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Jeremy Morgan

Written by Jeremy Morgan, tabletop games editor, gamer, and software developer.
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Planescape 4E - The Rogue Modron

6 September 2011

The Lady of Pain's Crest

Ok, so last time I presented a partial implementation of the Rogue Modron. The one at the bottom of this post represents the nominal completion of that implementation. Let’s call it a beta, shall we?

Notable changes include the replacement of Primordial with Modronic (the peculiar, structured language of all modrons). Another is the addition of the racial power, Modron Shift, which I lifted from the modron monsters published in Dungeon #186’s “Creature Incarnations: Modrons” (DDI sub required). A big thanks to Greg Bilsland (@gregbilsland on Twitter) and Bruce Cordell (@BruceCordell on Twitter) for the article!

Hopefully, the movement power isn’t overpowered. I think its being an encounter power balances out the benefit of the slow / immobilize escape.

And so without further gilding the lily and with no more ado, I give to you the Rogue Modron!


Rogue Modron

Rogue Modron

Living constructs, modrons are a manifestation of the cosmic principle of order in the universe. To be a modron is to be part of a strict hierarchy that is literally built into each one. Well, until something goes wrong, then you get a rogue modron.

RACIAL TRAITS

Average Height: 6’0”

Average Weight: 500 lb.

Ability scores: +2 Constitution, +2 Intelligence or +2 Wisdom

Size: Small

Speed: 5 squares.

Vision: Low-Light

Languages: Common, Modronic, choice of one other

Skill Bonuses: +2 Endurance, +2 History

Ordered Mind: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm and illusion effects.

Modron Shift: You have the Modron Shift power.

Rigid Mind: At character generation, roll a d20 and record the result. This is the rogue modron’s base initiative roll for all encounters. Note that its initiative bonus will continue to increase, and this racial feature does not preclude the player from taking initiative-based feats.

Modron Shift Racial Power

Immortal Origin: You are native to Mechanus, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


As I mentioned in my earlier post, at the DM’s discretion, the rogue modron may be allowed to re-roll his base initiative during the campaign, maybe every tier or after the character has undergone some traumatic or defining moment.

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