Pathfinder, 4e, Age, whatever. If you have 'em, please-please-please let us know.
thanks!
Sci
Pathfinder, 4e, Age, whatever. If you have 'em, please-please-please let us know.
thanks!
Sci
Health Resources: Register family with 911 services, so providers will have info prior to emergency/disaster. Also mental health info & hotlines, articles, treatment assistance options, prescription assistance, special needs registries, legal aid, and more!
Sorry, to clarify - stats that have no been published in any other place. So, basically, people's homebrew stats. Though if you can point out which mordons have been statted in Dragon that'd be great.
If not I can do it later and we can include it as a reference.
Health Resources: Register family with 911 services, so providers will have info prior to emergency/disaster. Also mental health info & hotlines, articles, treatment assistance options, prescription assistance, special needs registries, legal aid, and more!
Oh, sorry! Well it'd be all the way from the monodrone to the pentadrone, including the duo-, the tri-, and the quadrone.
"You're loud, impulsive and you question authority. -That- is why I keep you at arm's lenght."
"Mmmm. And that is also why you keep me at arm's reach."
WotC released a 3.5 ed. online web supplement to the Manual of the Planes detailing the Modron race and culture. This stats out all the modrons from Monodrone through to Secundus.
There is a descriptive passage about Primus, but he is given no stats here.
I downloaded this from their site a few years ago, though I am not sure if this is still available.
Thanks, will check that out.
No one's done a conversion of modrons to Pathfinder for their home games? I find that hard to believe!
Health Resources: Register family with 911 services, so providers will have info prior to emergency/disaster. Also mental health info & hotlines, articles, treatment assistance options, prescription assistance, special needs registries, legal aid, and more!
Well, I have "converted" the Manual of the Planes supplement Modrons to Pathfinder, but I didn't boost their power at all. I just arranged it into the Pathfinder statblock format, calculated the CMB, and made sure the skills were named properly. Also, they all have Alertness so their Sense Motive totals all increased by 2. But I didn't respend skill points that were lost in duplicate skills.
They're not really the most interesting conversion, though? I can post them if you like but they were about a minute of work "converting" each, so I don't know that they're worth publishing in the fanzine.
Hmm, does anyone have rogue modern NPCs that we could do bios+stats for?
Health Resources: Register family with 911 services, so providers will have info prior to emergency/disaster. Also mental health info & hotlines, articles, treatment assistance options, prescription assistance, special needs registries, legal aid, and more!
I don't have any modron or rogue modron NPCs in particular, but I could do proper Modron conversions to Pathfinder (add more feats, redo skills, fix HD, etc etc...). There still aren't a lot of differences from 3e to Pathfinder (though there are more than between 3.5 and Pathfinder, looking at you scry skill on Hierarch modrons), but touching up their feats and skills would make it more than just a 5-minute conversion, moving them more into the domain of A Legitimate Timesaver To The Home DM.
... I'm probably going to proper convert Modrons soon anyway, seeing as my PCs are currently in Mechanus. Heh.
Modron update:
I felt that the modrons in the 3.0 Manual of the Planes supplement were underpowered, especially for Pathfinder, where their ability scores are concerned. The breaking point was when CR 10-ish large-sized outsiders are running around with like 12 con? It was ridiculous.
After checking out the Dragon Magazine modrons, and feeling quite legitimized by the boost in power they gave to the base Modrons therein, I started fiddling around, deviating more from the MotP bases.
While I was looking at the Dragon Modrons, though, I really liked a couple of the abilities they gave to them -- and for my personal use, I'd keep them on the base modrons. They were imaginative, interesting, and really apt for Modrons to have.
How do we feel about hybridized MotP/Dragon conversions, though? Should we shy away from including abilities that were introduced on the Dragon Modrons?
It's up to you really. I actually like your idea of mixing in these versions, I think it presents a synthesis DMs can tweak.
Health Resources: Register family with 911 services, so providers will have info prior to emergency/disaster. Also mental health info & hotlines, articles, treatment assistance options, prescription assistance, special needs registries, legal aid, and more!
I created Modron racial stats for my D&D 4e home game. None of my players ever wanted to use them, so they're completely un-playtested.
MODRON
RACIAL TRAITS
Height: 5' 0"
Weight: 400 lbs.
Ability Scores: +2 CON; +2 DEX or +2 INT
Size: Medium
Speed: 6 sqares
Vision: Normal
Languages: Common
Skill Bonuses: +2 History, +2 Choice of one other
Immortal Origin: You are native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Modron Mind: You have a +1 racial bonus to your Will.
Modron Resilience: You gain a +2 bonus to death saving throws.
Specialized Purpose: At first level, choose one additional first level at-will or encounter power from your class.
---
Modron Backgrounds
Cultural Attache
You have been assigned to promote order among another culture. To what culture have you been assigned? How is your goal defined? Have you been given any instructions on how to accomplish your goal? How will you know that you have attained your goal?
Associated Skills: Diplomacy, Intimidate, History
Associated Languages: Any
Escaped Rogue
You went rogue and instead of petitioning for exile, you fled Mechanus. Now you are on the run from your fellow modrons who seek to end your existence. Why did you choose to run rather than petition for exile? What about your case made you consider it unlikely to succeed? How long have you been on the run?
Associated Skills: Stealth, Bluff
Indentured Service
You have been indentured to serve someone outside the modron order. Who is your employer? How did your employer manage to navigate the labyrinthine modron bureaucracy? What service have you been conscripted to perform? How long is the term of your indenture?
Associated Skills: Athletics, Endurance, Thievery
Modron Exile
You were exiled from Mechanus after you experienced individual ambition apart from the modron hive-mind. Why did you choose exile over destruction or rehabilitation? Where did you go after being exiled? How are you adapting to life as an individual? Do you embrace the values of another culture or do you cling to modron Standard Procedures?
Associated Skills: Diplomacy, Streetwise
Gone Native
You've spent years, perhaps decades outside of Mechanus and among another people. You've not only gone rogue, you've gone native. You've fully adopted the ways and traditions of your new people. Who are your new people? How long have you lived among them? What caused you to seek adventure elsewhere? Are you an exile, or a rogue on the run from the modron order?
Associated Skills: History, Streetwise
Associated Languages: Any
---
Modron Racial Feats
Clumsy Wings
Requirement: Modron Race
Benefit: You have a small pair of wings, You gain a +2 bonus to Athletics checks to jump. You gain a +1 bonus to your fly speed, when you have one. Once per encounter as a move action, you can fly up to 6 squares. You then lower gently to the ground.
Compatible Hardware
Requirement: Modron Race
Benefit: You can use attached components. You are considered a warforged for the purpose of determining whether you meet the prerequisites for an attached component.
Multiple Arms
Requirement: Modron Race
Benefit: You have four arms. Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action. You gain a +1 bonus to reflex.
Secret of the Spring
Requirement: Modron Race
Benefit: Your healing powers restore an amount of extra hit points equal to your Constitution modifier.
Standard Procedures
Requirement: Modron Race
Benefit: You have a spellbook in which you record your daily and utility powers.
When you choose this feat, select a second daily power from your class for each level at which you already know a daily attack power. Add those powers to your spellbook.
After an extended rest, you can prepare a number of daily powers according to what you can use per day for your level. You can't prepare the same power twice.
Whenever you learn a new level of daily attack powers, add two different daily attack powers from your class of that level to your spellbook.
If you retrain a daily attack power, you replace only one of your two choices for that level. If you replace the power with a power from a different class (through multiclassing) or a daily attack power of a higher level, you replace both power choices with the new power or powers.
Unstoppable March
Requirement: Modron Race
Benefit: Whenever a power lets you shift, you can shift one extra square. Whenever a power lets you teleport, you can teleport 1 extra square. When you would be knocked prone, you can make a saving throw to avoid being knocked prone.
I thought of running a FATE game for a while. I converted some Planescape stuff for use with Legends of Anglerre because I didn't like that book's cosmology. While I never ran the game, I did convert Modrons for use as a playable race under the FATE system.
Modron Aspects
Clockwork Creature
You do not age, and do not need to eat, drink, sleep, or breathe. You are not moved by passion, and always act logically.
Exiled Modron
Rogue modrons do not act in accordance with the desires of the modron hive mind. They form their own goals and purposes, and they seek to divorce themselves completely from the hive mind, which they call “The One and the Prime”.
Literal Expression of Universal Law
There is a natural order to the universe and it is your job to safeguard it.
Standard Procedures
The modron hive mind has developed a set of rules for interacting with outsiders. These rules are extremely complex, and only a modron could ever hope to fully catalog, let alone understand them.
---
Modron Stunts
Eagle Eyes
You have long distance vision. The level of your Alertness skill is the distance in zones the character can make out small details, including reading inscriptions or spotting an item of jewelery. If the character pays a Fate point the skill level is the distance in miles the character can distinguish details on a human-sized object (hair color, clothes, what they’re doing).
Metal Shell
You have a thick metal shell made of bronze or steel, which acts as armor. The first time this stunt is taken it reduces stress from successful hits by 1, the second time by 2 and the third time (the maximum) by 3. The character suffers a corresponding Athletics penalty.
Secret of the Eternal Spring
You draw life from the Eternal Spring, shared by all modrons. You can pay a Fate point to reduce total stress taken this exchange by 2 from any one attack.
Right now I'm working on converting some Planescape stuff for use with Labyrinth Lord. It's fairly easy work, converting 2nd Edition material to 1st Edition material, if extraordinarily time consuming.
I found a conversion of the Modron for BECMI (Basic D&D) over at http://monstersandmanuals.blogspot.com/2009/02/becmi-rogue-modron-class....
Thanks for the link mate!
Health Resources: Register family with 911 services, so providers will have info prior to emergency/disaster. Also mental health info & hotlines, articles, treatment assistance options, prescription assistance, special needs registries, legal aid, and more!
From Dragon #354, I'll be posting the rest soon. It's got the base modrons, the hierarchs are on Dungeon #44 and I'm not sure if I have that one.
MONODRONE, CR 1/2
A small spherical creature, its body covered in metal plates and dominated by a single eye, ambles towards you in clockwork legs.
Always LN Small construct (extraplanar, lawful)
Init +1; Senses low-light vision, darkvision 60 ft.; Listen +2, Spot +2
Languages Modron
_________________________________
AC 14, touch 12, flat-footed 13; Dodge (+1 size, +1 Dex, +2 natural)
hp 15 (1 HD)
Inmune construct traits
Resist acid, cold, and fire resistance 10
Fort +0, Ref +1, Will +0
Weakness single task
_________________________________
Speed 20 ft. (4 squares)
Melee shortsword +0 (1d4-1/19-20)
Melee slam +0 (1d3-1)
Ranged light crossbow +2 (1d6/19-20)
Base Atk +0; Grp -5
Special Actions focused strike 1/day
_________________________________
Abilities Str 8, Dex 13, Con -, Int 4, Wis 10, Cha 7
SQ coordinated ally, fixed initiative (1)
Feats Dodge
Skills Craft (any one) +1, Listen +2, Spot +2
Advancement by character class
_________________________________
Focused Strike (Ex) Once per day, a monodrone can take an additional standard action in a round. This action must be identical to the one just performed. For example, a monodrone could make two melee attacks against the same target or, if a monodrone were to gain spellcasting ability, it could cast the same identical spell twice in the same round targeted on the same creature or location (assuming its capable of casting the spell more than once). It could not, however, move, make an attack, and then move again (as the moves do not inmediately follow one another.)
Single Task (Ex) Monodrones are only able to focus on a single task at a time. This tightened focus in combat translates to only being able to engage a single opponent in combat. Once it attacks a creature, the monodone continues fighting the same creature until destroyed, its opponent is defeated, or it is ordered to attack another target. A monodrone cannot attack any other creatures except its target, even if they provoke atacks of opportunity.
Messenger Monodrones
Messenger monodrones have the following modifications:
Speed 20 ft. (4 squares), fly 40 ft. (average)
Melee slam 0+ (1d4-1)
Special Actions focused strike 1/day, recite message
Recite message (Ex) Messenger modrons can be dictated a message in any language up to 1 minute in lenght. They then carry that message until a superior (a higher caste modron or an arcane spellcaster who summoned the monodrone as a familiar) either dictates a new one or orders the current message forgotten. Monodrones do not understand messages not in the modron language but can still recite them exactly, regardless of the language. Monodrones cannot be used to cast spells in this manner, even those with only verbal components.
Strategies and Tactics
Individually, monodrones are not very effective in combat. When encountering any form of agression, even verbal, they flee and report to other modrons in the vicinity unless they outnumber their opponents by at least three to one.
In sufficient numbers, however, monodrones can be devastating. Even with their low intelligence, they still naturally coordinate their attacks, surrounding those who appear to be the greatest threats first and concentrating their attacks. If ordered to attack by a superior, they fight to the death without wavering.
Messenger monodrones never fight unless they face no other option or are ordered to fight.
"You're loud, impulsive and you question authority. -That- is why I keep you at arm's lenght."
"Mmmm. And that is also why you keep me at arm's reach."