Modron

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Average Height: 4' 3" - 5' 6"

Average Weight: 90 - 160lb.

Ability Scores: +2 Intelligence, +2 Constitution or +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light

Languages: Common, choice of two others
Skill Bonuses: +2 History, +2 Perception

Living Construct: As a living construct, you have the following traits:

  • You gain a +2 bonus to saving throws against ongoing damage.
  • You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.
  • You need only 4 hours to benefit from an extended rest.
  • When you roll a death save, you can take the better of your die roll or 10 as the result. You still die at your negative hit point total.

Durable Composition: You have a natural +1 racial bonus to Fortitude and Will due to your hardy composition and logical mind.

Highly Informed: You gain training in one additional skill selected from the skill list.

Logical Mind: You gain a +5 racial bonus to saving throws against illusions.

Modron.jpg

 

Play a modron if you want...

  • to be a cubical hero who is all too easy to underestimate.
  • to perceive and organise your surroundings through logic and understanding.
  • to be a member of a race that favours the artificer and bard classes.

 

Racial Feats

Heroic Tier

Coordinated Ally

Prerequisite: Modron
Benefit: If you make a successful Aid Another check, you give a +5 bonus to your ally's next check instead of the normal +2 bonus.

Modron Stability

Prerequisite: Modron
Benefit: If you have not moved by the end of your turn, you gain a +1 feat bonus to all saving throws until the start of your next turn. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.

Regulated Divisions

Prerequisite: Modron
Benefit: You gain a +1 feat bonus to damage rolls when you use a power that has the zone keyword. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.

Ritual Action

Prerequisite: Modron
Benefit: You can expend an action point to gain a +5 bonus to skill checks that you make while performing a ritual, instead of taking an extra action.

Vestige of Primus

Prerequisite: Modron, warlock, vestige pact
Benefit: You add Primus to your primary vestiges, gaining access to the following pact boon when Primus is your active vestige.
Primus Pact Boon: When an enemy under the effect of your Warlock's Curse drops to 0 hit points, the nearest creature cursed by you is petrified until the end of your next turn.
Eyes of the Vestige Augment (Primus): Your eyes of the vestige attack deals lightning damage instead of psychic damage.

Paragon Tier

Conclusive Performance

Prerequisite: 11th level, modron, any arcane class
Benefit: When you score a critical hit, you can regain the use of an arcane encounter power you have used during this encounter. You can gain this benefit once per encounter.

Double Checker

Prerequisite: 11th level, modron, Int 17
Benefit: Pick a skill you are trained in. Whenever you make a check with that skill, roll twice and use either result. You can take this feat more than once. Each time you select this feat, choose another skill you are trained in that you have not already chosen.

Fixed Initiative

Prerequisite: 11th level, modron
Benefit: Your initiative is always equal to 10 + your Dexterity modifier + any other initiative bonuses.

Ritual Analyst

Prerequisite: 11th level, modron, ritual caster feat
Benefit: If you fail a ritual check, you do not expend any components used.

Self-Insight

Prerequisite: 11th level, modron, trained in Insight
Benefit: You gain resist psychic equal to 5 + one-half your level.

Vestigal Wings

Prerequisite: 11th level, modron
Benefit: You can fly half your speed as a move action.

Epic Tier

Reformed Wings

Prerequisite: 21st level, modron, vestigal wings feat
Benefit: You can fly your speed as a move action. In addition, you can hover, but no higher in elevation than 3 squares.

Racial Backgrounds

Modron Scholar

You have always been a studious modron, and now you have found yourself exploring the world for the purposes of documenting it. What is your speciality? How long have you been documenting the world? Is this your first time out? If not, what's different this time? Perhaps you have decided to take a more hands-on approach. Or have you been ordered to do so?

Associated Skills: Arcana, History

Rogue Modron

You have never been unified with modrons as a whole. Ever since your creation, you were your own independent being. Did this cause trouble? Were you exiled? Or did you leave by your own volition? Perhaps you have lofty dreams of what you want to be. Could there be something out there you have always wanted to do?

Associated Skills: Dungeoneering, Perception

Wandering Modron

You are a modron who has gone to different planes and different terrains in a never-ending trek. What sights have you seen on your travels? What places have you visited? Has seeing all that changed who you are? Perhaps you learned your craft to defend yourself on this perilous journey.

Associated Skills: Endurance, Nature

Racial Paragon Path: Hexton

"Ho! Ha ha! Guard! Turn! Parry! Dodge! Spin! Ha! Thrust!"

Prerequisite: Modron

Hexton Path Features

Calculated Action (11th level): You can spend an action point to regain one class encounter power you have already used, instead of taking an extra action.
Studious Explorer (11th level): You gain a +2 bonus to all skills you are trained in.
Versatile Utility (12th level): Choose a utility power of 10th level or lower from your class. You gain that power. If you choose a utility power that you already know, you now have two uses of that power. At 21st level, you can replace this power with a utility power of 16th level or lower from your class.
Ritual Professor (16th level): Choose two rituals you know of your level or lower. Once a day, you can perform one of these rituals without expending material components. Select a third ritual of your level or lower at 21st level, and a fourth ritual of your level or lower at 25th level.

Hexton Powers

Large Modron Collider Hexton Attack 11
Caught between two constants, the variable is nullified, and the end result of the experiment is success.
Encounter   ✦   Weapon
Immediate Reaction Melee 1
Trigger: An enemy you are flanking is hit by a melee attack
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage.
 
Reasoned Deduction Hexton Attack 20
You confront your foes with the blinding logic and truth behind their motivations, and watch them recoil in terror at your mental acuity.
Daily   ✦   Fear, Psychic
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Intelligence +4 vs. Will
Hit: Intelligence modifier psychic damage, and the target is dazed (save ends). If the target fails its first saving throw against this power, the target becomes weakened (save ends).
Miss: Half damage, and the target is dazed (save ends).