Dnd 3.5 Warforged Slam Dmg

Hello everybody,
I was thinking of creating a warforged psychic warrior for Dnd 3.5 and, since I know you all love building characters so much, would like to ask you for help. The idea behind this character is that his powers look more like mechanical abilities than psionic ones. Like when I cast the power 'Skate', little wheels pop out beneath my feet. This is purely a fluff thing and will in no way influences the mechanics (for example, psionic/spell resistance will still apply).
I have some basic ideas in mind and am looking for some feedback and advice to make this character more useful to the rest of the party, both in and out of combat. If somebody has awesome fluff ideas, please share those too, like what a certain psionic power could look like in mechanical/robot form.
Please take in mind that this character is only level 7 and will probably never reach beyond level 12, so builds that only become useful with a level 20 capstone ability are not really worth it here. Also, I'm quite limited in books to use, owning only: PHB, DMG, MM, Expanded psionics handbook, Eberron campaign setting, Secret's of Xen'drik, Player's guide to Eberron, and Sharn: city of towers.
Alright, let's get going. We're using standard point buy, so I had the following set-up in mind: STR: 15, DEX: 10, Con: 13, INT: 10, WIS: 14, Cha: 6. The Warforged wisdom penalty really hurts me here, but I think this is an ok spread. I could put the 4th level attribute point in STR, and the 8th level.. maybe CON? Probably also buying a +2 WIS item, to help with the power points.
As for feats, there are 2 I definitely want: Adamantine body (easy damage reduction) and Shocking Fist (from player's guide to eberron, page 151). Shocking fist allows me to inflict x damage (up to my BaB) to myself and deal xd4 electricity damage with my slam attack. I think this feat fits the fluff perfectly and can be used extremely well with the power Vigor.
As for other feats, I don't really have a clue what's important. I was looking at powerfull charge (may be useful with the power expansion) but I don't know only going for more damage is smart.
Powers are not yet decided either. I was looking at:
Vigor (Looks great, can be used with shocking fist),
Expansion (for the tanking aspect and occasional grapple, and this looks more useful than grip of iron),
Body adjustment (warforged are a pain to heal otherwise),
Animal affinity (always useful),
Levitate (some out of combat use, plus it could look like a jetpack which is frickin awesome)
..And that's pretty much it. I am wondering what the smartest way to go here is: should I mostly rely on my slam attack and pick powers supporting that (for instance, metaphysical claw) or is it smarter to just wield a weapon/armblade? I can't use shocking fist with a weapon, but I don't know if it is smart relying on slam for my main attacks?
Also, what items should I buy? Something to support my slam attack? And is using a shield a smart idea?
Thanks in advance for anyone helping me with this!

Dungeons & Dragons 3.5 Edition Index – Feats February 28, 2007 Index Page 3 Combat Panache.115, 120, 127, 164, 169 Combat Reflexes35, 42, 75, 169. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood. Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the. Second Slam: Warforged, base attack bonus +6: Gain second slam attack: Races of Eberron: Silver Tracery: Warforged': Natural weapons are treated as silvered; +1 bonus on Fortitude saves against spell effects' Races of Eberron: Spiked Body: Warforged: Body spikes deal piercing damage while grappling: Races of Eberron: Unarmored Body: Warforged. Class Features. Spellcasting: At each level except 1st and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level.You do not, however, gain any other benefit a character of that class would have gained. Sep 02, 2010  Re: Warforged prestige class 3.5 Originally Posted by tyckspoon From an optimization standpoint it's pretty bad, with a base chassis that doesn't stand out in anything (3/4 BAB, only one good save, d8 HP, 4 skill points which at least work on a reasonably good set of class skills) and class features that are basically negligible.

Renegade Mastermaker

(Magic of Eberron variant, p. 81)

A renegade mastermaker applies the secrets of warforged creation methods to his own body, slowly replacing parts of his body with mechanical augmentations.

Requirements

Skills:Craft(armorsmithing)8 ranksorCraft(blacksmithing)8 ranksorCraft(gemcutting)8 ranksorCraft(sculpting)8 ranks

Feats:Craft Magic Arms and Armor,Craft Wondrous Item

Type: Humanoid.


Hit die

d6

Skill points

4 + Int

Class Features

Spellcasting: At each level except 1st and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a renegade mastermaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Battlefist (Ex): You have used your skill and ingenuity to create a battlefist. The battlefist is a mechanical hand that resembles a gauntlet with articulated fingers. Through a grueling and painful ordeal requiring a full day of construction and surgery, you permanently attach the battlefist to your arm, replacing your hand in the process. Your battlefist functions like your hand formerly did, and it does not inconvenience you in the least.

You are considered proficient with your battlefist, and you can make a natural slam attack with your battlefist that deals 1d6 points of damage plus your Strength modifier. If your base attack bonus is +6 or higher, you can attack more than once in a round with your battlefist, just as you would with a wielded weapon. You can also use spells or infusions on your battlefist as if it were a both a natural and a manufactured weapon.

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At 2nd level, your battlefist becomes a magic weapon and gains a +1 enhancement bonus on attack rolls and damage rolls. This bonus improves by 1 at 5th level and again at 9th level. A battlefist with a +1 or greater enhancement bonus can be further enhanced or improved with Craft Magic Arms and Armor just as if it were a magic weapon.

Dnd 3.5 Warforged Slam Dmg 2

Craft Master (Ex): You are extremely skilled at construction and repair. Wow patch 7.1.5 theory crafting top dmg by class. You add your renegade mastermaker level to all Craft checks you make.

Self-Repair (Su): Starting at 2nd level, you can channel your spells or infusions into repairing damage that you have taken. As a full-round action, you can expend a spell or infusion; you heal 1d6 hit points per level of the spell or infusion sacrificed. You can only use this ability on yourself.

Supporting Construction (Ex): By the time you reach 3rd level, you have incorporated so many artificial parts into your body that you can be the target of repair damage spells and infusions. You heal half the result of the repair spell or infusion when it is cast upon you.

Dnd 3.5 Warforged Feats

At 6th level, your supporting construction is even more pervasive, and you gain the full benefit of repair damage spells, but you also become vulnerable to spells and infusions that deal damage to constructs, such as inflict damage and disable construct.

Damage Reduction (Ex): As you incorporate pieces of adamantine and other reinforcing materials into your body, you become somewhat resistant to physical damage. At 4th level, you gain damage reduction 1/adamantine. This benefit increases to damage reduction 2/adamantine at 8th level.

Embed Component (Ex): Starting at 7th level, you gain the ability to embed or attach warforged components to yourself, including docent and artifact components, as long as a component does not affect your battlefist.

Each warforged component you embed or attach grants you 1 bonus hit point.

Construct Exemplar: At 10th level, you have reached your version of perfection and become a living construct. Your type changes to living construct and you gain all the traits of that type (see the EBERRON Campaign Setting). You are treated as a warforged for the purpose of meeting any requirements or prerequisites.

You also gain a bonus warforged feat. You can even select a warforged feat that normally requires you to be 1st level, such as Mithral Body.

Advancement

Level BABFort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Battlefist, craft master
2nd +1 +3 +0 +3 Battlefist (+1), self-repair +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Supporting construction +1 level of existing spellcasting class
4th +3 +4 +1 +4 Damage reduction 1/adamantine +1 level of existing spellcasting class
5th +3 +4 +1 +4 Battlefist (+2) +1 level of existing spellcasting class
6th +4 +5 +2 +5 +1 level of existing spellcasting class
7th +5 +5 +2 +5 Embed component
8th +6 +6 +2 +6 Damage reduction 2/adamantine +1 level of existing spellcasting class
9th +6 +6 +3 +6 Battlefist (+3) +1 level of existing spellcasting class
10th +7 +7 +3 +7 Construct exemplar +1 level of existing spellcasting class

Class skills

Dnd 3.5 warforged feats
Skill nameKey abilityTrained onlyArmor check penalty
AppraiseINT
ConcentrationCON
CraftINT
Disable DeviceINT
Knowledge (arcana)INT
Knowledge (architecture and engineering)INT
Knowledge (the planes)INT
Open LockDEX
ProfessionWIS
SearchINT
SpellcraftINT
Use Magic DeviceCHA

Dnd 5e Warforged

Spells for Renegade Mastermaker