kenmarable said:
It's that sort of thing that I'd love to see happen with the hierarchs that matters more to me than getting them '3.5'ed or altered to Constructs. If I have time and Paizo doesn't come to me begging for a follow-up article or two (I can dream, can't I?) I'll see about working on them here and there to see what people think. However, it won't be anytime soon since I'm kinda booked at the moment. As an aside, however, I do have a couple UNofficial web enhancements to post almost ready. One is a cut part of the article discussing altering modrons to fit into Forgotten Realms and Eberron, and the other is a Savage Species style monster class for a true modron, where you begin as a monodrone and advance to pentadrone. I did that up for a PC I hope to play someday.
I went and updated the Hierarchs myself for my own games since this recent let-down. I finished all the mechanics but I agree with you on other unique ideas for them rather than one being more physically, mentally, and magically superior than the one below it.
For example, I gave the
Decaton a supernatural ability to have a
status effect on constantly with all modrons within its telepathy range. This allows it to better adjucate where it is most needed so it can use its
greater teleport (something all hierarchs have access to) to go where it is needed to repair damaged modrons. I gave it
mass repair moderate damage as opposed to its
healing circle it had in 3.0 and I let it keep
heal but it only works on constructs.
I am working on
Nonatons and
Octons. I wasn't sure if I should lose or keep the 50 ft. speed for Nonatons from their 3.0 version but I gave Octons a swim speed, of course, and increased their maneuverability from their 3.0 version according to their descriptive text (which says they can maneuver in the air very well). I also wasn't sure if I should give them improved grab, since they both have tentacles, and was thinking of giving Octon constrict as well.
I read that old Dragon Magazine article called
"Modron Magic" written by Monte Cook (who also did Modron March...he really loves modrons I noticed) and read that
Septons are the ones in charge of crafting magic items and spells for the modrons. So I gave it two unique abilities. One was based off the Midgard Dwarf from
Frostburn where they automatically meet the item creation feat prerequisite for crafting magic items (but they must have access to the spells to enchant them, still, unlike the Midgard Dwarf since modrons are highly magical). The second one was based off of
Book of Vile Darkness Grazz't, called
Item Mastery where they can use any magic item as if automatically succeeding on their Use Magic Device check.
As for
Hextons, I gave them
Repetitive Attack as the Quadrone you did, since I figure they'd be fighting machines since they're the generals of the modron armies. I was also thinking of giving them either a sort of summon ability 1/day to summon more modrons or something akin to the Marshal class, where they emit an aura that affects lawful allies into granting them bonuses to attack, damage, saving throws, or temporary hit points and the Hexton can switch between the auras as a swift action. Maybe give them the abilities of a 10th-level Marshal and the auras only affect lawful allies (or maybe just modrons?)
I am not sure what to do with
Quintons and
Quartons but I definitely gave them Multiweapon Fighting with Large longswords for their melee. Same with hexton, I have it wield two Large longswords and also use its 2 claws as its natural attacks.
Tertians were already done in Dungeon #144 and it was the Tertian that helped me do the ones below it.
The
Secundus was the one I had real trouble on. I upgraded it to be a little more tougher than the Tertian's stats but wasn't sure whether to keep it possessing the abilities of a 13th-level Monk as the 3.0 version or lower or raise it. When I left it alone however, I realized it was really powerful, as much as a Solar (which they're compared to you by you in the article for #354 anyway)

I may definitely have to decrease their natural armor since they now possess an AC of 50 for their high Wisdom score (I gave them Wisdom 30, 2 more than the Tertian) and +2 AC for being 13th-level Monk. Much higher than the Solar and Pit Fiend and with 20th-level Sorceror spellcasting ability with access to Cleric spells to boot...it may just be a bit too high. Well...it's only 8 higher than a pit fiends, but if they cast
mage armor and
shield then it's too much lol (though a 1st-level sorceror pit fiend can pull off the same and get 48 AC, and it can wear magic items to beef it up that it possesses and solars may have 35 AC but they cast as 20th-level clerics...so maybe it's not such a big deal a Secundus has 50 AC without buffs...?)
I also gave all hierarchs Improved Toughness as one of their feats along with Great Fortitude, as per the Tertian. It makes them more formidable due to the lack of them being Outsiders (no Constitution score, all poor saves, Medium BAB).
As for their spellcasting I worked it out so Decatons cast up to 5th-level spells, Nonatons and Octons up to 6th-level, Septons and Hextons up to 7th-level, Quintons and Quartons up to 8th-level, Tertian and Secundus 9th-level.
The ones that were psionic got the Psionic subtype and equivalent Psi-Like Abilities to what they had in their 3.0 versions (as per the
Expanded Psionics Handbook rules.)
When I am totally complete I plan to share it on the Monster Forums here at ENWorld and you guys are free to use it as you please. Credit due will all I'll be happy for if it's used for publishing.
