1st Edition AD&D Conversion, Warforged Race"You only call it peace because the conflict has not reached your hometown yet."*From Eberron Campaign Setting
The Warforged are sentient magical constructs designed for battle.
Classes: A character of the Warforged Race can be a fighter (unlimited), an assassin (maximum of 8th level), a thief (unlimited), or a cleric (maximum of 7th level).
Ability Score Bonuses and Minimums: A Warforged adds +1 to his Constitution score and -1 to his Charisma. Strength minimum must be at least 8, his Dexterity, Intelligence, Wisdom, Charisma at least 3, and his Constitution at least 12.
Languages: Warforged automatically speak Common. Additionally, if your campaign has it, Warforged also start with one military-appropriate language (morse code, nonverbal hand signals, army jargon and lingo, etc). They are capable of speaking bugbear, dwarvish, elven, hobgoblin, gnoll, gnome, goblin, halfling, and orc.
Traits:Armor: Warforged have composite plating built into their bodies. A warforged is considered to be wearing chain mail, and cannot wear conventional armor or robes over this. Warforged who begin as Assassins or thieves at character creation can choose to have "scout armor" instead, owing to their particular skill-set their creators had in mind. Scout armor is also metal, but is treated as studded leather for the purposes of armor class and thief skills.
It's possible for a warforged to replace his composite plating with superior versions, such as magical, mithril, and even adamantine components. The warforged will need access to money, a skilled artisan, and appropriate workshop materials. The purchase of such plating should be twice as expensive as its "normal" armor equivalents, if such materials have a price tag in your games.
Living Construct: A warforged does not have to eat, sleep, or breath, and is generally immune to magical effects which require the target to be capable of one of these things (spells which cause hunger, spells which "drown" the target, etc); they are also immune to diseases and poisons. However, a warforged can still benefit from consumables such as magic potions; in this case, the warforged does not "drink" the consumable but absorbs the magic into his form. Otherwise, a warforged is treated as a humanoid for general purposes.
These benefits have a cost, however. Healing magic is not effective, and warforged heal only half the hit points restored from a spell or item (round down). They are also affected by spells which target metal objects (such as Heat Metal), and can take damage as though they were wearing metal armor. They also cannot heal naturally from hit point loss, and must be manually "repaired." A skilled craftsman can repair the damage on a warforged with 8 hours of work; the warforged heals a number of hit points equal to his level. The cost of such a repair in gold pieces equals the number of hit points restored.
Racial Modification for a Warforged Thief: -5% to pick pocket, +5% to open locks, +10% Find/Remove Traps, -% Move Silently and Hide in Shadows, +5% to Hear Noise, -5% to Climb Walls, -% to Read Languages.
Age: If you wish to determine starting age randomly, roll 2d6. Your class is irrelevant. The result is your warforged's age. Warforged, no matter how young, have the reasoning capability of full-grown adults.