Taking my shot at the Rogue Modron

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Obsidian Razor's picture
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Joined: 2007-01-29
Taking my shot at the Rogue Modron

I've been wanting to make my very own version of the Rogue Modron for quite some time, this version I post here, is very raw and still in the works, I also borrowed a lot from the one from this page.

I hope you like it!

Modron Outcast Racial Traits

+2 Constitution, -2 Dexterity, +2 Intelligence, -2 Charisma
Medium-sized Outsider.
Modron outcast base speed is 30 feet.
Darkvision up to 120 feet.
Living Construct:
Features:
A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits:
Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Unlike other constructs, a living construct does not have low-light vision or darkvision.
Unlike other constructs, a living construct is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
A living construct cannot heal damage naturally.
Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
Unlike other constructs, a living construct can use the run action.
Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
Can be raised or resurrected.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.
Acid, cold, and fire resistance 10.
Metal Frame: Modron outcasts receive a +2 natural armor bonus to their Armor Class due to their partially metallic nature. Due to their odd form, however, they are unable to wear amulets, armor, helmets, belts, goggles, medallions, necklaces, robes, shirts, or vests. Such items, magical or mundane, must be custom made for the modron to wear.
Automatic Languages: Modron, Planar Trade, home region. Bonus Languages: Any (any other except secret languages, such as Druidic).
Plane of Origin: Always Mechanus.
Favored Class: None. Modron are too focused to be able to diversify easily.
Level Adjustment +1.

Tarion'sCousin's picture
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Joined: 2006-10-13
Taking my shot at the Rogue Modron

According to Dragon #353, there will be an article on modrons in Dragon #354, April 2007. So you will be able to see how your build compares to Paizo's.

Akenaton's picture
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Joined: 2007-04-24
Taking my shot at the Rogue Modron

Another idea could be to allow the player to "script" the charachter, more or less linke in the 2nd ED planewalker's handbook. This would allow to give an extremely quick, automatic response given certain triggering conditions. In 3.5 terms, this could be a feat wich allow the player to act at +20 initiative and do the pre-programmed action if the trigger conditions are met. Every feat allows one script. Obviously, you ned a lot of good sense (both player and master) to use a rule like that, and some more work to make this simple idea work well in-game, but i think this may add some flavour to the game.

Akenaton

Alitis's picture
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Joined: 2007-04-05
Taking my shot at the Rogue Modron

Not to mention the fun one could have triggering that unintentionally. Imagine a rogue modron accidentally slaughtering some poor sod of an actor in a street performance. Laughing out loud

Elder Elemental Jester's picture
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Joined: 2007-04-17
Taking my shot at the Rogue Modron

Modron scripting as a feat sounds like a good idea...scripting was one important drawback to being a modron in 2nd ed. Scripting like immediate attack on someone who draws a weapon could get you in trouble with the King's Guards, for instance, or a Harmonium patrol. Scripting was also something that bad players could try to abuse, but good DMs could really, really screw with the player by Smiling.

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