Rogue Modron Ala Savage Species (V 1.0)

Remathilis

Legend
I tried my hand at creating a monster class. Check it out. (Ashy esp!)

MODRON ECL
HD: 4 (+4)
Flight +1 OR 4 arms (+1)
Natural Armor (+1)
Resistances (+2)
Total: 8

Rogue Modron Monster Class

Every once in a great while, a bit of chaos is thrown into Mechanus. When it does, a rogue modron is born. Rogues are almost always quadrones, the lowers cannot function well enough to survive going rogue and the uppers either revert or are unaffected. When a rogue modron awakens, he must redevelop and become aware of his new form and powers. When he does, he usually has gained enough understanding to choose an orderly profession.
Rogue Modrons have good stat bumps (at least one to each score save charisma), good saves and skills, and a excellent Base Attack bonus. Their immunities quickly add up. As they progress, they gain better natural armor and the ability to wield many weapons. Even if they trade this for flight, they are capable warriors. Their low hit dice means they can’t take the abuse of a warrior of equal level however.

PHP:
The Rogue Modron
Level	Hit Die	Base Attack	Fort Save	Ref Save	Will Save	Skill Points	Special Qualities. 
1	1d8	+1	+2	+2	+2	(8 + Int Mod) x4	Subtype (Lawful), Wings or Arms, Feat
2	2d8	+2	+3	+3	+3	(8 + Int Mod)	+2 Natural Armor, +2 Wis, Natural Attacks
3	2d8	+2	+3	+3	+3		+2 Str, Multi-weapon Fighting
4	3d8	+3	+3	+3	+3	(8 + Int Mod)	Feat, Acid, Cold, Electric Resistance 5
5	3d8	+3	+3	+3	+3		+2 Dex,, Natural Armor +4
6	4d8	+3	+3	+3	+3	(8 + Int Mod)	+2 Str, All Round Sight
7	4d8	+4	+4	+4	+4		+2 Dex, Acid, Cold, Electric Resistance 10
8	4d8	+4	+4	+4	+4		+2 Str, Superior Multi-weapon fighting
Racial Traits
• +2 Int, +2 con. Modrons are sturdy and analytical
• Medium Sized
• Speed 30 ft.
• +4 Spot and Search checks.
• Modron Traits: Immune to mind-influencing effects, subdual damage, ability score damage, ability drain, energy drain. Not subject to critical hits.
• Darkvision
• Languages: Automatic: Modron Bonus:Any
• Favored Class: Rogue Modron. Rogue Modrons usually become fighters or wizards.

Class Skills:
The Rogue Modron’s class skills are: Diplomacy (Cha), Gather Information (Cha), Intuit Direction (Wis), Knowledge (the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis)

Class Abilities:
Weapon and Armor Proficiency: A modron is proficient in all simple and martial weapons, but not with armor or shields.
Feats: At 1st and 4th level, a rogue modron gains a feat. After 9th level, they determine feats by their ECL.
Wings or Arms: A rogue modron at first level may choose to have wings (and thus fly at a 30 ft (poor) maneuverability) or two extra arms (and thus wield weapons with these extra hands). A rogue modron cannot have both, and once this is chosen, it is final.
Natural Attacks: At 2rd level, a rogue modron can utilize his natural claw attacks for 1d4 damage each.
Multi-weapon Fighting: A rogue modron gains this as a bonus feat at 3rd level.
All Round Sight: at 6th level, a rogue modron is immune to flank attacks.
Superior Multi-weapon fighting: At 8th level a rogue modron receives no penalty for fighting with all four hands.
 
Last edited:

log in or register to remove this ad

Basing this off of the Quadrone, I take it? I'm not sure if a +4 level adjustment is really enough for a creature that gets:

Outsider Traits (Fighter BAB, all good saves, lots of skill points)
Contruct Traits (immune to mind affects, critical hits, etc.)
+6 STR +4 DEX +2 CON +2 INT +2 WIS
4 arms and the ability to attack with all of them at no penalty
Immune to flanking, etc.

I would suggest removing the Superior Multiweapon Fighting, perhaps reasoning that that level of coordination is unavailable to a modron that has gone rogue. That would make the class a little more reasonable but also make the choice between the arms and wings at 1st level less obvious. Multiple arms and a high STR bonus make for extremely nasty melee fighters.
 


Because the level adjustment is more than the HD? Or some other reason - I don't have Savage Species on hand. My gut reaction is that the class looks too powerful, but being 4 HD behind is a big penalty.
 

Remathilis said:
The original idea was for a 9 level version, but then it would be 4 hd, +5 La, which SaSp says is a no no.

Where does the book say this? There are quite a few monsters given with LA greater than HD, such as drow, skum, sahuagin (4-armed), sea hag, azer, gargoyle, ogre mage, aranea, erinyes, small elementals, ghouls, and shadows. The book does say that setting LA higher than HD discourages players from playing the monster, which may be true, but that doesn't mean it's against the rules, such as they are.
 




Pets & Sidekicks

Remove ads

Top