Rogue Modron (Race)
Source
Planewalkers Handbook: Rogue Modron (PWH)
Ability Score Requirements
STR 9/18, DEX 3/18, CON7/18,
INT 3/18, WIS 3/18, CHA3/17
Ability Score Adjustment
DEX -1, CON +1, INT +1, CHA -1
Size
Medium
Height (inches)
72 (cubes are 3 feet on each face, legs 3 feet long)
Weight (lbs)
500
Speed
15
Racial HP Adjustment
+0
Natural AC
8
Classes & Level Caps
Fighter 15, Wizard 12
Class Combinations
None
Vision
Normal, (double range)
Can exceed the level limits for the allowable classes if they have high prime requisite scores.
Special Advantages:
- They can readjust their vision, giving them effectively a double normal range of sight, as well as an uncanny ability to detect secret doors and other minutiae.
- They have a 2 in 6 chance of finding secret doors and a 3 in 6 chance of detecting concealed doors.
- Modrons have a 30% resistance to illusions, energy drains, charm, sleep, fear, domination, and other similar mind-affecting spells.
- They gain a +1 bonus to saving throws versus fire, cold, and acid.
- Modrons have a natural Armor Class of 8 (due to the fact that they’re partially constructed of metal), and a movement rate of 15.
Special Disadvantages:
- When modrons are surprised, they remain that way for twice the normal length of time.
- Suffer a -1 reaction penalty with individuals of chaotic alignment
- It is impossible for them to carry out such standard actions as riding a horse, wearing normal armor, or wriggling through a narrow opening.
Initiative Rolls (Optional Rule)
- Always acting and responding in the same way, a modron rolls initiative once. Just once. This is done when the character is created, and the same number is used throughout the life of the character.
- Modifiers to the roll are still added, but the roll itself remains static.
Preset Action (Optional Rule)
- This option requires a rogue modron to state one preset action per level, based on external stimuli a condition upon which the modron will always respond the same.
- For example. every time a foe draws a weapon, a certain modron might immediately attack. On the same condition another modron might cast the highest-level spell it currently has memorized, whether the spell is appropriate for the situation or not.
- The conditions must be common enough to occur at least once in an average playing session.
- While the disadvantages to this option are obvious (always having to react a certain way), the modron’s response is immediate.
- Initiative is automatic. In fact, the modron initiates the action even if the preset condition occurs in a round in which the modron has already acted.