Rogue modron as a player character race for Pathfinder Planescape. Build your own Nodrom!
Rogue Modron Racial Traits
+2 Constitution, +2 Intelligence, -2 Charisma: Rogue Modrons are highly intelligent, and their partial clockwork composition makes them sturdier than most other races. However, they have very little experience in life outside of modron society, especially concerning interaction with others.
Construct (living): As living constructs, rogue modrons differ from both other constructs as well as other living creatures. For details, see the “Living Construct” sidebar below.
Extraplanar: Rogue modrons are still native to Mechanus, and gain the extraplanar subtype when not on that plane.
Medium: Rogue modrons are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Rogue modrons have a base speed of 30 feet. Rogue modrons possess vestigial wings, but lack any flight ability.
Surprise Vulnerability: Due to the conflict of free will and their innate sense of order, rogue modrons have a difficult time reacting to surprises. As such, they are considered flat-footed until the second turn in combats they did not initiate. They are still able to act on their first turn, but remain flat-footed.
Fixed Initiative: Rogue modrons are still rigid in their action, even in the most chaotic situations. As a result, a rogue modron’s initiative check is always equal to 1/2 its total hit dice (rounded down, minimum 1), plus its Dexterity modifier or other modifiers (like Improved Initiative). When combat begins, a rogue modron uses this number as its initiative—it never rolls an initiative check.
+2 Natural Armour Bonus: The durable shell of a rogue modron protects it from physical attacks.
Mechanical Resistance: The rogue modron’s shell also protects it from hostile environments, granting it acid, cold and fire resistance 2.
Rust Protection: Despite its partially metal composition, a rogue modron is not vulnerable to rust attacks, such as that of the rust monster or a rusting grasp spell. This protection does not extend to items carried by a rogue modron, even armour bolted to its body.
Ordered Mind: Rogue modrons retain some degree of their alien intelligence and hence receive a +2 racial bonus on all saving throws against illusions and mind-affecting effects.
Chaotic Antipathy: Rogue modrons don’t interact well with individuals of chaotic alignment (despite some Xaositects’ adoration of the term “rogue” modron), suffering a -2 penalty on all Charisma-based skill checks made against chaotic creatures.
Alien Physiology: Due to their odd form, rogue modrons are unable to wear amulets, armour, helmets, belts, goggles, medallions, necklaces, robes, shirts, or vests. Such items, magical or mundane, must be custom made for the modron to wear.
Languages: Rogue modrons begin play speaking Common. Rogue modrons with high Intelligence scores can choose from the following: Celestial, Gnome, Infernal, Modron.
Single-Classed: Rogue modrons cannot be multiclassed, including prestige classes; even rogues are too focused for such personal diversity.
A living construct is a subtype of construct, a created being given sentience and free will through powerful and complex creation magic. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A living construct possesses the following traits (unless otherwise noted in a creature’s entry):
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-affecting spells and abilities.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to effects requiring a Fortitude save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell, for example, and a living construct is vulnerable to a harm spell.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct that has 0 hit points is disabled, just like a living creature. It can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit point total is negative, but not equal to or greater than its Constitution score, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. When its negative hit point total is equal to its Constitution, it is dead, just like a living creature.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions, or be poisoned if it consumes a poison. This does not give it immunity to cloud or gas attacks that do not require breathing, such as cloudkill.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
Though ordinary modrons have little need (or use) for adventuring equipment, rogue modrons require very specialized accoutrements. It is important to realize that portions of a modron are actually metal – plates, clockwork gears, pulleys, and so on. Things can literally be bolted onto a modron’s metallic parts without harming it or causing it pain, as long as the original parts’ functions are not impaired. No one outside of Mechanus is capable of adding new “clockwork” mechanisms, and few rogues would dare show their faces there, so it’s impossible for a modron to have extra arms or legs simply added on. Most rogue modrons resist anything that would alter their orderly, symmetrical boxlike shape anyway.
Modron Armour: Although they have a +2 natural armour bonus due to their already partially metallic structure, many modrons find it desirable to supplement this protection. Rogue modrons are far too rare even for Cager armourers to have ready-made modron armour, but fortunately, it’s very easy to make, essentially being flat sheets of metal with holes for the modron’s arms and face. The sheets themselves can be held together with leather straps, or simply bolted directly onto the modron. This armour provides a +9 armour bonus, a +1 maximum Dex bonus, a -6 armour check penalty, a 35% arcane spell failure chance, reduces the modron’s speed to 20 ft, and limits it to triple speed when running. The armour weighs 75 pounds, but costs only 500 gp. (Since all rogue modrons are the same size, no tailoring or special work really goes into the fitting.)
Modron Storage Container: While all sorts of packs, sacks, and even shelves can be affixed to a modron, the most common sort of attachment is a boxlike container of metal and leather that can hold up to 100 pounds worth of weight and has a volume of 1.5 feet × 3 feet × 1 foot. It costs 5 gp and weighs 10 pounds.
Modron Clothing: Most modrons don’t commonly wear clothing, but if one wishes to have a cloak or (more commonly) wear a belt, the prices for all such garb are three to five times normal due to their odd shape and size.
Sample Rogue Modron
The Keeper CR 8
Rogue modron fighter 9 (Fraternity of Order)
LN Medium construct (extraplanar, living)
Init +6; Senses Perception +0
AC 22, touch 13, flat-footed 21 (+9 armour, +1 Dex, +2 natural)
hp 85 (9d10+27)
Fort +8, Ref +5, Will +3 (+5 vs. fear); +2 vs. illusions and mind-affecting effects
Defensive Abilities living construct traits; Immune rust attacks; Resist acid 2, cold 2, fire 2; Weakness surprise vulnerability
Speed 30 ft.
Melee +3 longsword +19/+14 (1d8+9/17-20 wielded two-handed)
Faction Spell-Like Abilities (CL 9th; concentration +7):
1/day—comprehend languages, shrink item
Str 17, Dex 14, Con 14, Int 15, Wis 10, Cha 6
Base Atk +9; CMB +12; CMD 24
Feats CleaveB, Great Cleave, Greater Weapon Focus (longsword)B, Improved Critical (longsword), Improved Initiative, Power Attack, Skill Focus (Knowledge [planes]), Vital StrikeB, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Appraise +11, Knowledge (arcana) +11, Knowledge (engineering) +14, Knowledge (planes) +14
Faction Traits Alter Pattern, Intuit Pattern, Letter of the Law
Languages Common, Gnome, Modron
SQ alien physiology, armour training 2, bravery +2, chaotic antipathy, fixed initiative (10), weapon training 2 (heavy blades +2, crossbows +1)
Gear modron armour, +3 longsword