum jump distance. • Speed increases by +15 feet so long as the warforged can
lope and hop (this requires at least 10 feet of clearance between floor and ceiling). If the ceiling is les than
10 feet high the warforged’s base movement is halved. • Takes half damage from falling if the warforged
succeeds on a DC 15 Reflex save. • Due to instability, the warforged loses its dodge bonus to AC when it
doesn’t move at least 10 feet in a round. • It takes a -4 penalty on Balance checks. The boots can function
for a total of 10 rounds per day. This duration need not be consecutive. Prerequisites: Craft Wondrous Item,
alter self, jump.

STONE OF INTERNAL FIRE


- DRAGON MAGAZINE #
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
STONE OF INTERNAL FIRE [EMBEDDED COMPONENT] Price (Item Level): 10,000 gp (12th) Body
Slot: –– Caster Level: 6th Aura: Moderate; (DC 18) evocation Activation: Standard (mental) Weight: ––
Dragon Magazine #: 341 (Arcane Upgrade: Warforged Magic Items) A rust-hued and highly polished
stone, this egg-shaped component is warm to the touch. The warforged must swallow the stone, which is
thereafter incorporated into the warforged's internal components. Once per day, when the warforged speaks
the proper command word, the stone (and the warforged) grows incredibly hot for 5 rounds. A thick cloud
of roiling steam erupts from the warforged's mouth to create a fog cloud, as the spell but with the following
additional properties. Creatures adjacent to the warforged when the stone of internal fire is active take 1d4
points of fire damage each round they remain adjacent. A creature that touches the warforged when it is
heated by the stone takes 2d4 points of fire damage (this is in addition to damage for being adjacent, if that
applies), For all the protection the stone of internal fire offers, it does come with a cost. Every round the
stone is active the warforged takes 1d4 points of fire damage. The warforged must make a DC 15 Fortitude
save each round. If it fails, any flammable object worn, held, or carried by the warforged bursts into flame.
Prerequisites: Craft Wondrous item, fog, heat metal.

TRACKER MASK
- RACES OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Tracker Mask (attached component): Crafted to fit above the mouth of a warforged, this thin mask is a
peaked band of silvery metal with ventlike structures that fall under the eyes when worn. Originally created
for use by warforged reconnaissance troops, the tracker mask grants its wearer the scent ability (see page
314 of the Monster Manual). However, many warforged covet this item because it gives them the ability to
smell all scents, not merely those of a creature being tracked. The mask occupies space on the body as
goggles and fuses with the wearer’s face when donned, forming a nose ridge with the slatted vents on either
side. Faint divination; CL 5th; Craft Wondrous Item, owl’s wisdom; Price 18,000 gp; Weight 1 lb.
Editor: .

TRACTION CLAWS
- RACES OF EBERRON (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Traction Claws (attached component): This magic item consists of a set of large metal crampons and
cumbersome clawed gauntlets, all four of which must be worn to function. The items occupy space on the
body as a pair of gloves and a pair of boots, but when a warforged attaches them, they fuse with his armor
and retract until needed. A warforged wearing these magic items gains a +5 competence bonus on Climb
checks to climb a surface (but not to climb a rope) and a +5 competence bonus on Balance checks on
slippery surfaces (such as ice or an area coated by a grease spell). Faint transmutation; CL 5th; Craft
Wondrous Item, bull’s strength, cat’s grace; Price 4,000 gp; Weight 10 lb.
Editor: .

VANGUARD TREADS
- EXPLORER’S HANDBOOK (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
A common warforged component, vanguard treads provide speed and stability to a warforged fighting amid
the rubble and carnage of the battlefield. Lore: The ancient giants made the first vanguard treads, which
can attach to the feet of warforged (Knowledge [arcana] DC 15). Vanguard treads greatly aid warforged as
they negotiate difficult terrain and hazards (Knowledge [arcana] DC 20). Description: Vanguard treads
appear to be oversize metal boots with spiked, treaded soles. Their most impressive feature is their sheer
size—they look big enough to fi t a heavily armored ogre. Along the top cuff is a row of inset amethysts
that seem to glow a bright purple whenever the wearer runs, charges, or resists a bull rush. Prerequisite:
Vanguard treads are embedded warforged components, so they function only for warforged characters.
Activation: A set of vanguard treads occupies space on the body as a pair of boots, providing its benefi ts
automatically as long as it’s embedded. Embedding or detaching a pair of vanguard treads is a standard
action that doesn’t provoke attacks of opportunity. Effect: Your vanguard treads provide you with superior
traction and stability, which has the following game effects: • You can move through diffi cult terrain (such
as rubble, undergrowth, steep slopes, stairs, or snow) at your normal speed and without suffering any other
impairment. • You are likewise unaffected by slippery ice, wet stones, or other areas where traction is a
problem. • You gain a +8 bonus on attempts to resist bull rushes, and a +4 bonus on grapple checks to resist
a grapple attempt if that grapple would move you into another square. Areas that have been magically
manipulated to impede movement (such as an entangle spell) still affect you, as does water, quicksand, and
other nonsolid surfaces. You likewise have to slow down for narrow paths requiring Balance checks and for
surfaces steep enough to require Climb checks. If the terrain deals damage (such as the burning ground on
the plane of Fernia), you still take that damage. The massive spikes and treads on the soles of your feet
leave a distinctive trail. Anyone following you gains a +8 circumstance check on the Survival or Search
checks made to track you. Aura/Caster Level: Faint transmutation. CL 3rd. Construction: Craft Wondrous
Item, spider climb, 1,500 gp, 120 XP, 3 days. Weight: 2 lb. Price: 3,000 gp.
Editor: .

WAND SHEATH
- EBERRON CAMPAIGN SETTING (3.5)
Price: gp.
Component: Attached Embedded
Body Slot:
Caster Level: 5th
Aura: Moderate; (DC 17) divination
Activation: Standard (Mental)
Weight: lbs.
Wand Sheath (embedded component): This narrow sheath is embedded in the forearm and hand of a
warforged character, occupying space on the body as if it were a bracer. Once it is in place, the warforged
can insert a normal magic wand into the sheath, whereupon it merges with the character's body. The sheath
can hold a single wand. Once a wand is inserted, it cannot be removed until all its charges are used up, at
which point the wand drops out of the sheath and a new one can be inserted. A character can activate a
sheathed wand (assuming the character could activate the wand normally) without having to retrieve it,
simply by pointing a finger and thinking about activating it. Thus, the character can activate it in an area of
silence or while grappling without difficulty. Faint transmutation; CL 4th; Craft Wondrous Item, Craft
Wand, polymorph; Price 4,000 gp.
Editor: So you have UMD. At a DC 25 you can emulate being a warforged. Now you install the wand
sheath with a wand of your choice in your arm. By the rules it will only last an hour then you need to
make another UMD check. What happens when it fails? Since it merges by magic, both the sheath and
the wand should pop out after an hour and then you can add a new wand.
Editor (Removing the wand): Well you want to switch out the wand early. Run this one by your DM. Use
magical device to emulate being an elf and no longer a warforged. By the rules it should pop out of
your body. That is some serious BS, so make sure your DM agrees with it. UMD doesn’t actually have
any rules about intentionally NOT being something, but it should work that way. Remember, you can
only “emulate only one race at a time.” So you can’t be an elf and a warforged. This is the sort of stuff
that gets you hit with a flung monster manual.

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