Any official rendition of modrons by WotC?

Post/Author/DateTimePost
#1

saurstalk

Nov 04, 2005 10:23:55
I once saw on these boards a modron outcast race description. Has WotC ever put anything out. Moreover, I'm trying to track that particular one down again. Anyone recall seeing it and where?
#2

zombiegleemax

Nov 04, 2005 10:31:51
Modron web enhancement

I think thats the only official thing from WotC about modrons.
#3

saurstalk

Nov 04, 2005 12:03:22
Thanks.
#4

ripvanwormer

Nov 04, 2005 15:34:28
Modron Outcast is one of the player character races included in Planewalker's Chapter 2 on their Official Releases page.

Note that their stats have been revised to 3.5 edition standards on this page.
#5

factol_rhys_dup

Nov 06, 2005 23:39:49
If you haven't read the 3.5 modrons, do so. It just goes to show you how awesome Nemui is. And then, read his faction feats.
#6

weenie

Nov 07, 2005 4:24:26
Here's also the rogue modron (or the oh-so-aptly-renamed "modron outcast"), built according to the aforementioned planewalker.com's specifications:

MODRON, ROGUE
Rogue Modron, 1st-level Warrior
Medium Outsider (Extraplanar)
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
BAB/Grapple: +1/+3
Attack: Spear +3 melee (1d8+3), or heavy crossbow +3 ranged (1d10)
Full Attack: Spear +3 melee (1d8+3), or heavy crossbow +3 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 120 ft., immunities (nonlethal damage, mind-affecting effects), metal frame, resistances (acid 10, cold 10, fire 10)
Saves: Fort +5, Ref +2, Will -1
Abilities: Str 15, Dex 14, Con 17, Int 12, Wis 8, Cha 10
Skills: Gather Information +4, Knowledge (any one) +5, Listen +1, Spot +5
Feats: Alertness
Environment: Any (often chaos-aligned Outer Planes)
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +3

This walking cube is about six feet tall, with two thin 3-foot legs and two 3-foot arms, as well as a pair of small non-operational wings on its back. It has a vaguely humanoid face on one of its six sides.

Stability, structure, order: these are the modron principles, dictating everything about how they act, think, and function. But even in the perfection of Mechanus things go wrong every now and then. Once in a while a modron loses his place in the hierarchy of the modrons, turns from the order it has always known, and goes rogue.

No one is quite sure what causes a modron to go rogue, though it represents one of the greatest blasphemies in the eyes of the high-ups in the modron hierarchy. Some graybeards say it occurs when a modron receives conflicting orders from its superiors, or when a modron realizes something is truly wrong with the order around it. Others say the modron advances beyond its immediate peers, and thus becomes different from other modron of similar rank. There are even rumors that Primus himself purposefully infects some modrons with chaos in order to better understand that force. Though this is probably just screed, the dark behind modrons going rogue remains unknown.

For some reason, a modron that goes rogue automatically assumes the form of a quadrone, a cube 3-feet across, weighing 500 pounds.

COMBAT
Even in combat, a rogue modron attempts to learn as much as it can. It often fights defensively, trying to understand its opponent’s style.

Metal Frame (Ex): A rogue modron’s plated body makes it resistant to attacks dealing extra damage. When a critical hit or sneak attack is scored on a rogue modron, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. In addition, the rogue modron’s odd form makes it unable to wear amulets, armor, helmets, belts, goggles, medallions, necklaces, robes, shirts, or vests. Such items, magical or mundane, must be custom made for the modron to wear.

HABITAT/SOCIETY
Most rogues are hunted down by other modrons as threats to the order, but some make it onto the Planes. To these wanderers everything is new and mysterious, and they often try to obtain as much information as possible while struggle with their newly-discovered individuality. Rogue modrons are usually extremely inquisitive, and often appear naïve.

ECOLOGY
Rogue modrons can draw nourishment from nearly anything, and they sleep and breathe like normal creatures, though undoubtedly the exact process is different internally. All modrons are genderless and ageless, and look exactly alike, making it confusing to tell them apart at times.

ROGUE MODRONS AS CHARACTERS
Rogue modron characters possess the following racial traits:

- +4 Constitution, +4 Intelligence, -2 Wisdom, -2 Charisma. Rogue modrons are highly intelligent, and their partial clockwork composition makes them sturdier than most other races. However, they are not particularly self-aware, and have very little experience interacting with other beings.
- Medium Outsider. Rogue modrons are always native to Mechanus, and have the extraplanar subtype when not on their home plane.
- Rogue modron base speed is 30 feet.
- Darkvision 120 feet.
- +4 natural armor bonus.
- Special Qualities (see above): Metal frame; immunity to nonlethal damage and mind-affecting effects; resistance to acid 10, cold 10, and fire 10.
- Automatic Languages: Modron, Planar Trade. Bonus Languages: Any.
- Favored Class: None. Modron are too focused to be able to diversify easily.
- Level Adjustment +3