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Race:Warforged

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  • +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion: As living constructs, warforged have a natural immunity to the sickened condition.
  • Stabilized by Repair skill, Repair Damage Spells regenerate, Positive energy healing spells (such as Cure spells) half as effective: Damage dealt to a warforged can be healed by Repair Damage spells and warforged are stabilized by the Repair skill, however, Cure and Heal spells and potions only provide half their normal effect.
  • +2 armor bonus and 5% chance arcane spell failure: The Composite Plating used to build a warforged takes the place of armor or robes and interferes slightly with spell casting.
  • Light Fortification: There is a 25% chance that when a critical hit or sneak attack is scored, it is negated and damage is rolled normally.

Warforged are constructs built to fight in the Last War and the humanoid races of Eberron regard warforged as unpleasant reminders of the brutality of that war. As they strive to be a part of society, warforged struggle to find ways to relate to the other races that created them.

Adventuring is one way that warforged can fit into the world, at least as well as any adventurer ever does. In the wilds of Xen'drik, the ancient continent of secrets, few people care whether you were born or made, as long as you can help keep your companions alive. A fairly large number of warforged choose an adventuring life to escape from the confines of a society that they didn't create and at the same time engage in some meaningful activity.

Originally intended as nothing more than mindless war machines, the warforged acquired sentience due to the arcane experiments intended to improve these weapons of destruction. Through these experiments, the warforged moved away from being true constructs and became alive. The basic and most plentiful warforged are just slightly larger than humans. Larger varieties of warforged-like constructs can also be encountered, as these remnants of the Last War still exist.
Composite PlatingWarforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
Light FortificationWarforged have a 25% immunity to critical hits and sneak attacks.
Warforged ImmunitiesWarforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.

1 Acid Manipulation I
Grants a 20% increase to the damage of your acid spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Flame Manipulation I
Grants a 20% increase to the damage of your fire spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Frost Manipulation I
Grants a 20% increase to the damage of your cold spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Improved Balance I
Grants a +1 bonus to your Balance skill. Requires 1 level in a class that possesses Balance as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Monk Level 1
1 Improved Bluff I
Grants a +1 bonus to your Bluff skill. Requires 1 level in a class that possesses Bluff as a class skill.
Cost: 1 action point
Classes: Sorcerer Level 1
Bard Level 1
Rogue Level 1
1 Improved Concentration I
Grants a +1 bonus to your Concentration skill. Requires 1 level in a class that possesses Concentration as a class skill.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Bard Level 1
Cleric Level 1
Paladin Level 1
Ranger Level 1
Monk Level 1
Favored Soul Level 1
Artificer[v] Level 1
1 Improved Diplomacy I
Grants a +1 bonus to your Diplomacy skill. Requires 1 level in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Cleric Level 1
Paladin Level 1
Rogue Level 1
Monk Level 1
Favored Soul Level 1
1 Improved Disable Device I
Grants a +1 bonus to your Disable Device skill. Requires 1 level in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Classes: Rogue Level 1
Artificer[v] Level 1
1 Improved Haggle I
Grants a +1 bonus to your Haggle skill. Requires 1 level in a class that possesses Haggle as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Artificer[v] Level 1
1 Improved Heal I
Grants a +1 bonus to your Heal skill. Requires 1 level in a class that possesses Heal as a class skill.
Cost: 1 action point
Classes: Cleric Level 1
Paladin Level 1
Ranger Level 1
Favored Soul Level 1
1 Improved Hide I
Grants a +1 bonus to your Hide skill. Requires 1 level in a class that possesses Hide as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Intimidate I
Grants a +1 bonus to your Intimidate skill. Requires 1 level in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Fighter Level 1
Paladin Level 1
Rogue Level 1
1 Improved Jump I
Grants a +1 bonus to your Jump skill. Requires 1 level in a class that possesses Jump as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Bard Level 1
Fighter Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
Favored Soul Level 1
1 Improved Listen I
Grants a +1 bonus to your Listen skill. Requires 1 level in a class that possesses Listen as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Bard Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Move Silently I
Grants a +1 bonus to your Move Silently skill. Requires 1 level in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Open Lock I
Grants a +1 bonus to your Open Lock skill. Requires 1 level in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Classes: Rogue Level 1
Artificer[v] Level 1
1 Improved Perform I
Grants a +1 bonus to your Perform skill. Requires 1 level in a class that possesses Perform as a class skill.
Cost: 1 action point
Classes: Bard Level 1
1 Improved Repair I
Grants a +1 bonus to your Repair skill. Requires 1 level in a class that possesses Repair as a class skill.
Cost: 1 action point
Classes: Wizard Level 1
Fighter Level 1
Rogue Level 1
Artificer[v] Level 1
1 Improved Search I
Grants a +1 bonus to your Search skill. Requires 1 level in a class that possesses Search as a class skill.
Cost: 1 action point
Classes: Ranger Level 1
Rogue Level 1
Artificer[v] Level 1
1 Improved Spot I
Grants a +1 bonus to your Spot skill. Requires 1 level in a class that possesses Spot as a class skill.
Cost: 1 action point
Classes: Ranger Level 1
Rogue Level 1
Monk Level 1
Artificer[v] Level 1
1 Improved Swim I
Grants a +1 bonus to your Swim skill. Requires 1 level in a class that possesses Swim as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Bard Level 1
Fighter Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
1 Improved Tumble I
Grants a +1 bonus to your Tumble skill. Requires 1 level in a class that possesses Tumble as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Monk Level 1
1 Iron Companion
You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
1 Repair Manipulation I
Grants a 20% increase to the healing and damage of your repair spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Storm Manipulation I
Grants a 20% increase to the damage of your electric and sonic spells.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
1 Warforged Combat Training I
Grants a +1 bonus to your Balance skill.
Cost: 1 action point
1 Warforged Construct Thinking I
Grants a +1 bonus to saves against Will-based Enchantments.
Cost: 1 action point
1 Warforged Damage Reduction I
You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine.
Cost: 2 action points
1 Warforged Hardiness I
Grants a +1 bonus to Fortitude saves.
Cost: 1 action point
1 Warforged Healer's Friend I
You heal for 15% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 2 action points
1 Warforged Mechanics I
Grants a +1 bonus to your Repair skill.
Cost: 1 action point
2 Charged Spellcasting I
Grants a 4% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Storm Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Combustive Spellcasting I
Grants a 4% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Flame Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Corrosive Spellcasting I
Grants a 4% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Acid Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Force Manipulation I
Grants a 20% increase to the damage of your force spells and spells that deal untyped or physical damage.
Cost: 1 action point
Spent: 3 action points
Classes: Sorcerer Level 1
Wizard Level 1
Artificer[v] Level 1
2 Glacial Spellcasting I
Grants a 4% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Frost Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Reconstructive Spellcasting I
Grants a 4% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 3 action points
Requires All of: Repair Manipulation I
Classes: Sorcerer Level 2
Wizard Level 2
Artificer[v] Level 2
2 Warforged Brute Fighting I
Activate this ability to cause your melee attacks to generate 10% more hate, making enemies more likely to attack you.
Cost: 1 action point
Spent: 3 action points
2 Warforged Great Weapon Aptitude I
Glancing blows produced by your two-handed weapon attacks have a 2% increased chance of producing magical weapon effects such as flaming.
Cost: 1 action point
Spent: 3 action points
Requires All of: Two Handed Fighting
2 Warforged Inscribed Armor I
Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 10% and the Adamantine Body Feat to 30%.
Cost: 1 action point
Spent: 3 action points
2 Warforged Tactics I
Grants a +1 bonus on the DC of your combat feats, making it harder for enemies to resist your combat maneuvers such as Trip and Stunning Blow.
Cost: 2 action points
Spent: 2 action points
3 Acid Manipulation II
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Acid Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Acid I
Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Flame I
Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Ice I
Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Deadly Shocks I
Your electrical and sonic spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Flame Manipulation II
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Flame Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Frost Manipulation II
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Frost Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Kinetic Spellcasting I
Grants a 4% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 7 action points
Requires All of: Force Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Mighty Reconstruction I
Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 7 action points
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Racial Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Cost: 1 action point
Spent: 7 action points
3 Repair Manipulation II
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Repair Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Storm Manipulation II
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 25%.
Cost: 1 action point
Spent: 7 action points
Requires All of: Storm Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
3 Warforged Constitution I
Grants a +1 increase to your Constitution score.
Cost: 2 action points
Spent: 6 action points
4 Deadly Kinetics I
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus with these spells to +75%.
Cost: 1 action point
Spent: 11 action points
Classes: Sorcerer Level 4
Wizard Level 4
Artificer[v] Level 4
4 Force Manipulation II
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 25%.
Cost: 1 action point
Spent: 11 action points
Requires All of: Force Manipulation I
Classes: Sorcerer Level 3
Wizard Level 3
Artificer[v] Level 3
4 Improved Balance II
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Balance I
Classes: Bard Level 4
Rogue Level 4
Monk Level 4
4 Improved Bluff II
Grants an additional +1 bonus to your Bluff skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Bluff as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Bluff I
Classes: Sorcerer Level 4
Bard Level 4
Rogue Level 4
4 Improved Concentration II
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Concentration I
Classes: Sorcerer Level 4
Wizard Level 4
Bard Level 4
Cleric Level 4
Paladin Level 4
Ranger Level 4
Monk Level 4
Favored Soul Level 4
Artificer[v] Level 4
4 Improved Diplomacy II
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Diplomacy I
Classes: Bard Level 4
Cleric Level 4
Paladin Level 4
Rogue Level 4
Monk Level 4
Favored Soul Level 4
4 Improved Disable Device II
Grants an additional +1 bonus to your Disable Device skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Disable Device I
Classes: Rogue Level 4
Artificer[v] Level 4
4 Improved Haggle II
Grants an additional +1 bonus to your Haggle skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Haggle as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Haggle I
Classes: Bard Level 4
Rogue Level 4
Artificer[v] Level 4
4 Improved Heal II
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Heal as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Heal I
Classes: Cleric Level 4
Paladin Level 4
Ranger Level 4
Favored Soul Level 4
4 Improved Hide II
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Hide as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Hide I
Classes: Bard Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Intimidate II
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Intimidate I
Classes: Barbarian Level 4
Fighter Level 4
Paladin Level 4
Rogue Level 4
4 Improved Jump II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Jump I
Classes: Barbarian Level 4
Bard Level 4
Fighter Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
Favored Soul Level 4
4 Improved Listen II
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Listen as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Listen I
Classes: Barbarian Level 4
Bard Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Move Silently II
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Move Silently I
Classes: Bard Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Open Lock II
Grants an additional +1 bonus to your Open Lock skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Open Lock I
Classes: Rogue Level 4
Artificer[v] Level 4
4 Improved Perform II
Grants an additional +1 bonus to your Perform skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Perform as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Perform I
Classes: Bard Level 4
4 Improved Repair II
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Repair as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Repair I
Classes: Wizard Level 4
Fighter Level 4
Rogue Level 4
Artificer[v] Level 4
4 Improved Search II
Grants an additional +1 bonus to your Search skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Search as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Search I
Classes: Ranger Level 4
Rogue Level 4
Artificer[v] Level 4
4 Improved Spot II
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Spot I
Classes: Ranger Level 4
Rogue Level 4
Monk Level 4
Artificer[v] Level 4
4 Improved Swim II
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Swim as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Swim I
Classes: Barbarian Level 4
Bard Level 4
Fighter Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
4 Improved Tumble II
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Tumble I
Classes: Bard Level 4
Rogue Level 4
Monk Level 4
4 Steel Companion
You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 10 action points
Requires All of: Iron Companion
4 Warforged Combat Training II
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
4 Warforged Mechanics II
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 2.
Cost: 1 action point
Spent: 11 action points
Requires All of: Warforged Mechanics I
4 Warforged Power Attack I
Your Power Attack feat does 1 additional point of bonus damage but also has an additional -1 to your attack bonus.
Cost: 1 action point
Spent: 11 action points
Requires All of: Power Attack
5 Acid Manipulation III
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Acid Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Charged Spellcasting II
Grants a 5% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Combustive Spellcasting II
Grants a 5% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Corrosive Spellcasting II
Grants a 5% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Flame Manipulation III
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Flame Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Frost Manipulation III
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Frost Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Glacial Spellcasting II
Grants a 5% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Reconstructive Spellcasting II
Grants a 5% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 15 action points
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Repair Manipulation III
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Repair Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Storm Manipulation III
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 30%.
Cost: 1 action point
Spent: 15 action points
Requires All of: Storm Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
5 Warforged Healer's Friend II
You heal for 20% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 4 action points
Spent: 12 action points
6 Deadly Acid II
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Deadly Flame II
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Deadly Ice II
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Deadly Shocks II
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Force Manipulation III
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 30%.
Cost: 1 action point
Spent: 19 action points
Requires All of: Force Manipulation II
Classes: Sorcerer Level 5
Wizard Level 5
Artificer[v] Level 5
6 Kinetic Spellcasting II
Grants a 5% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Mighty Reconstruction II
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 19 action points
Classes: Sorcerer Level 6
Wizard Level 6
Artificer[v] Level 6
6 Racial Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Cost: 2 action points
Spent: 18 action points
Requires All of: Racial Toughness I
6 Warforged Brute Fighting II
Activate this ability to cause your melee attacks to generate 15% more hate, making enemies more likely to attack you.
Cost: 2 action points
Spent: 18 action points
6 Warforged Construct Thinking II
Grants an additional +1 bonus to saves against Will-based Enchantments, bringing the total increase to 2.
Cost: 2 action points
Spent: 18 action points
6 Warforged Damage Reduction II
You gain an additional point of damage reduction, improving your existing damage reduction by 1/adamantine.
Cost: 4 action points
Spent: 16 action points
6 Warforged Hardiness II
Grants an additional +1 bonus to Fortitude saves, bringing the total increase to 2.
Cost: 2 action points
Spent: 18 action points
Requires All of: Warforged Hardiness I
6 Warforged Inscribed Armor II
Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 5% and the Adamantine Body Feat to 25%.
Cost: 2 action points
Spent: 18 action points
6 Warforged Tactics II
Grants an additional +1 bonus on the DC of your combat feats, bringing the total increase to 2.
Cost: 4 action points
Spent: 16 action points
Requires All of: Warforged Tactics I
7 Acid Manipulation IV
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Acid Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Deadly Kinetics II
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +85%.
Cost: 1 action point
Spent: 23 action points
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Flame Manipulation IV
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Flame Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Frost Manipulation IV
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Frost Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Repair Manipulation IV
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Repair Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
7 Storm Manipulation IV
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 35%.
Cost: 1 action point
Spent: 23 action points
Requires All of: Storm Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
8 Charged Spellcasting III
Grants a 6% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Combustive Spellcasting III
Grants a 6% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Corrosive Spellcasting III
Grants a 6% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Force Manipulation IV
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 35%.
Cost: 1 action point
Spent: 27 action points
Requires All of: Force Manipulation III
Classes: Sorcerer Level 7
Wizard Level 7
Artificer[v] Level 7
8 Glacial Spellcasting III
Grants a 6% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Improved Balance III
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Balance II
Classes: Bard Level 8
Rogue Level 8
Monk Level 8
8 Improved Bluff III
Grants an additional +1 bonus to your Bluff skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Bluff as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Bluff II
Classes: Sorcerer Level 8
Bard Level 8
Rogue Level 8
8 Improved Concentration III
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Concentration II
Classes: Sorcerer Level 8
Wizard Level 8
Bard Level 8
Cleric Level 8
Paladin Level 8
Ranger Level 8
Monk Level 8
Favored Soul Level 8
Artificer[v] Level 8
8 Improved Diplomacy III
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Diplomacy II
Classes: Bard Level 8
Cleric Level 8
Paladin Level 8
Rogue Level 8
Monk Level 8
Favored Soul Level 8
8 Improved Disable Device III
Grants an additional +1 bonus to your Disable Device skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Spent: 27 action points
Classes: Rogue Level 8
Artificer[v] Level 8
8 Improved Haggle III
Grants an additional +1 bonus to your Haggle skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Haggle as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Haggle II
Classes: Bard Level 8
Rogue Level 8
Artificer[v] Level 8
8 Improved Heal III
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Heal as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Heal II
Classes: Cleric Level 8
Paladin Level 8
Ranger Level 8
Favored Soul Level 8
8 Improved Hide III
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Hide as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Hide II
Classes: Bard Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Intimidate III
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Intimidate II
Classes: Barbarian Level 8
Fighter Level 8
Paladin Level 8
Rogue Level 8
8 Improved Jump III
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Jump II
Classes: Barbarian Level 8
Bard Level 8
Fighter Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
Favored Soul Level 8
8 Improved Listen III
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Listen as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Listen II
Classes: Barbarian Level 8
Bard Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Move Silently III
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Move Silently II
Classes: Bard Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Open Lock III
Grants an additional +1 bonus to your Open Lock skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Open Lock II
Classes: Rogue Level 8
Artificer[v] Level 8
8 Improved Perform III
Grants an additional +1 bonus to your Perform skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Perform as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Perform II
Classes: Bard Level 8
8 Improved Repair III
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Repair as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Repair II
Classes: Wizard Level 8
Fighter Level 8
Rogue Level 8
Artificer[v] Level 8
8 Improved Search III
Grants an additional +1 bonus to your Search skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Search as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Search II
Classes: Ranger Level 8
Rogue Level 8
Artificer[v] Level 8
8 Improved Spot III
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Spot II
Classes: Ranger Level 8
Rogue Level 8
Monk Level 8
Artificer[v] Level 8
8 Improved Swim III
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Swim as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Swim II
Classes: Barbarian Level 8
Bard Level 8
Fighter Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
8 Improved Tumble III
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Tumble II
Classes: Bard Level 8
Rogue Level 8
Monk Level 8
8 Mithral Companion
You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 26 action points
Requires All of: Steel Companion
8 Reconstructive Spellcasting III
Grants a 6% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 27 action points
Classes: Sorcerer Level 8
Wizard Level 8
Artificer[v] Level 8
8 Warforged Combat Training III
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
8 Warforged Constitution II
Grants an additional +1 to your Constitution score.
Cost: 4 action points
Spent: 24 action points
Requires All of: Warforged Constitution I
8 Warforged Great Weapon Aptitude II
Glancing blows produced by your two-handed weapon attacks get an additional 2% increase to their chance of producing magical weapon effects such as flaming.
Cost: 2 action points
Spent: 26 action points
8 Warforged Mechanics III
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 3.
Cost: 1 action point
Spent: 27 action points
Requires All of: Warforged Mechanics II
9 Acid Manipulation V
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Acid Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Acid III
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Flame III
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Ice III
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Deadly Shocks III
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Flame Manipulation V
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Flame Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Frost Manipulation V
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Frost Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Kinetic Spellcasting III
Grants a 6% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Mighty Reconstruction III
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 31 action points
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Racial Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Cost: 3 action points
Spent: 29 action points
Requires All of: Racial Toughness II
9 Repair Manipulation V
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Repair Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Storm Manipulation V
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 40%.
Cost: 1 action point
Spent: 31 action points
Requires All of: Storm Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
9 Warforged Healer's Friend III
You heal for 25% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 6 action points
Spent: 26 action points
9 Warforged Power Attack II
Your Power Attack feat does 2 additional points of bonus damage but also has an additional -2 to your attack bonus.
Cost: 2 action points
Spent: 30 action points
Requires All of: Warforged Power Attack I
10 Deadly Kinetics III
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +95%.
Cost: 1 action point
Spent: 35 action points
Classes: Sorcerer Level 10
Wizard Level 10
Artificer[v] Level 10
10 Force Manipulation V
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 40%.
Cost: 1 action point
Spent: 35 action points
Requires All of: Force Manipulation IV
Classes: Sorcerer Level 9
Wizard Level 9
Artificer[v] Level 9
10 Warforged Brute Fighting III
Activate this ability to cause your melee attacks to generate 20% more hate, making enemies more likely to attack you.
Cost: 3 action points
Spent: 33 action points
10 Warforged Inscribed Armor III
Removes Arcane spell failure from base Warforged Composite Plating and Mithral Body. Reduces arcane spell failure chance of the warforged's Adamantine Body Feat to 20%.
Cost: 3 action points
Spent: 33 action points
10 Warforged Tactics III
Grants an additional +1 bonus on the DC of your combat feats, bringing the total increase to 3.
Cost: 6 action points
Spent: 30 action points
Requires All of: Warforged Tactics II
11 Acid Manipulation VI
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Acid Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Charged Spellcasting IV
Grants a 7% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Combustive Spellcasting IV
Grants a 7% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Corrosive Spellcasting IV
Grants a 7% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Flame Manipulation VI
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Flame Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Frost Manipulation VI
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Frost Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Glacial Spellcasting IV
Grants a 7% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Kinetic Spellcasting IV
Grants a 7% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
11 Reconstructive Spellcasting IV
Grants a 7% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 39 action points
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Repair Manipulation VI
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Repair Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Storm Manipulation VI
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 45%.
Cost: 1 action point
Spent: 39 action points
Requires All of: Storm Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
11 Warforged Damage Reduction III
You gain an additional point of damage reduction, improving your existing damage reduction by 1/adamantine.
Cost: 6 action points
Spent: 34 action points
12 Adamantine Companion
You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 42 action points
Requires All of: Mithral Companion
12 Deadly Acid IV
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Deadly Flame IV
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Deadly Ice IV
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Deadly Shocks IV
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Force Manipulation VI
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 45%.
Cost: 1 action point
Spent: 43 action points
Requires All of: Force Manipulation V
Classes: Sorcerer Level 11
Wizard Level 11
Artificer[v] Level 11
12 Improved Balance IV
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Balance III
Classes: Bard Level 12
Rogue Level 12
Monk Level 12
12 Improved Bluff IV
Grants an additional +1 bonus to your Bluff skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Bluff as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Bluff III
Classes: Sorcerer Level 12
Bard Level 12
Rogue Level 12
12 Improved Concentration IV
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Bard Level 12
Cleric Level 12
Paladin Level 12
Ranger Level 12
Monk Level 12
Favored Soul Level 12
Artificer[v] Level 12
12 Improved Diplomacy IV
Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Diplomacy as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Diplomacy III
Classes: Bard Level 12
Cleric Level 12
Paladin Level 12
Rogue Level 12
Monk Level 12
Favored Soul Level 12
12 Improved Disable Device IV
Grants an additional +1 bonus to your Disable Device skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Disable Device as a class skill.
Cost: 1 action point
Spent: 43 action points
Classes: Rogue Level 12
Artificer[v] Level 12
12 Improved Haggle IV
Grants an additional +1 bonus to your Haggle skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Haggle as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Haggle III
Classes: Bard Level 12
Rogue Level 12
Artificer[v] Level 12
12 Improved Heal IV
Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Heal as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Heal III
Classes: Cleric Level 12
Paladin Level 12
Ranger Level 12
Favored Soul Level 12
12 Improved Hide IV
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Hide as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Hide III
Classes: Bard Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Intimidate IV
Grants an additional +1 bonus to your Intimidate skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Intimidate as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Intimidate III
Classes: Barbarian Level 12
Fighter Level 12
Paladin Level 12
Rogue Level 12
12 Improved Jump IV
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Jump III
Classes: Barbarian Level 12
Bard Level 12
Fighter Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
Favored Soul Level 12
12 Improved Listen IV
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Listen as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Listen III
Classes: Barbarian Level 12
Bard Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Move Silently IV
Grants an additional +1 bonus to your Move Silently skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Move Silently as a class skill.
Cost: 1 action point
Spent: 43 action points
Classes: Bard Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Open Lock IV
Grants an additional +1 bonus to your Open Lock skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Open Lock as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Open Lock III
Classes: Rogue Level 12
Artificer[v] Level 12
12 Improved Perform IV
Grants an additional +1 bonus to your Perform skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Perform as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Perform III
Classes: Bard Level 12
12 Improved Repair IV
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Repair as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Repair III
Classes: Wizard Level 12
Fighter Level 12
Rogue Level 12
Artificer[v] Level 12
12 Improved Search IV
Grants an additional +1 bonus to your Search skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Search as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Search III
Classes: Ranger Level 12
Rogue Level 12
Artificer[v] Level 12
12 Improved Spot IV
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Spot III
Classes: Ranger Level 12
Rogue Level 12
Monk Level 12
Artificer[v] Level 12
12 Improved Swim IV
Grants an additional +1 bonus to your Swim skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Swim as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Swim III
Classes: Barbarian Level 12
Bard Level 12
Fighter Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
12 Improved Tumble IV
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Tumble III
Classes: Bard Level 12
Rogue Level 12
Monk Level 12
12 Mighty Reconstruction IV
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Artificer[v] Level 12
12 Racial Toughness IV
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Cost: 4 action points
Spent: 40 action points
Requires All of: Racial Toughness III
12 Warforged Combat Training IV
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
12 Warforged Construct Thinking III
Grants an additional +1 bonus to saves against Will-based Enchantments, bringing the total increase to 3.
Cost: 3 action points
Spent: 41 action points
12 Warforged Hardiness III
Grants an additional +1 bonus to Fortitude saves, bringing the total increase to 3.
Cost: 3 action points
Spent: 41 action points
Requires All of: Warforged Hardiness II
12 Warforged Mechanics IV
Grants an additional +1 bonus to your Repair skill, bringing the total increase to 4.
Cost: 1 action point
Spent: 43 action points
Requires All of: Warforged Mechanics III
13 Acid Manipulation VII
Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Acid Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Deadly Kinetics IV
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +105%.
Cost: 1 action point
Spent: 47 action points
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Flame Manipulation VII
Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Flame Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Frost Manipulation VII
Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Frost Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Repair Manipulation VII
Grants an additional 5% increase to the healing and damage of your repair spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Repair Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
13 Storm Manipulation VII
Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 50%.
Cost: 1 action point
Spent: 47 action points
Requires All of: Storm Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
14 Charged Spellcasting V
Grants a 8% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Combustive Spellcasting V
Grants a 8% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Corrosive Spellcasting V
Grants a 8% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Force Manipulation VII
Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 50%.
Cost: 1 action point
Spent: 51 action points
Requires All of: Force Manipulation VI
Classes: Sorcerer Level 13
Wizard Level 13
Artificer[v] Level 13
14 Glacial Spellcasting V
Grants a 8% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Reconstructive Spellcasting V
Grants a 8% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 51 action points
Classes: Sorcerer Level 14
Wizard Level 14
Artificer[v] Level 14
14 Warforged Brute Fighting IV
Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
Cost: 4 action points
Spent: 48 action points
14 Warforged Great Weapon Aptitude III
Glancing blows produced by your two-handed weapon attacks get an additional 2% increase to their chance of producing magical weapon effects such as flaming.
Cost: 3 action points
Spent: 49 action points
14 Warforged Power Attack III
Your Power Attack feat does 3 additional points of bonus damage but also has an additional -3 to your attack bonus.
Cost: 3 action points
Spent: 49 action points
Requires All of: Warforged Power Attack II
15 Deadly Acid V
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Deadly Flame V
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Deadly Ice V
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Deadly Shocks V
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Kinetic Spellcasting V
Grants a 8% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
15 Mighty Reconstruction V
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 55 action points
Classes: Sorcerer Level 15
Wizard Level 15
Artificer[v] Level 15
16 Deadly Kinetics V
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +115%.
Cost: 1 action point
Spent: 59 action points
Classes: Sorcerer Level 16
Wizard Level 16
Artificer[v] Level 16
17 Charged Spellcasting VI
Grants a 9% chance for electrical and sonic spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Combustive Spellcasting VI
Grants a 9% chance for fire spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Corrosive Spellcasting VI
Grants a 9% chance for acid spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Glacial Spellcasting VI
Grants a 9% chance for cold spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
17 Reconstructive Spellcasting VI
Grants a 9% chance for repair spells to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 63 action points
Classes: Sorcerer Level 17
Wizard Level 17
Artificer[v] Level 17
18 Deadly Acid VI
Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Deadly Flame VI
Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Deadly Ice VI
Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Deadly Shocks VI
Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Kinetic Spellcasting VI
Grants a 9% chance for force spells and spells that deal untyped or physical damage to generate a critical hit. (Base spell critical chance is 0% and critical damage bonus is +50%)
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
18 Mighty Reconstruction VI
Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 67 action points
Classes: Sorcerer Level 18
Wizard Level 18
Artificer[v] Level 18
19 Deadly Kinetics VI
Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus with these spells to +125%.
Cost: 1 action point
Spent: 71 action points
Classes: Sorcerer Level 19
Wizard Level 19
Artificer[v] Level 19

Warforged characters, being living constructs, do not "breathe" and are therefore not hindered by

being underwater. They cannot drown.(according to eberron book) They do in DDO have a breath bar 
if they are underwater for 'too long' and that goes down like normal.
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