Ok this is what I'm thinking of going with let me know if it seems over/underpowered;
Warforged
+2 Str, +2 Con, -2 Wis: Warforged are tough and strong, but as created beings lack the intuition necessary to be truly perceptive
Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
Warforged base land speed is 30 feet.
Automatic Languages: Common. Bonus Languages: None
Living Construct: Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below;
- Immunity to poison, sleep effects, disease, nausea, fatigue, exhaustion and effects that cause the sickened condition. Warforged are not immune to paralysis unless it is caused by any of the preceding conditions.
- A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
- A warforged cannot heal damage naturally.
- When his hit points are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions.
However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
- warforged can be affected 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 wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm.
- A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by 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 warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Refl ex DC 17 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.
- Adaptive plating: warforged have no natural armor and instead can adapt any medium sized armor to their own body. Armor adapted for a warforged takes 10 times as long to equip or remove, but the warforged receives no penalty for never removing it, such as with sleeping in armor. All the bonuses and penalties (AC, armor check penalty etc..) of the armor apply as normal.
I went with a mix of 3.5 and 4ed. I decided on the -2 Wis instead of the usual Cha as the character is a paladin and I thought the Cha hit a bit rough. Also I imagine warforged could be awe-inspiring enough (good cha), but potentially easily manipulated (low Wis). I went the simplest way out in regards to armor
What do you think?