Yes, that Org line will work.
Updating the
Modronoid Working Draft.
What about Spot 5, Listen 4? I tend to like those skills.
Better check what skills Base Modrons have in Third Edition first.
Let's see, in the 3.5
Dragon #354 their skills are:
Monodrones have Craft (any one) +1, Listen +2, Spot +2.
Duodrones have Craft (any one) +1, Listen +3, Spot +3.
Tridrones have Listen +3, Search +8, Spot +10, Survival +5.
Quadrones have Craft (any one) +6, Diplomacy +2, Knowledge (any two) +6, Listen +12, Sense Motive +11, Spot +12.
Pentadrones have Gather Information +4, Hide +11, Knowledge (any one) +9, Listen +12, Search +11, Spot +16, Survival +11, Tumble +8.
The earlier 3.0
Wizards of the Coast versions are:
Monodrones have Hide, +4, Listen +2, Spot +2.
Duodrones have Diplomacy +3, Hide +4, Listen +5, Spot +5.
Tridrones have Diplomacy +5, Intuit Direction +4, Listen +8, Search +3, Sense Motive +4, Spot +8.
Quadrones have Diplomacy +5, Intuit Direction +6, Knowledge (planes) +5, Listen +10, Search +10, Sense Motive +6, Spot +14.
Pentadrones have Diplomacy +5, Intuit Direction +6, Knowledge (planes) +5, Listen +10, Search +10, Sense Motive +6, Spot +14.
Okay, so all of them have Listen and Spot as skills and when they have different ranks the Spot is higher than Listen.
So Listen 4 ranks plus Spot 5 ranks checks out, making:
Skills: Listen +4, Spot +5
Power Attack, Cleave, Iron Will for feats, perhaps? And could you remind me why these have a bonus feat?
The bonus feat is a temporary placeholder, I wasn't proposing to give them one.
It's easier leaving a "Bonusᴮ" in my 3E monster template document than remembering what the Unicode for "ᴮ" is every time I want to insert one.
Let's consider what Feats the 3E Modrons have.
The
Dragon #354 versions:
Monodrones have Dodge.
Duodrones have Monkey Grip.
Tridrones have Combat Reflexes, Multiweapon Fighting.
Quadrones have Multiweapon Fighting, Weapon Focus (longbow).
Pentadrones have Alertness, Blind-Fight, Combat Reflexes, Track.
The
Wizards of the Coast versions:
Monodrones have Alertness.
Duodrones have Alertness.
Tridrones have Alertness.
Quadrones have Alertness, Rapid Shot.
Pentadrones have Alertness, Track.
Hmm… so none of the Base Modrons have any of the feats you proposed (Cleave, Power Attack, Iron Will).
That isn't much help!
The commonest feat among Base Modrons is Alertness, with six examples, all but one of which is for 3.0 incarnations of the creatures.
Next is Combat Reflexes, Multiweapon Fighting and Track, with two examples of each. All of them have problems.
- The Modronoid's Dexterity is too low for Combat Reflexes.
- It doesn't have enough arms for Multiweapon Fighting.
- Track is a Pentadrone-only feat that also doesn't "feel" right for a modronoid.
How about using your proposed feats and swapping one of them for Alertness? I'd go for Power Attack, as (a) that feat gets really overused, (b) the Modronoid's attack modifiers are pretty low so it'd likely just keep whiffing with its armblades, and (c) it can get hard to keep track of how many points of Power Attack each Modronoid in a mob of them is using, and (d) a lot of Modronoids are bonkers so would be unlikely to calculate how to Power Attack most efficiently..
Cleave is a lot easier to keep track of: the opponent just needs to hit.
Iron Will is good as it compensates for their pathetic Will save.
So that's be:
Feats: Alertness, Cleave, Iron Will
Which'd mean:
Saves: Fort +4, Ref +2, Will +3
Skills: Listen +6, Spot +7
That works for me, what about you?