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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6368632" data-attributes="member: 20323"><p>Rogue Modrons are my next project for conversion.</p><p></p><p>In 5e the defining trait of Modrons is Truesight, which isn't a far cry from 2e's immunity to illusions.</p><p></p><p>However, Truesight is very very powerful... it lets you see in magic darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saves against them, perceive the true form of a shapechanger or creature transformed by magic, and see into the Ethereal. </p><p></p><p>By comparison,<em> see invisibility </em>is a 2nd level spell which grants just the ability to see invisible creatures and objects, and see into the Ethereal. </p><p></p><p>Tieflings get access to a 2nd level spell - <em>darkness</em> - once they reach 5th level. So rogue modron PCs with some version of Truesight would need to break the trait down into smaller chunks and distribute them across levels. Also, some of these powers granted by Truesight can be adventure-disruptive so will probably need to be dialed back a bit.</p><p></p><p>In 2e the original rogue modron gets: <ul> <li data-xf-list-type="ul">+1 Con, +1 Int, -1 Dex, -1 Cha</li> <li data-xf-list-type="ul">Finding/detecting secret doors</li> <li data-xf-list-type="ul">30% resist illusion, charm, fear </li> <li data-xf-list-type="ul">Move 15</li> <li data-xf-list-type="ul">Natural AC 8</li> <li data-xf-list-type="ul">+1 save vs acid, cold, fire</li> </ul><p></p><p>So here's my rough draft version...</p><p></p><p><strong><span style="color: DarkOrange">Rogue Modron</span></strong></p><p>+2 Con and +1 Int, or +2 Int and +1 Con</p><p>Darkvision 60 ft</p><p>Medium</p><p></p><p><strong>Vestige of Primus:</strong> Choose on of the following features: <ul> <li data-xf-list-type="ul"><em>Built-In Tools:</em> You have a magnifying lens which you can activate as needed. In addition, choose two small pieces of equipment which are built into your construct, such as a hooded lantern and thieves's tools.</li> <li data-xf-list-type="ul"><em>Hardened Shell:</em> Gain a +1 bonus to AC.</li> <li data-xf-list-type="ul"><em>Quadruple Arms:</em> You can dual wield hand crossbows, wield a single crossbow and ignore its loading property, draw or stow two items for free, and perform other mundane tasks that might require multiple hands.</li> <li data-xf-list-type="ul"><em>Supreme Logic:</em> You gain proficiency in Investigation checks, and double your proficiency bonus to active and passive Investigation checks. You can solve multi-variable math problems in a fraction of the time it takes others.</li> <li data-xf-list-type="ul"><em>Translator:</em> Learn 3 additional languages.</li> <li data-xf-list-type="ul"><em>Articulated Legs and Vestigal Wings:</em> Your base speed is 35 feet. When you make a running jump, increasing the distance you cover by 10 feet.</li> </ul><p><strong>Truesight: </strong>Your darkvision allows you to see in magical darkness as if it were dimlight. Once you reach 3rd level, you gain advantage on saving throws against visual illusions and Intelligence (Investigation) checks to detect a shapechanger or creature transformed by magic. Once you reach 5th level you can cast <em>see invisibility </em>once per day.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6368632, member: 20323"] Rogue Modrons are my next project for conversion. In 5e the defining trait of Modrons is Truesight, which isn't a far cry from 2e's immunity to illusions. However, Truesight is very very powerful... it lets you see in magic darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saves against them, perceive the true form of a shapechanger or creature transformed by magic, and see into the Ethereal. By comparison,[i] see invisibility [/i]is a 2nd level spell which grants just the ability to see invisible creatures and objects, and see into the Ethereal. Tieflings get access to a 2nd level spell - [i]darkness[/i] - once they reach 5th level. So rogue modron PCs with some version of Truesight would need to break the trait down into smaller chunks and distribute them across levels. Also, some of these powers granted by Truesight can be adventure-disruptive so will probably need to be dialed back a bit. In 2e the original rogue modron gets: [list] [*]+1 Con, +1 Int, -1 Dex, -1 Cha [*]Finding/detecting secret doors [*]30% resist illusion, charm, fear [*]Move 15 [*]Natural AC 8 [*]+1 save vs acid, cold, fire[/list] So here's my rough draft version... [b][color=DarkOrange]Rogue Modron[/color][/b][color=DarkOrange][/color] +2 Con and +1 Int, or +2 Int and +1 Con Darkvision 60 ft Medium [b]Vestige of Primus:[/b] Choose on of the following features:[list] [*][i]Built-In Tools:[/i] You have a magnifying lens which you can activate as needed. In addition, choose two small pieces of equipment which are built into your construct, such as a hooded lantern and thieves's tools. [*][i]Hardened Shell:[/i] Gain a +1 bonus to AC. [*][i]Quadruple Arms:[/i] You can dual wield hand crossbows, wield a single crossbow and ignore its loading property, draw or stow two items for free, and perform other mundane tasks that might require multiple hands. [*][i]Supreme Logic:[/i] You gain proficiency in Investigation checks, and double your proficiency bonus to active and passive Investigation checks. You can solve multi-variable math problems in a fraction of the time it takes others. [*][i]Translator:[/i] Learn 3 additional languages. [*][i]Articulated Legs and Vestigal Wings:[/i] Your base speed is 35 feet. When you make a running jump, increasing the distance you cover by 10 feet. [/list] [b]Truesight: [/b]Your darkvision allows you to see in magical darkness as if it were dimlight. Once you reach 3rd level, you gain advantage on saving throws against visual illusions and Intelligence (Investigation) checks to detect a shapechanger or creature transformed by magic. Once you reach 5th level you can cast [i]see invisibility [/i]once per day. [/QUOTE]
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