Creature Incarnations: Modrons
Finally, an article that I can get behind.
My favorite campaign setting for 2nd Edition was Planescape, hands down. I loved the look and feel, and the fact that you could journey to exotic and alien worlds without having to be high-level. Sure, many were extremely hostile even if you were high level, but it opened up a lot of possibilities at the start of a campaign. Aside from the Nine Hells and Mount Celestia, there was a world that was like a sandwich (Bytopia, if I recall) and another that was a vast open space with metallic cubes crashing into eachother (along with storms of razor blades).
Still more bizarre however, was Mechanus: a space of gears and cogs constantly grinding and turning for an unknown purpose, though there were several theories, such that if they stopped that the Multiverse would end. In 2nd Edition, this place was inhabited by modrons, equally bizarre creatures whose lesser incarnations adopted the shapes of geometric solids, such as spheres and cubes. Others, well, didn't, such as the tridrone, which looked like a starfish with a one-eyed face on each arm, walking on five legs.
The article goes over some brief descriptions, such as that monodrones are spherical, and both duodrones and quadrones are like cubes, which in unfortunate because I think that a picture best delivers their alien appearance. There's a lot more than that, but it serves for the purpose of the article.
One thing that I like a lot about the new modrons is that they are pieced together from lesser ones. Before, each type had a specific number. When a ranking modron died, lesser forms were promoted and created as necessary to fill the gap, ensuring a static number of modrons Now, it seems that lesser ranking modrons combine in order to, ahem, transform into the next rank, and dissemble into lesser ranking modrons when killed: in combat, every modron except for a monodrone separates into others that keep the fight going.
I also like their new niche: searching for planar rifts and either protecting them or sealing them. In this way, they help create stability across the planes, which is a far cry more direct that whatever nebulous purpose they had before. Honestly? If there was one aside from maintaining Mechanus, I don't recall it. This seems as a fairly easy way to throw them at the players, especially if they are trying to find a way into the Shadowfell or Feywild.
The only thing the article is missing is a racial writeup for rogue modrons. How would you do it?
My favorite campaign setting for 2nd Edition was Planescape, hands down. I loved the look and feel, and the fact that you could journey to exotic and alien worlds without having to be high-level. Sure, many were extremely hostile even if you were high level, but it opened up a lot of possibilities at the start of a campaign. Aside from the Nine Hells and Mount Celestia, there was a world that was like a sandwich (Bytopia, if I recall) and another that was a vast open space with metallic cubes crashing into eachother (along with storms of razor blades).
Still more bizarre however, was Mechanus: a space of gears and cogs constantly grinding and turning for an unknown purpose, though there were several theories, such that if they stopped that the Multiverse would end. In 2nd Edition, this place was inhabited by modrons, equally bizarre creatures whose lesser incarnations adopted the shapes of geometric solids, such as spheres and cubes. Others, well, didn't, such as the tridrone, which looked like a starfish with a one-eyed face on each arm, walking on five legs.
The article goes over some brief descriptions, such as that monodrones are spherical, and both duodrones and quadrones are like cubes, which in unfortunate because I think that a picture best delivers their alien appearance. There's a lot more than that, but it serves for the purpose of the article.
One thing that I like a lot about the new modrons is that they are pieced together from lesser ones. Before, each type had a specific number. When a ranking modron died, lesser forms were promoted and created as necessary to fill the gap, ensuring a static number of modrons Now, it seems that lesser ranking modrons combine in order to, ahem, transform into the next rank, and dissemble into lesser ranking modrons when killed: in combat, every modron except for a monodrone separates into others that keep the fight going.
I also like their new niche: searching for planar rifts and either protecting them or sealing them. In this way, they help create stability across the planes, which is a far cry more direct that whatever nebulous purpose they had before. Honestly? If there was one aside from maintaining Mechanus, I don't recall it. This seems as a fairly easy way to throw them at the players, especially if they are trying to find a way into the Shadowfell or Feywild.
The only thing the article is missing is a racial writeup for rogue modrons. How would you do it?
RACIAL TRAITS
ReplyDeleteAverage Height: 6’
Average Weight: 500 lbs.
Abilty Scores: +2 Constitution, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common & 1 other
Skill Bonuses: +2 History, +2 Perception
Odd Shape: Though considered humanoids, a
modron has a very unusual body shape. They
retain the normal magic item slots. However,
when dealing with armor not made specifically for
a modron, they cannot use it until after a short
rest. The enchant item ritual can also form a suit
of armor to a modron’s form.
Construct: You have the construct keyword
Fixed Initiative: Instead of roll the initiative checks
you takes 10.
Implacable: An enemy cannot enter the brickguard’s space by any means.
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: As a living construct, you have
the following traits:
• +2 bonus to saving throws against ongoing
damage
• You don’t need to eat, drink, or breathe, but this
doesn’t make you immune to any effect
• Rather than sleep, outcaste modrons spend 4
hours refraining from strenuous activity. This has
the effect of a 6-hour rest for you, but you remain
entirely aware of your surroundings.
• When you make a death saving throw, you may
take the better of your die roll, or 10. You still die
at the normal negative hit point total.
Modron Shift Encounter; move action.
Effect: The marcher ends any slowing or immobilizing effect on it and shifts up to 5 squares, ignoring difficult terrain.
@Anonymous: interesting! if you and others agree that its balanced i would even dare to throw a nice pdf with feats and racial paragon paths and what not.
ReplyDeleteOk.
ReplyDeleteThis is the work I made for the planewalker 4e conversion.
@Anon: It needs a floating ability score modifier. I propose making Intelligence fixed, and being able to choose from either Constitution or Wisdom.
ReplyDeleteModrons are immortal animates, lacking either the construct or living construct keywords. Giving them the benefits of a living construct is fine, but note that living constructs don't gain a bonus against ongoing damage, or benefits on death saves.
I like the idea of a modron being able to belong to several hierarchies, similar to how a shifter can choose from a longtooth or razorclaw: I think that players should choose from 2-3 racial traits (such as something similar to wall tactic and modron shift).
Having implacable isn't too useful, as not many monsters can shift through non-enemy spaces.
Modrons no longer had a fixed initiative by the time they were put into 3rd Edition, and I'd be loathe to reintroduce it again (especially since modrons in the article don't have it, either).
Other benefits from modrons were: bonus against illusions, Listen and Spot bonus (Perception works, like you did), energy resistance (makes sense via a feat), a floating defense bonus could also work, and perhaps something with wings?
Update:
ReplyDeleteI don' think the 2-3 racial traits could be good. Tiefling must be so but they aren't.
Wisdom was a penalty in past. i don't know if the floating ability is a good idea for modron.
Implacable is a good minor trait.It is good vs. phasing creatures.
I agree with the living construct and for fixed initiative.
I have updated the traits.
ROUGE MODRON RACIAL TRAITS
Average Height: 6’
Average Weight: 500 lbs.
Abilty Scores: +2 Constitution, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common & 1 other
Skill Bonuses: +2 History, +2 Perception
Odd Shape: Though considered humanoids, a
modron has a very unusual body shape. They
retain the normal magic item slots. However,
when dealing with armor not made specifically for
a modron, they cannot use it until after a short
rest. The enchant item ritual can also form a suit
of armor to a modron’s form. You don’t need to
eat, drink, or breathe, but this doesn’t make you
immune to any effect.
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.
Implacable: An enemy cannot enter the modron’s
space by any means.
Unsleeping Watcher: Rather than sleep, outcaste
modrons spend 4 hours refraining from strenuous
activity. This has the effect of a 6-hour rest for
you, but you remain entirely aware of your
surroundings.
Modron Resilience::+2 bonus to saving throws
against ongoing damage and charme or fear
effects.
Modron Shift: You have Modron Shift power.
Can you think of this version?
ReplyDeleteRACIAL TRAITS
Average Height: 6’
Average Weight: 500 lbs.
Abilty Scores: +2 Constitution, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common & 1 other
Skill Bonuses: +2 History, +2 Perception
Odd Shape: Though considered humanoids, a
modron has a very unusual body shape. They
retain the normal magic item slots. However,
when dealing with armor not made specifically for
a modron, they cannot use it until after a short
rest. The enchant item ritual can also form a suit
of armor to a modron’s form. You don’t need to
eat, drink, or breathe, but this doesn’t make you
immune to any effect.
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.
Implacable: An enemy cannot enter the modron’s
space by any means.
Unsleeping Watcher: Rather than sleep, outcaste
modrons spend 4 hours refraining from strenuous
activity. This has the effect of a 6-hour rest for
you, but you remain entirely aware of your
surroundings.
Modron Resilience::+2 bonus to saving throws
against ongoing damage and charme or fear
effects.
Mechanical Instincts : Once per encounter, you
can use either theModron Shift power or the
Precondition power.
Modron Shift Modron Racial Power
Encounter ✦ Special
Move Action Personal
Effect: You ends any slowing or immobilizing effect on
it and shifts up to 5 squares, ignoring difficult terrain..
Precondition Modron Racial Power
The enemy behaves as expected and you retaliate as
planned.
Encounter ✦ Special
Immediate Interrupt Personal
Effect: a predefinite action has effect.
Special: Choose a specific trigger and a specific action or an
at-will power following the guidelines for readying an action.
Once chosen, the trigger and effect cannot be changed.
You gain an extra condition for each tier of play.
This power may gain additional keywords depending on the
chosen action or at-will power.