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Showing posts with label Modron. Show all posts
Showing posts with label Modron. Show all posts

Sunday 17 February 2019

Modron, Nyssian Bound

Have long loved the idea of the Modron - aliens to the mortal realms that are stuck to the rigidity of law. Or perhaps, it is the thought of the outsiders, torn between their lawful-bound rules and the particulars of living in the mortal's world. These Nyssian Bound, are those who are 2nd or 3rd generation, still stuck to the same outer planar rules, yet they are fully mortal creatures. 

Modron, Nyssian Bound

These Modrons are outsiders from a lawful plane that were mortally injured on Nyssa, an alien world and unable to continue with their mission.  While their internal repair functions eventually repaired them, the few who were abandoned here learned to function on this prime world.

They are best described as self-aware bio-mechanical units, built for a specific work function not social interactions. Most have grey metal-skin, on a box-like body with small legs, arms and other features. Within their shell, they do have fleshy organs, which can bleed and get sick. Their joints, skin and internal bones are all metal.

Being socially awkward, they rarely know what to do or say, so they stand out in other mortal communities. Yet, due to knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules. At a certain point they learned how to generate their own kin, then they create small & specialized communities that rarely number more than 23 units.

When Modrons meet others of its kind, they are almost always immediate enemies, while both may be lawful neutral, it is rarely enough to offset their mistrust of strangers. Unless their functions directly oppose each other, they will not get into physical combat. If they ever physically touch peacefully, they reflexively share everything about their learning and their own individual pasts.  It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The starting goal of a Bound Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Bound Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among the prime world kind.

Bound Modrons that adventure do so because their unit has been either been hampered or the individual has been assigned to learn about an aspect of the world and travelling or adventuring is the best way to do this.

Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, They have a face on the upper part of the box, small legs at the bottom, small wings on their shoulder portion relative to their face, their skin . All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them. Nyssian Modrons match the Quadrone description regardless of their HD.

Nyssian Modrons do not change shape or form, most retain their box-like regardless of their HD or level, which is very distinct from Modrons on other planar worlds who transform when ready to ascend levels or HD. Modrons that travel the multiverse may learn how to change their form but they lose the ability if they return to another primal location.

Alignment: Modrons are devoted to lawful neutral aligned beliefs.

Medium: As a Medium creature, Modron has no special bonuses or penalties due to its size.

Speed: Modron base land speed is 30 feet. They may gain a fly speed (see Wings).

Darkvision: Modrons can see 60 feet in the dark.

Racial Skills: A Modron's outsider levels give it skill points equal to 5 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival. They gain a +2 racial bonus on Knowledge (Mechanical) or Disable Device checks. In their first five HD, any knowledge skills taken, is automatically doubled.

Metal Body: Modrons have construct traits but are treated and detected as mortal creatures. While they are healed normally by positive energy, they take half the standard benefits from cleric healing spells from chaotic aligned individuals. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Modrons need to eat and sleep at half the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.

Matched Parts: As sentient constructs, Modrons are created by bursts of magical energies into fully formed but inactive bots. These are awakened into living, sentient, metal bodies by divine, mental or magical energies directed into them, usually by other Modrons or allies. Every standard Modron have perfectly matched parts, so they can replace arms, legs and wings if needed.

Racial Feats: They gain one feat at first level, and a new one every 2nd HD

Automatic Languages: Modron (A standard, non-written language.) It will speak a common tongue of the region they are in. It usually uses either common or dwarven for their written language.

Bonus Languages: Choose more based on intelligence score - Phaetox, Minotaur, Elven, Dwarven, Celestial, Infernal, and Undercommon.

Natural Armor: Modrons gain +1 natural armor at 1 HD. As they increase in levels, their armor becomes more hardy and they increase in natural armor benefits. They are unable to wear standard metal armors. Metal armors can be sculpted to fit their body template, but it provides little protection to mid or higher level Modrons. They do not gain benefits wearing standard armors, though some do wear sculpted magical armor types or AC granting magic pieces such as rings or capes.

Regulate: A Modron is able to perform difficult actions with surprising regularity. They can take 10 on any single d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round. They must select what each usage can be utilized for, each usage they can select a new action.

Wings: Even at their lowest HD, they possess a pair of small wings on their metal limbs, but are incapable of supporting themselves in flight, but they can minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 40 feet (good). At 15th HD it becomes 60 (perfect.) They gain +2 to their fly skill / HD at 6 HD and higher. Some Modrons forego wing advancement - if they choose this they gain +1 in AC at 6th, 9th & 15th HD instead.

Socially Awkward: A Modron is socially awkward for anyone not in their circle, taking a -2 to social interactions with any skill check to non-allies. Once a Modron has been introduced and is socially familiar to an individual, (5+ times) they lose the -2 social interaction penalty

Aligned Being (Ex): Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures in combat interactions. They also take a -2 penalty on saving throws against chaos aligned spells and effects in non-immediate combat scenarios..

Nyssian Bound: Treat Nyssa as the prime world for Bound Nyssian Modron Units

Energy Resistance Select One: Acid, Cold, Fire 5.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos at a range of 120 feet once per HD / level

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 5% every additional HD level. At 11th level and higher, this bonus changes to 1% each new level.

3rd: Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting, chaos and illusion
spell effects.

Increase Attacks and Saving Throws as clerics of the same HD

Nyssian Modron HD

1st level Metal Body, +2 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling; Increase Dmg, Replacaple Parts, Nyssian Bound

2nd level + 1 AC, +5 skill points, Gain Fortification (10%/level), Choose Energy Resistance                                    Acid, Cold or Fire 5, Gain Feat

3rd level + 1 AC, +5 on skill points, +2 on one of Dex, Con or Int; Logical Mind, Gain Feat

4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                               +5 on skill points, Regulate Action (2/day); Increase Dmg

5th level + 1 AC Armor, +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat

6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +5 on skill points

7th level +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat; Increase Dmg, + 1 AC Armor

8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +5 on skill points, Regulate Action (3/day)

9th level Flight Speed 50 (Good), +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat;                                        Increase Dmg, + 1 AC Armor

10th level   +5 on skill points, +2 on one of Dex, Con or Int; Increase Dmg

11th level   +12 on skill points, Choose Energy Resistance Acid, Cold or Fire 20, +5 on any selection                       ability scores (no more than +2 on any one), Gain Feat, + 3 AC Armor

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non core HD they are unable to further advance in their natural Modron class levels again.

After 12th HD their most preferred class options are: Fighter, Monk, or Sorcerer.


Thursday 14 April 2016

Clockwork Clicker (Winder)

I like clock-works. In a fantasy world, this is the only type of low-level construct that is common place in my setting. I created the default one as the (N)PC humanoid one awhile ago. This one presented here will most likely be the small tinker one. It can be done for a larger, strong base, but it so works like a wind-up toy.


Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10

OFFENSE

Speed Flight 30 ft.,  (Average)
Melee Peck +3 (1d3)

STATISTICS

Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding

ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none

SPECIAL ABILITIES

Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.

Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.

This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.

A typical clockwork clicker or winder is roughly the shape of a small doll or animal, usually 2 feet tall or long and weighs 10 pounds. The stat block here represents an avian companion, but other animal forms and movements are possible.  They originated from clerics of Zathera, and became a collectors items. Eventually some mechanist found a way to instill them with a semblance of life-energy, and have been used as mechanical servants ever since.

Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.

Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,

For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score  (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.

Upgrade: Every 5 HD they get a +2 to any one of the following: Natural Armor, one skill check, +5 on any movement type, attack with one weapon, damage with one weapon or gain a new feat if they have all of the qualifications.

Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.

1 HD    = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD    = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD  = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD  = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces

1 HD = Small Weapon (Base 1d3)
5 HD  = Medium Weapon (Base 1d6)
10 HD  = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD   = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)

Free willed Clickers (those with Int & Wis = 10 or higher) can choose to gain class levels. When they are free willed, they no longer gain mechanical tricks as listed in the primary entry.

Clockwork Traits: Immune to poison, sleep, paralysis, disease, death effects, necromancy spells or any fortitude save unless it affects objects.  They are immune to emotion based spells (fear) but other enchantment charm spells work normally. They are subject to critical hits but not bleeding effects. They gain no constitution bonus. Healing spells, such as Cure Light Wound, have no affect on them but restoration spells or effects (make whole or rapid repair) do work. Potions and magical items that fit humanoids (boots, hats, rings, etc) also do not work or fit them. 

They do not sleep. They repair themselves at a rate of 1 hp/hour if they are fully active and take no other action. If they are not wound up, even at full hit points, they cease functioning. When below 0 hit points, they are staggered, and lose 1 hit point for every day they are not repaired. At -20 hit points, they cease operating. At -50 hit points they are damaged beyond repair and can not be repaired short of a wish spell. 

If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.

If under -20 HP, a knowledge check (clockwork DC 25 or engineering DC 35)  will reactivate the clockwork, bringing it to 1 hit point. This takes 24 hours to complete and 100 gold pieces per hit point below -20 for replacement parts.


Friday 17 July 2015

Rogue Modron


Rogue Modrons were originally outsiders from a lawful plane that were mortally injured on the Nyssian world and unable to continue with their unit. While their internal repair functions fixed them, they were abandoned and are now alone on an alien world.

They are self-aware mechanical units, built for a specific work function not social interactions. Being awkward, they rarely know what to do or say, thus they stand out in mortal communities. Knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this point, they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules.

If they do not reach an acceptable status point in a hierarchy organization after a certain amount of time, a Rogue Modron usually leaves and strikes it out as an adventurer, seeking fortune, fame and portals to other worlds. If they do reach mid-levels of authority, they are content, and subtlety try to influence law and order in the organization and the world around them.

When Rogue Modrons meet others of its kind, they are instant allies. They physically touch, and immediately share everything about their learning and their own individual pasts.  They never engage in combat or take actions to directly interfere with their kin even if ordered to by their mortal comrades. It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The ultimate goal of a Rogue Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Rogue Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among non-kin.

Rogue Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, Face on the upper part of the box, Small legs, Small Wings on their shoulder portion relative to their face. All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them.

Outsider (Lawful): Rogue Modrons are 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 30 feet. They eventually gain a fly speed (see Wings).

Darkvision: can see 60 feet in the dark.

Racial Skills: A Rogue Modron's outsider levels give it skill points equal to 7 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Fly, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival.. The rogue Modron gains a +2 racial bonus on Knowledge (Mechanical) and Disable Device checks.

Metal Body: Modrons have some construct traits. While they are healed normally by positive energy, they take half benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Rogue Modrons need to eat and sleep at quarter the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe.

Racial Feats: A Rogue Modron's outsider levels give it one feat.

Automatic Languages: Rogue Modron. (A non-standard, non-written language based on the Modron Mother tongue.) While unique to the individual rogue modron, others of its kin fully understand
it instantly. Likewise it is 50% likely any Lawfully aligned creature will also understand it.

Bonus Languages: Phaetox, Minotaur, Elven,  Draconic, Dwarven, Celestial, Infernal, and Undercommon.


Natural Armor: Rogue Modrons gain +1 natural armor. As they increase in levels, their armor becomes more hardy. They are unable to wear standard metal armors. Non-metal armors can be sculpted to fir their body template, as it provides little protection to mid or higher level Modrons.

Regulate: A Rogue Modron is able to perform difficult actions with surprising regularity. They can take 10 on any d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of Regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round.

Wings: They possess a pair of small wings on their metal limbs. At low levels they are incapable of supporting themselves in flight, but they minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 50 feet (good).

Socially Awkward: A Rogoue Modron is at best socially awkward for both the modron and non-modron's kin alike, taking a -2 to social interactions with any skill check to non-allies.

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] sub-type. However, they take a -2 penalty on saving throws against chaos aligned spells and effects.

Energy Resistance Select One: Acid, Cold, Fire 10.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos. at a range of 120 feet.

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 10% every additional level. At 11th level and higher, this bonus changes to 1% each new level.

Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting effects and illusions.


Rogue Modron HD

1st level Metal Body, +1 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling
2nd level + 1 AC, +7 skill points, Gain Fortification (10%/level), Choose Energy Resistance Acid,                                    Cold or Fire 5, Gain Feat
3rd level + 1 AC, +7 on skill points, +2 on one of Dex, Con or Int, Logical Mind, Gain Feat
4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                                  +7 on skill points, Regulate Action (2/day)
5th level  + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +7 on skill points
7th level + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +7 on skill points, Regulate Action (3/day)
9th level Flight Speed 50 (Good), +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
10th level   + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int,
11th level   + 3 AC Armor, +12 on skill points, Choose Energy Resistance Acid, Cold orFire 20, +5                                   on any ability score (no more than +2 on any one)

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non HD they are unable to further advance in their natural Modron class levels again.

Favored Class: Cleric, Fighter, Monk, or Sorcerer.