Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rogue Modron Ala Savage Species (V 1.0)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Remathilis" data-source="post: 712067" data-attributes="member: 7635"><p>I tried my hand at creating a monster class. Check it out. (Ashy esp!)</p><p></p><p>MODRON ECL</p><p>HD: 4 (+4)</p><p>Flight +1 OR 4 arms (+1)</p><p>Natural Armor (+1)</p><p>Resistances (+2)</p><p>Total: 8</p><p></p><p>Rogue Modron Monster Class</p><p></p><p>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. </p><p> 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. </p><p></p><p>[PHP]</p><p>The Rogue Modron</p><p>Level Hit Die Base Attack Fort Save Ref Save Will Save Skill Points Special Qualities. </p><p>1 1d8 +1 +2 +2 +2 (8 + Int Mod) x4 Subtype (Lawful), Wings or Arms, Feat</p><p>2 2d8 +2 +3 +3 +3 (8 + Int Mod) +2 Natural Armor, +2 Wis, Natural Attacks</p><p>3 2d8 +2 +3 +3 +3 +2 Str, Multi-weapon Fighting</p><p>4 3d8 +3 +3 +3 +3 (8 + Int Mod) Feat, Acid, Cold, Electric Resistance 5</p><p>5 3d8 +3 +3 +3 +3 +2 Dex,, Natural Armor +4</p><p>6 4d8 +3 +3 +3 +3 (8 + Int Mod) +2 Str, All Round Sight</p><p>7 4d8 +4 +4 +4 +4 +2 Dex, Acid, Cold, Electric Resistance 10</p><p>8 4d8 +4 +4 +4 +4 +2 Str, Superior Multi-weapon fighting</p><p>[/PHP]</p><p>Racial Traits</p><p>• +2 Int, +2 con. Modrons are sturdy and analytical</p><p>• Medium Sized</p><p>• Speed 30 ft. </p><p>• +4 Spot and Search checks.</p><p>• Modron Traits: Immune to mind-influencing effects, subdual damage, ability score damage, ability drain, energy drain. Not subject to critical hits. </p><p>• Darkvision</p><p>• Languages: Automatic: Modron Bonus:Any</p><p>• Favored Class: Rogue Modron. Rogue Modrons usually become fighters or wizards. </p><p></p><p>Class Skills:</p><p>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)</p><p></p><p>Class Abilities:</p><p>Weapon and Armor Proficiency: A modron is proficient in all simple and martial weapons, but not with armor or shields. </p><p>Feats: At 1st and 4th level, a rogue modron gains a feat. After 9th level, they determine feats by their ECL. </p><p>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. </p><p>Natural Attacks: At 2rd level, a rogue modron can utilize his natural claw attacks for 1d4 damage each. </p><p>Multi-weapon Fighting: A rogue modron gains this as a bonus feat at 3rd level.</p><p>All Round Sight: at 6th level, a rogue modron is immune to flank attacks. </p><p>Superior Multi-weapon fighting: At 8th level a rogue modron receives no penalty for fighting with all four hands.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 712067, member: 7635"] 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 [/PHP] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rogue Modron Ala Savage Species (V 1.0)
Top