Mystery surrounds the enigmatic Lord of Blades, whose reality is wrapped in legend, and whose very existence threatens the future of the common races of Eberron. The Lord of Blades, a powerful and charismatic warforged, gathers followers from among the living constructs and seeks to build an empire upon the ruins of Cyre, deep in the desolate Mournland. His enclave rises above the broken land as a beacon to other warforged who have grown disenchanted with life among the common races.
Some speak of the Lord of Blades as a great philosopher and teacher. Others describe him as a powermad warlord and self-styled prophet who wishes to challenge the weaker, flesh-bound races for supremacy of Khorvaire. His hidden enclave follows a strict regimen that crosses theocratic ideals with the power of a military dictatorship; the Lord of Blades serves as both god and king to his followers. In his camp, the Lord of Blades’ word is law. The warforged who have joined him must accept his rule or be destroyed.
Where did the Lord of Blades come from? Some tales proclaim that he led the warforged armies of Cyre in the Last War. Contradictory stories paint him as a newer warforged, perhaps even the last to emerge from the Cannith creation foundries before they were dismantled as required by the Thronehold Accords. One dark and disturbing legend claims that the Lord of Blades caused the destruction of Cyre and warns that he plans to repeat this act in each of the Five Nations. Whatever the truth, the Lord of Blades has emerged as a messiah to that segment of the warforged population that seeks to embrace their construct heritage over their living heritage.
The vast majority of warforged, however, consider the Lord of Blades to be a false and deluded prophet, or even an abomination that must be destroyed. The Lord of Blades has a small but devoted band of fanatical warforged in his camp. He preaches an apocalyptic vision of a future wherein the warforged inherit the world by blade and blood. His most trusted followers, his lieutenants and apostles, have adopted names that honor the Lord of Blades and place them at the head of his band—names such as Saber, Falchion, and Scimitar. His followers hang upon his every word and sermon, memorizing his proclamations and prophecies as part of their daily devotion.
In battle, the Lord of Blades has few equals. Usually, adventurers must contend with his followers and lieutenants, for to face the Lord of Blades directly is to invite death. His many blades, sharp and deadly, surround him like armor and form a whirlwind of blood and steel when he charges into battle. The only reason why he has not spread his campaign of conquest beyond the Mournland, many believe, is because his army is still too small. A relatively small faction of warforged is attracted to his teachings, and not all of these zealots have been able to yet reach his side. Rumors persist that the Lord of Blades seeks to recover a creation forge and rediscover the secret of warforged construction, but it doesn’t appear that he has yet mastered the ability to churn out new warforged on a regular basis.
In the meantime, the Lord of Blades’ agents attack Karrnath and Thrane outposts to free warforged slaves, raid Cannith strongholds in search of information on warforged creation, and scour distant Xen’drik for artifacts that may have some ties to modern warforged. His followers have no fear of dying for their cause; they believe the Lord of Blades can repair them and raise them up again in time for the final battle against the flesh-bound races.
Lord of Blades as a religion
THE LORD OF BLADES
The Lord of Blades is a real being rather than an abstract divine principle. Yet he has his clerics, few though they be, who draw inspiration from their worship and can cast divine magic in his name.
Portfolio: Battle, racial pride, rulership, vengeance.
Domains: Artifice, Evil, Law, War, Warforged†.
Favored Weapon: Greatsword.
Most people believe that this fanatical prophet of the warforged is gathering an army in the Mournland. Stories abound of his zealous attendants and his apocalyptic speeches, promising death to the fleshborn and the ultimate ascendancy of the warforged. Little is known about his whereabouts, his movements, and his actual plans. Some even doubt whether this construct bogeyman even exists.
There are those who are certain of his existence, and draw strength from it. These fanatics call themselves Blades, and they view their charismatic leader as more than just a prophet. To them, he is a divine presence. Their worship sustains him, and in return, he provides them with a sense of purpose and inner strength.
The Blades are not a typical faith, for they place no special value on spiritual existence. They waste no time on questions about the nature of souls and whether warforged have them; they have awareness and free will, which is enough. They see no purpose to imagining spiritual energy that comes from a distant god; they receive a tangible benefit from proximity to their leader and increase his power by their own obedience.
Such materialism seems to be oxymoronic in a religion. Yet there can be no doubt that the Blades are a religious organization: All the ritual, the prayer, and the spiritual sustenance is present. Oddly enough, in the view of some outsiders, it appears to be a worship without faith. Still, for those who have met him, their god’s existence is undeniable.
SERVANTS OF THE LORD OF BLADES
The cult of the Lord of Blades has a simple but clearly defined hierarchy. It starts with the Lord of Blades himself. His followers have memorized his every word, repeating them over and over, and they see his pronouncements as unassailable fact. When the Lord says, “We were made to rule Eberron,” the Blades know it to be true. They await only his direction to make the future real.
But who is the Lord of Blades? History tells of the warforged Bulwark, an outstanding servant of King Boranel of Breland, who was thought to have influenced that man’s thinking in the matter of warforged freedom. After the Treaty of Thronehold was signed, Bulwark headed east and was never seen again. Not long afterward, stories of the Lord of Blades began to circulate. Many warforged (and others) believe that the two are one and the same. This is but one of the many origin stories told about the Lord of Blades, however.
Wherever he came from, the devotion of the Blades to their Lord is clear. This might simply arise because their Lord is the most charismatic of his kind. Alternatively, he could have something extra—some divine authority or even supernatural ability that sets him apart from the rest. Perhaps this power derives from an ancient artifact, or even from an all-consuming obsession with finding such an item.
The cult’s organization is military, as befits the warforged mindset and the religious war espoused by their leader. The entire cult is the Legion, with the Lord of Blades at its head. Below the Lord himself are his captains. Each captain is responsible for a company of followers, each company containing several hundred warforged. Below the captains are lieutenants who direct squads of around fifty followers. The chain of command is enforced rigidly, which warforged find comforting and familiar. Insubordination does not exist among the Blades—the very concept cannot even occur to them, for the orders of their Lord are absolute.
The clergy—really more the military hierarchy—of the Lord of Blades has the primary duty of transmitting their master’s words to all members of the Legion. This takes the form of long harangues, which followers memorize and repeat as a mantra. Such repetition is typical of any warforged worship, and indeed of all warforged daily routine.
The captains and lieutenants also lead their followers in military exercises, honing tactics and devising group maneuvers to assure victory when the holy war finally begins. Some among the high-ranking Blades are tasked with evangelism. These individuals are dispatched in all directions from the Mournland to warforged enclaves across Khorvaire. They have been focusing especially on Karrnath and Thrane, which have large populations of indentured warforged to whom the promised freedom of Thronehold never came. Among these downtrodden folk they find their most zealous converts. The most passionate of these heralds spend many years as evangelicals in their adopted lands, to better awaken and lead others to their destiny. They do not tire of their self-imposed exile from their lord and god; they know that when the signal is given, all will gather in the Mournland to begin the conquest of the flesh-ruled lands.
The militaristic nature of the Blades does not lend itself to individual growth, and the personal quest of discovery has no place within it. The missionary function of highranking clergy is a questing of sorts, but with a purely practical function.
Being tireless and built of durable materials, a warforged can undertake no meaningful test of physical endurance. However, strength of spirit (though the materialistic Blades would scoff at such a word) is valued. Warforged do experience mental fatigue without sufficient stimulation, and in such a state cannot function most efficiently as soldiers. Their ability to conduct repetitive activity nearly endlessly is used by the cult leaders to condition Blades to better follow the Lord’s orders. Thus, trials and drills form part of a follower’s regimen. These might entail support tasks, such as hauling materials back and forth, or tests of individual development, such as standing watch for a week without relief (and making regular reports to prove the time was actually spent in watching). Those who perform the most strongly usually end up being promoted to the higher ranks.
Good intelligence is vital to any military operation, and those Blades who demonstrate the keenest powers of observation and analysis are sent on missions to gather information about the activities of their fleshly neighbors. Such missions might also scout out suitable areas for battle or seek contact with potential allies among the unenlightened warforged populace.
RITES AND RITUALS OF THE LORD OF BLADES
For the Blades, military drill and religious ritual are indistinguishable. Where the follower of a distant and unknowable deity might ask for help through ritual behavior, these materialistic worshipers automatically receive their Lord’s instruction and physical benefit by obeying orders.
Prayers as such are unknown to the Blades. One does not beg a commander-in-chief for succor or favor. Instead, they obey the Lord of Blades and his commanders, and return to him the assertion of warforged superiority. Ritual statements are not so much prayers as they are slogans or even battle cries. A typical example is, “We are the blade; you are the fist.”
Ritual sharpening of weapons forms the basic religious activity of the Blades. When not actively drilling, mobilizing, or preaching and being preached to, these militant warforged keep their blades bright and finely honed.
Many have affixed armblades or additional weaponry to their bodies, and keeping them in top condition occupies much of their “downtime.”
Those Blades who are away from their god on missionary or intelligence-gathering quests suffer from the separation. They are unable to share in the strength that comes from being at his side, and to compensate, they perform small acts to recreate a portion of that aura. These are personal rites, meant to bolster individual spirit, and take place at the same time each day.
The major ritual activities of the Blades are large-scale military exercises. Unlike typical armed-forces war games, though, these are highly formalized. Group tactics are practiced over and over, until all members are performing exactly in synch; then larger-group coordination is perfected in the same way. The overall effect is more of a great dance than a military action.
An opponent observing these exercises would quickly be able to memorize and predict the movements of the warforged army—thus, the Blades go to extreme lengths to ensure secrecy. They send out advance agents into the practice area to exterminate any living beings they find (other than warforged, who are forcibly recruited or taken prisoner).
In addition, all the Blades engage in the Blade Communion, a periodic adoration of their spiritual leader. This is not some offering of flowery words but a physical communion in which all receive the Lord of Blades blessing and in return confer upon him some of their own strength, thus increasing his power.
Blade Communion Rituals
Only warforged belonging to the Blades can take part in a Blade Communion ritual. The ritual itself can be performed only by a Blade cleric of at least 5th level, and can only occur on the first day of the appropriate month (see The Calendar, page 114). A Blade Communion ritual requires one uninterrupted hour of meditation by all those participating in the ritual, and each participant must exchange a small portion of his body with another participant (usually a minor item of decoration). If anything interrupts the concentration of any participant, the entire ritual is disrupted and no benefits are bestowed. When the ritual is completed, each participant who meets the given prerequisite must attempt a DC 15 Concentration check (taking 10 is not possible). A participant who succeeds gains the indicated benefit, which lasts for a number of days equal to that participant’s level, unless noted otherwise. If he fails the check (or does not meet the prerequisite), he gains no benefit and cannot repeat the ritual until the next year. The benefit ends immediately if the participant deals damage to a warforged who has not already dealt damage to that participant or to one of his allies, or if the participant is expelled from the Blades. Multiple rituals of the same kind do not stack. Blade Communion rituals have no cost, but Blade clerics refuse to perform this ritual on anyone who does not share their beliefs. A cleric cannot be compelled (magically or otherwise) to perform a ritual against his will, and any Blade cleric who performs one on an undeserving character loses all cleric spellcasting abilities, along with the ability to perform Blade Communion rituals, until he undergoes atonement.
A Blade Communion can be performed normally outside the presence of the Lord of Blades. When he does participate, however, he gains the normal ritual benefit as well as a measure of divinity from his subjects.
BLADE COMMUNION OF HANDLING
You partake of the martial prowess of the Lord of Blades, increasing your ability to wield weapons and deal damage.
Prerequisite: Weapon Focus.
Benefit: You gain a +1 bonus on damage rolls with weapons to which your Weapon Focus applies.
BLADE COMMUNION OF SCRIBING
You partake of the Lord of Blades’ skill with artifice, enabling you to benefi t from a minor infusion.
Prerequisite: Must not be capable of casting infusions.
Benefit: Choose one 1st-level infusion from the artificer infusion list. This infusion must be one that could be imbued upon you (such as repair light damage). The chosen infusion is stored within your body, and you can activate it once during the duration of the ritual’s benefit as a standard action.
BLADE COMMUNION OF SENTINEL
You partake of the Lord of Blades’ observant watchers, Hilt and Pommel, improving your ability to detect threats.
Prerequisite: Wis 11.
Benefit: You gain a +2 benefit on Listen, Search, and Spot checks.
BLADE COMMUNION OF WARDING
You partake of the defensive prowess of the Lord of Blades, increasing your ability to withstand damage.
Prerequisite: Damage reduction.
Benefit: Your existing damage reduction increases by 1. If you have damage reduction against more than one kind of damage, choose which one gains this benefit.
The Blades mark time according to the fi rst appearance of the Lord of Blades, punctuated by his most evocative pronouncements. They care little for the calendar of the fleshborn, instead marking the moons with quotations, which change each year as determined by the scribes. For example, the rising of Therendor is called in the current calendar, “We endure.” The transition from one day to the next is less important for people who need no sleep and conduct no commerce. Each quarter, however, begins with a Blade Communion.
Once a year, following the Blade Communion of Scribing, the official recordkeepers transcribe the Lord of Blades’s pronouncements for the year and also name the next twelve months.
998 YK corresponds to the First Year of Thirteen Blades, according to the cult’s accounting. This might refer to the number of blades on the body of the Lord of Blades, to the number of companies working within the Mournland, or perhaps even to the rising of the moons (though this last is unlikely).
|Galifar Month||Blade Communion|
THE LORD OF BLADES IN EVERYDAY LIFE
To follow the Lord of Blades is to do so completely. Many warforged think about the movement, but few commit themselves to the rigors of membership. They might listen to a sermon from an evangelical Blade, or be drawn into a conversation by an agent, but they are not true worshipers unless they travel to their leader’s side. Invoking the name of the Lord of Blades sometimes serves as an imprecation, usually in a sarcastic and disrespectful way: “Tell it to the Lord of Blades!” or “Blades take you!”
The life of a true believer is worship. The drills and recitations structure day-to-day (or, more accurately, moon-to-moon) existence. All is preparation for the glorious campaign to come.
It’s ironic in the eyes of some observers that in championing freedom, the movement has as a practical result completely subsumed individual warforged to its cause. As with all faiths, it is not the dogma or the preaching that one should consider most carefully to gain full understanding—it’s the actions and, in this case, the interactions of the faithful.
The Lord of Blades and Government
King Boranel of Breland is obsessed with the idea that his onetime aide Bulwark might now be the Lord of Blades. He is tormented by the thought that he might have unleashed such a threat upon Khorvaire. Still, he also wants the best for his old companion. He wonders whether Bulwark (if indeed that is the warforged messiah) would even listen to his former patron—if he could get word to the Mournland stronghold. He compulsively collects information about the Lord of Blades, and his intelligence agents seek out independent investigators to bring the latest news.
Karrnath and Thrane feel most threatened by the Lord of Blades’ message of freedom, for their economies rely heavily on indentured warforged labor.
Thus, those nations’ leaders have declared the Lord of Blades to be an enemy of the state. Followers of the religion are destroyed immediately, whether they are property of the state or outside agents apprehended in their evangelism.
The Lord of Blades and Other Faiths
Thrane is particularly intolerant of religions other than the worship of the Silver Flame, and its high priests continually strive to enlighten the warforged. The Pure Flame sect has declared the Blades creed to be a heresy, and members of the Pure Flame call loudly for its complete extinction. Some few have taken matters into their own hands, exploring the Mournland for the warforged stronghold and dispatching any Blades they encounter there.
Followers of Dol Arrah admire and respect the military fervor of the Blades, but they consider those warforged to be misguided in their reverence for an earthly being, as well as in their fanatical belief in racial superiority. The priests of the faith wish to bring these “lost” into the fold of their Lady to harness their passion for more wholesome causes.
For their own part, the Blades have no interest in the religions of flesh creatures, and they do not care what followers of those faiths might think of them.
The Godforged: These worthy wanderers hold a curious and completely unnecessary belief in souls. If they are willing to follow orders and work toward our ultimate triumph, their potential as recruits is great.
The Reforged: It is an offense of the highest order to deny one’s own nature. These fools must either recognize the truth of warforged destiny or die in ignorance.
The Lord of Blades in the Last War
The Last War birthed the Lord of Blades. It was the Treaty of Thronehold that gave warforged the freedom to choose as they would, including matters of religion. The war might even have literally created the Lord of Blades, if Bulwark and the Lord of Blades are the same.
TEMPLES AND SHRINES OF THE LORD OF BLADES
The center of the Blades’ worship is the hidden stronghold of their Lord, somewhere deep within the Mournland. Its location is unknown to any outside the cult, and even new recruits do not visit this headquarters until they are well established in the cult’s organization. The scribes and evangelicals, as well as the Lord of Blades’s personal bodyguard, travel to the stronghold frequently and return with the latest pronouncements. The Blades are certain that their leader possesses a creation forge and that he swells the ranks of his followers with new warforged, but no one beyond the inner circle has actually seen the inside of the temple.
Blades Base Camp
Individual companies establish base camps that serve as training grounds, armories, and religious precincts. A camp moves at frequent, irregular intervals to thwart observation and prediction of the company’s activities (this in addition to regular patrols to eliminate intruders).
All Blades camps adhere rigorously to a single plan. Each is exactly the same in layout—the only differences being size and orientation. The camp is square in form, surrounded by a 10-foot-high earthen wall studded with sharpened stakes and pieces of metal (sometimes damaged weapons). On the outer edge of this rampart is a 5-foot-deep ditch, which encircles the camp. Doublegated entrances pierce three of the four sides; when the gates are open, a simple bridge of planks spans the ditch.
Each gate has a group of six Blades assigned as guards, usually 1st-level warriors with a 2nd- or 3rd-level warrior supervising. A fourth group of six Blades patrols the outside of the camp at all times.
Because warforged do not eat or sleep, many of the typical structures of a military camp are absent, such as barracks and food storehouses. The Blades use the extra space for military training.
1. Captain’s Offices. This square building is at the exact center of the camp, its three doors aligned with the camp’s gates. One 3rd-level warforged fighter stands guard outside each door. Most of the building is one large room, from which the captain supervises camp operations, and where he meets with lieutenants, dispenses punishment, and assigns missions to scouts. The symbol of the Lord of Blades is prominent, not only on the captain himself but on the small shrine built into the northwest corner of the building. This shrine contains a small reproduction of the bladed fist, surrounded by gleaming weaponry (that wielded by the captain in battle).
The northeast corner of the building contains a locked storeroom that holds magic items and other top-security materials. The captain’s authority is required for access; this is reinforced by the special lock, which has a shaped space that matches a specific component of the captain’s body. It does not open without admitting the correct shape (Open Lock DC 35 without proper component).
A door set into the north wall connects with the camp’s armory.
2. Armory. The company’s weaponry is stored here. At any given time, a dozen or so Blades are in the building, tending to the equipment. Usable items seized from enemies are also stored here.
3. Workshop. This building is for crafting and repairing weapons. Minor repairs to damaged warforged can also be performed here. It is supervised by a warforged artificer (3rd to 5th level is typical) who also creates oils of repair damage for the company’s use. Five lower-level Blade warriors assist; typically at least one has some artificer training.
4. Parade Grounds. Much of the company’s time is spent drilling, and with no need for barracks, there is space for many warforged to practice at the same time. Drilling takes place around the clock, each squad practicing for 12 hours each day. A typical company contains five squads, so while three are drilling, the other two are performing assorted tasks, standing guard, and so forth.
5. Punishment Square. When a Blade commits an infraction, the company captain immediately makes an example of the miscreant. Discipline is harsh among the Blades, and even minor infractions merit severe punishment. A typical penalty for disobedience (whether intentional or not) is the removal of a small portion of the offender’s body, such as a finger or a piece of ornamental plating; the intent is to humiliate rather than to maim, and the soldier must still be capable of fighting. The separated piece is displayed on a platform in the midst of the square, labeled with the offender’s name, rank, and squad. An offender who redeems himself in service to the Lord of Blades can win back the severed piece, which the company’s artificer reattaches in the workshop.
6. Prison Blocks. These blocks contain tiny cells barely large enough for an occupant to turn around. The anguish of separation from the rest of the Legion, and by extension from the Lord of Blades himself, makes such punishment dreadful indeed. Only the most severe crimes (such as outright mutiny or questioning dogma) merit imprisonment, and even then the period of incarceration rarely exceeds one week.
7. Shelter. Although warforged have no need of sleep or food, they are uncomfortable in inclement weather. Each of these long sheds has room for dozens of warforged to stand out of the worst of the elements.
The Ephemeral Leader
The theory of Bulwark as the Lord of Blades is supported by little more than rumor. Indeed, Bulwark has been the origin of several cults. Some warforged revere Bulwark as the liberator of their people, giving him the sort of respect normally reserved for gods, and they pledge their lives to his service. As he departed soon after they were freed, these loyalists were left to choose between remaining in their old lands and following their savior into the east. Those who stayed behind have cultivated small areas of worship and ready the warforged populace for his return. They call themselves the Preparers of the Way, and peacefully integrate themselves into whatever larger society exists around them. Others, known as the Converts, abandoned their former homes and try to retrace Bulwark’s steps to join him in whatever great destiny awaits. Both such groups claim to be followers of Bulwark the Liberator, and have no truck with the Lord of Blades. By contrast, the Blades pay homage to a leader in the Mournland, denying that he has anything in common with the subservient Bulwark.
A more logical theory dismisses the task of finding the origin of the Lord of Blades. Instead, it posits that many such Lords exist. Reports from adventurers and scavengers have in common the sightings of warforged juggernaut squads moving purposefully in the Mournland. Perhaps the Lord of Blades is no more than a title, carried by whichever leader claims it at the time. Thus, any squad of warforged encountered in the Mournland could contain the Lord of Blades, even though none of them actually do. This theory certainly accounts for the mystery and elusiveness of the Lord far better than any other.
THE LORD OF BLADES CR 12
Warforged fighter 2/artificer 5/warforged juggernaut 5
LE Medium construct (living construct)
Init +1; Senses Listen +0, Spot +0
Languages Common, Dwarven, Giant
AC 24, touch 12, fl at-footed 22
hp 121 (12 HD); DR 2/adamantine
Immune healing, fear, nonlethal damage, critical hits, mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), death effects, necromancy effects, ability damage, ability drain, poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain, breathe
Resist fire 10 (from armor)
Weakness unusual physical construction (ECS 23); cannot heal lethal damage naturally
Saves: Fort +11, Ref +4, Will +5
Speed 20 ft. (4 squares)
Attacks: Melee slam +12/+7 (1d4+4) or Melee +1 keen/+1 keen adamantine two-bladed sword +11/+11/+6 (1d8+5/17–20) or
Ranged mwk composite longbow with +1 bane arrow +12/+7 (1d8+5/×3 plus special)
Base Atk +8; Grp +12
Atk Options Cleave, Great Cleave, Greater Powerful Charge, Improved Bull Rush, Power Attack, Powerful Charge; armor blades, charge bonus,
extended charge, superior bull rush Combat Gear embedded wand of magic missile (CL 7th; 30 charges), oil of repair serious damage (3d8+5 points), oil of protection from energy (sonic)
Artificer Infusions (CL 5th; DC 12 + level of infusion):
*See page 103 of the EBERRON Campaign Setting for available artificer infusions
Abilities: Str 18, Dex 15, Con 16, Int 14, Wis 11, Cha 18
SQ construct perfection, craft homunculus, craft reserve, disable traps, item creation, living construct traits, reserved, retain essence
Feats: Adamantine Body*, Brew PotionB, Cleave, Craft Magic Arms and ArmorB, Craft Wondrous ItemB, Exotic Weapon Proficiency (two-bladed sword), Great Cleave, Greater Powerful Charge*B, Improved Bull Rush, Legendary Artisan*, Power Attack, Powerful Charge*B, Scribe ScrollB, Two-Weapon Fighting
*Feat described in the EBERRON Campaign Setting
Skills Concentration +8, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Disable Device +7, Intimidate +14, Jump +19, Knowledge (arcana) +17, Search +7, Spellcraft +9 (+11 to decipher a spell on a scroll), Use Magic Device +9 (+11 to blindly activate a wondrous item, +13 to activate a spell on a scroll)
Possessions combat gear plus +1 human bane adamantine armor blades, +1 keen/+1 keen adamantine two-bladed sword, masterwork composite longbow (+4 Str bonus) with 6 +1 dwarf bane arrows, 6 +1 elf bane arrows, 6 +1 gnome bane arrows, 6 +1 halfl ing bane arrows, 6 +1 human bane arrows, +4 composite armor plating of fire resistance, ring of improved jumping, 3 vials of mineral ointment (500 gp each; armor enchantment material component), pouch of diamond dust (250 gp; stone construct material component)
Armor Blades (Ex) The Lord of Blades’ body is covered with +1 human bane adamantine blades that deal 1d8+1 points of slashing damage (plus an additional 2d6+2 points of damage to humans) on a successful grapple attack. While the armor blades can’t be removed, they can be affected by spells like any other weapon. (Most warforged juggernauts have adamantine armor spikes that deal piercing damage. The Lord of Blades’ adamantine armor blades are unique variants.)
Charge Bonus (Ex) The Lord of Blades gets an extra +2 bonus on his attack roll when charging (total bonus +4).
Construct Perfection (Ex) See page 84 of the EBERRON Campaign Setting.
Craft Homunculus (Ex) See page 32 of the EBERRON Campaign Setting.
Craft Reserve (Ex) See page 31 of the EBERRON Campaign Setting.
Disable Trap See page 31 of the EBERRON Campaign Setting.
Extended Charge (Ex) The Lord of Blades’ speed is 25 feet when making a charge.
Healing Immunity See page 84 of the EBERRON Campaign Setting.
Item Creation (Ex) See page 32 of the EBERRON Campaign Setting.
Living Construct Traits See page 23 of the EBERRON Campaign Setting.
Reserved The Lord of Blades takes a –5 penalty on Bluff, Diplomacy, Gather Information, and Sense Motive checks.
Retain Essence (Ex) See page 32 of the EBERRON Campaign Setting.
Superior Bull Rush (Ex) The Lord of Blades gains a +5 bonus on Strength checks when making a bull rush attempt, defending against a bull rush, or breaking down doors. In addition, when he makes a successful bull rush against an opponent, he deals an extra 1d8+5 points of damage with his +1 human bane adamantine armor blades (in addition to the normal results of the bull rush). If the bull rush was made as part of a charge, he deals an extra 2d6 points of damage (from the Greater Powerful Charge feat).
Hook “The war is not over.”
Tactics and Allies
Against poorly armored foes, the Lord of Blades uses Power Attack, taking a –4 penalty on attack rolls to gain a +4 bonus on damage rolls. He enjoys charging and bull rushing his opponents, for obvious reasons. Less a fan of ranged combat, the Lord of Blades usually instructs one of his obedient warforged minions to carry his masterwork composite longbow until needed.
Sources: Faiths of Eberron, Five Nations, Forge of War, Eberron Campaign Setting