Difference between revisions of "Rogue Modron (3.5e Race)"

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* {{Property Link|Racial Ability Adjustments|SRD:Dexterity|-2 Dexterity}}, {{Property Link|Racial Ability Adjustments|SRD:Constitution|+2 Constitution}}, {{Property Link|Racial Ability Adjustments|SRD:Intelligence|+2 Intelligence}}, {{Property Link|Racial Ability Adjustments|SRD:Charisma|-2 Charisma}}:  Chunky and less than socially apt, the rogue modron is nevertheless highly intelligent and their boxy bodies are optimized for durability.
 
* {{Property Link|Racial Ability Adjustments|SRD:Dexterity|-2 Dexterity}}, {{Property Link|Racial Ability Adjustments|SRD:Constitution|+2 Constitution}}, {{Property Link|Racial Ability Adjustments|SRD:Intelligence|+2 Intelligence}}, {{Property Link|Racial Ability Adjustments|SRD:Charisma|-2 Charisma}}:  Chunky and less than socially apt, the rogue modron is nevertheless highly intelligent and their boxy bodies are optimized for durability.
* [[Type::Outsider]] ([[Subtype::Lawful]]):  Rogue Modrons remain lawful aligned outsiders.
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* [[Type::Outsider]] ([[Subtype::Lawful]]):  Rogue modrons remain lawful aligned outsiders.
 
* {{Racial Size|Medium|Rogue Modron}}  
 
* {{Racial Size|Medium|Rogue Modron}}  
* Rogue Modron [[SRD:Base Land Speed|base land speed]] is 40 feet.  They have a fly speed of 60 feet (poor).
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* Rogue modron [[SRD:Base Land Speed|base land speed]] is 40 feet.  They have a fly speed of 60 feet (poor).
 
* {{3.5e Darkvision|60}}
 
* {{3.5e Darkvision|60}}
 
* Rogue Modrons gain +4 natural armor.
 
* Rogue Modrons gain +4 natural armor.
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* Logical Mind {{Ex}}: Rogue modrons gain a +3 bonus against mind-affecting effects and illusions.
 
* Logical Mind {{Ex}}: Rogue modrons gain a +3 bonus against mind-affecting effects and illusions.
 
* Metal Body {{Ex}}:  Modron have a few construct-like traits.  While they are healed normally by positive energy, they take half benefit recovery from the ''repair'' line of spells as well.  They are treated as metal creatures for the effects of spells and other abilities as well.  They can count as a construct type as well as an outsider when beneficial, but receive none of their immunities.  Rogue modrons do not need to eat, sleep, nor breathe.
 
* Metal Body {{Ex}}:  Modron have a few construct-like traits.  While they are healed normally by positive energy, they take half benefit recovery from the ''repair'' line of spells as well.  They are treated as metal creatures for the effects of spells and other abilities as well.  They can count as a construct type as well as an outsider when beneficial, but receive none of their immunities.  Rogue modrons do not need to eat, sleep, nor breathe.
* Regulate {{Ex}}: X/day.
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* Regulate {{Ex}}: A rogue modron is able to perform difficult actions with surprising regularity.  1/day, the rogue modron can take 10 on any d20 roll even if it normally would not be able to take 10 once per round.  It gains an additional use of Regulate at 4 HD and every 4 HD beyond.  At 20 HD, it becomes at will, but only once per round.
 
* Racial Hit Dice: A rogue modron begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
 
* Racial Hit Dice: A rogue modron begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
* Racial Skills: A rogue modron’s outsider levels give it skill points equal to 5 × (8 + Int modifier).  Its class skills are X.  The rogue modron gains a +4 racial bonus on Search and Spot checks.
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* Racial Skills: A rogue modron’s outsider levels give it skill points equal to 5 × (8 + Int modifier).  Its class skills are Appraise, Autohypnosis, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Jump, Knowledge (all knowledges taken seperately), Listen, Open Lock, Profession, Search, Spot, and Survival..  The rogue modron gains a +4 racial bonus on Search and Spot checks.
 
* Racial Feats: A rogue modron's outsider levels give it one feat.
 
* Racial Feats: A rogue modron's outsider levels give it one feat.
 
* [[SRD:Automatic Languages|Automatic Languages]]: Common, Modron.
 
* [[SRD:Automatic Languages|Automatic Languages]]: Common, Modron.
* [[SRD:Bonus Languages|Bonus Languages]]: X.
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* [[SRD:Bonus Languages|Bonus Languages]]: Celestial, Draconic, Dwarven, Infernal, and Undercommon..
 
* [[SRD:Favored Class|Favored Class]]: [[Favored Class::Any]]
 
* [[SRD:Favored Class|Favored Class]]: [[Favored Class::Any]]
 
* [[Level Adjustment]]: +[[Level Adjustment::0]]  
 
* [[Level Adjustment]]: +[[Level Adjustment::0]]  
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{{3.5e Racial Starting Age
 
{{3.5e Racial Starting Age
|name=<!-- Name of race -->
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|name=Rogue Modron
|start=<!-- Starting age for PCs. -->
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|start=0
|simple=<!-- Age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) -->
+
|simple=1
|moderate=<!-- Age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) -->
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|moderate=4
|complex=<!-- Age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) -->}}  
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|complex=9}}  
  
 
{{3.5e Racial Aging Effects
 
{{3.5e Racial Aging Effects
|name=<!-- insert race name -->
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|name=Rogue Modron
|middle=<!-- starting age for middle age -->
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|middle=1000
|old=<!-- starting age for old age -->
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|old=4000
|venerable=<!-- starting age for venerable age -->
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|venerable=9000
|maximum=<!-- max age modifier -->}}  
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|maximum=Unlimited}}  
  
 
{{3.5e Racial Height and Weight
 
{{3.5e Racial Height and Weight
|name=<!-- insert race name -->
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|name=Rogue Modron
|mHeightBase=<!-- male base feet height -->' <!-- inches -->"
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|mHeightBase=5' 0"
|mHeightMod=<!-- male height modifier -->
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|mHeightMod=0
|mWeightBase=<!-- male base weight -->
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|mWeightBase=150
|mWeightMod=<!-- male weight modifier -->
+
|mWeightMod=0
|fHeightBase=<!-- female base feet height -->' <!-- inches -->"
+
|fHeightBase=5' 0"
|fHeightMod=<!-- female height modifier -->
+
|fHeightMod=0
|fWeightBase=<!-- female base weight -->
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|fWeightBase=150
|fWeightMod=<!-- female weight modifier -->}}  
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|fWeightMod=0}}  
  
  

Revision as of 23:29, 7 July 2012

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Author: Eiji-kun (talk)
Date Created: 7-7-12
Status: Complete
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Rogue Modron

In the distant plane of Mechanus, the ancient god Primus and his endless modren network crawls across the great gears of the plane. The modrons, construct-like outsiders and masters of law and order, are unto cells in Primus' spread out body, performing unusual and unfathomable tasks in a hierarchy based on numbers. Like actual cells in a body, modrons die and are replaced, and sometimes a something goes wrong with a cell. Perhaps they received two conflicting orders. Perhaps they were logic bombed. Perhaps they somehow became self aware and the shock of enlightenment was too great. In any case, these newfound individuals can no longer work within the system and they become rogue modrons. They are stripped of the power of Primus, but continue to persist. Rogue modrons are the outcasts of Mechanus, insane or rebellious by modron standards even though to the average mortal they seem as lawful and mechanical as ever.

Personality

One might think that a rogue modron would be chaotic or insane, but this is not the case. In fact, their lawfulness often greatly exceeds all others, at least compared to most non-modron races. They like order and repetition, and while they can tolerate the "chaotic" whims of your common adventuring party, many insist on knowing their place in party hierarchy. This isn't to say they allow themselves to be abused slaves at the bottom, as they do possess self worth and a desire to be positioned to encourage greater order.

Because their minds are so logically alien, they have difficulty speaking with others but understand that they must in order to survive this cruel and utterly insane (to them) world around them. Thus they often befriend adventurers, if only to act as translators to help them understand and communicate with other beings.

Physical Description

Whatever modron the rogue modron used to be, they are transformed into a cubical shape resembling a quadrone. They have a face on one side of their body, two thin arms and legs, and two thin small wings. Their bodies appear made of a strange copper-like substance, but they have both organic and mechanical parts seamlessly integrated within each other. Their forms may possess any number of gears, circuits, and lenses as part of their function. In spite of appearances, they are outsiders first, not machines.

Relations

The rogue modron is a sane man living in the world of the mad. Eventually even they get used to the wonderland-like world around them, but they try to keep their sanity and sometimes instill some lawfulness on others. They are non-hostile, but often baffled, by the acts of non-lawful beings and have a general air of neutrality. Around modrons, they are no longer seen as a modron themselves but as an unknown creature. As long as the rogue modron does not interfere with modron business (good advice for any species interacting with them), the rogue modron is usually ignored. Rogue modrons typically know and respect this, bearing little ill will for former brothers.

Alignment

Rogue modrons are almost always lawful, and usually neutral. Rarely the events of a rogue modron's life trend it to good or evil, but its almost unheard of for a modron, rogue or not, to be anything but lawful.

Lands

Rogue modrons hail from Mechanus, but since their exile they may wander the planes in search for meaning.

Religion

Rogue modrons do not worship. One could say they worship Primus, but one could also say they ARE Primus. They recognize the existance of other gods, but their presence is rarely important. Worshiping them would not be logical.

Language

Modron, a complex mathmatical language. Rogue modrons often know Common as a requirement to communicate with others as well.

Names

Modrons don't have names so much as serial numbers. Since this is often confusing to others, they sometimes to choose their own names or pick up the nicknames of others, out of usefulness or out of their own obscure logic.

Racial Traits

  • -2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma: Chunky and less than socially apt, the rogue modron is nevertheless highly intelligent and their boxy bodies are optimized for durability.
  • Outsider (Lawful): Rogue modrons remain lawful aligned outsiders.
  • Medium: As a Medium creature, a Rogue Modron has no special bonuses or penalties due to its size.
  • Rogue modron base land speed is 40 feet. They have a fly speed of 60 feet (poor).
  • Darkvision: A 60 can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a Rogue Modron can function just fine with no light at all.
  • Rogue Modrons gain +4 natural armor.
  • Aligned Being (Ex): Rogue modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures. This bonus doubles against creatures with the [Chaos] subtype. However, they take a -2 penalty against chaos aligned spells and effects.
  • Energy Resistance Acid/Cold/Fire 10.
  • Fortification (Ex): Rogue modrons possess 25% fortification.
  • Logical Mind (Ex): Rogue modrons gain a +3 bonus against mind-affecting effects and illusions.
  • Metal Body (Ex): Modron have a few construct-like traits. While they are healed normally by positive energy, they take half benefit recovery from the repair line of spells as well. They are treated as metal creatures for the effects of spells and other abilities as well. They can count as a construct type as well as an outsider when beneficial, but receive none of their immunities. Rogue modrons do not need to eat, sleep, nor breathe.
  • Regulate (Ex): A rogue modron is able to perform difficult actions with surprising regularity. 1/day, the rogue modron can take 10 on any d20 roll even if it normally would not be able to take 10 once per round. It gains an additional use of Regulate at 4 HD and every 4 HD beyond. At 20 HD, it becomes at will, but only once per round.
  • Racial Hit Dice: A rogue modron begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
  • Racial Skills: A rogue modron’s outsider levels give it skill points equal to 5 × (8 + Int modifier). Its class skills are Appraise, Autohypnosis, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Jump, Knowledge (all knowledges taken seperately), Listen, Open Lock, Profession, Search, Spot, and Survival.. The rogue modron gains a +4 racial bonus on Search and Spot checks.
  • Racial Feats: A rogue modron's outsider levels give it one feat.
  • Automatic Languages: Common, Modron.
  • Bonus Languages: Celestial, Draconic, Dwarven, Infernal, and Undercommon..
  • Favored Class: Any
  • Level Adjustment: +0
  • Effective Character Level: 3

Vital Statistics

Table: Rogue Modron Random Starting Ages
Adulthood Simple Moderate Complex
0 years +1 +4 +9
Table: Rogue Modron Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
1000 years 4000 years 9000 years +Unlimited years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Rogue Modron Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 0" +0 150 lb. × (0) lb.
Female 5' 0" +0 150 lb. × (0) lb.



Back to Main Page3.5e HomebrewRaces

AuthorEiji-kun +
Effective Character Level3 +
Favored ClassAny +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments-2 Dexterity +, +2 Constitution +, +2 Intelligence + and -2 Charisma +
Rated ByFoxwarrior +
RatingRating Pending +
SizeMedium +
SubtypeLawful +
SummaryRogue modrons are the outcasts of Mechanus, insane or rebellious by modron standards even though to the average mortal they seem as lawful and mechanical as ever. +
TitleRogue Modron +
TypeOutsider +