Modron (4e Race)

Modron

modron by Wild Guru Larry, on Flickr

Created by the god-being Primus, many claim that the Modron are scions of pure order.

Racial Traits
Average Height: 5'0" - 6'0"
Average Weight: 100 - 175 lbs.
Ability Scores: +2 Constitution; +2 Intelligence or Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Primordial
Skill Bonuses: +2 Diplomacy, +2 Insight
Being of Nirvana: You are condidered an Immortal for effects relating to creature origin.
Living Construct: You are a living construct. As a Construct, you do not need to eat, drink, breath, or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst, or suffocation.
Mind of Law: You gain a +2 bonus to defenses against charms and illusions, and a +2 bonus to saving throws against charms and illusions.
Body of Law: You gain resist fire, cold and acid equal to 1 + half your level.
Calculations: You can use normalization as an encounter power.

Normalization Modron Racial Power
Balance in dynamic systems is a thing of beauty to you.
4e Power Usage::Encounter
4e Power Action Type::Immediate Interrupt Close burst 10
Trigger: The target is about to make an attack roll or skill roll.
Target: You or one creature in burst
Effect: If the roll succeeds, the target takes a -2 penalty to their next attack or skill roll. If the roll fails, the target gains a +2 power bonus to their next attack or skill roll. In addition, you may make a saving throw to end a condition effecting you.

Modrons are a race of constructs made by the god-being Primus. Modrons always follow the word of Primus. For better or for worse, Primus's word is law.

Play a Modron if you want...

  • To play a construct who broke away from its master.
  • To embody pure lawfulness
  • To be a member of a race that favors the Psion, Cleric, and Paladin classes.

Physical Qualities

Modron are polyhedral (multiple-sided) constructs that usually have a greyish color to their forms. Their arms and legs resemble a mix of hydraulic and hinging joints, with metal bars for the longer points of their limbs. Their hands are softball-sized orbs with fingers and an opposable thumbs similar to their limbs (but smaller).

Playing a Modron

A normal-functioning modron is the embodiment of law and balance, obidiently following the orders of Primus. They are rarely adventurers, except when "knighted" by Primus to investigate a person, place, or object that is deemed "suspicious" or to vanquish elements of chaos.

Far morely like to be adventurers are the defective units known as "rogue modrons". These units have malformed programming, through natural decay exposure or chaotic forces. As they operate contrary to Primus's directives, they are hunted by a pantadone police force.

Modron are usually misinterpereted as not having a personality, but this assumption has been proven wrong in studies of Modron communities on the Prime Material Plane. They are hard to become friends with, but they do not forget about their acquired relationships. Most are calm, very strict, and hard to anger.

Modron Characteristics: Calm, Studious, Intellectual, Alien, Cautious, Loyal

Modron Names: Scalene, Kite, Annulus, Arbelos, Salinon, Lune, Digon, Balbis

Modron Adventurers

Three sample Modron adventurers are described below.

Chronus is a Modron Paladin who pays homage to Bahumat. His "Parents" were killed by Slaadi after he was created, and he he was raised by Dragonborn on the Mortal world ever since. He adopted the name of "Chronus" from a famous Dragonborn hero who singlehandedly saved the community from Bael Turath's almost endless raids, and thus he and his best friend, Krickhas the Dragonborn Ranger, set forth to defend their community from a cult that worships a white dragon.

Horus is a Modron Cleric who worships Melora. He adopted his name from a Kenku who taught him how to harness the power of the gods, and thus seeks adventure to destroy all undead. He views supplicants of the Raven Queen as necromancers, so he fights against everything that the Raven Queen stands for. He then becomes friends with the Shifter Avenger, Asura, and does not know that the Shifter woman worships the Raven Queen.

Talos is a Modron Psion who sees the god-being Primus as the master of creation. He had his name adopted from a Steel Golem that protects the holy city of Garuun. He sees his psionic powers as a gift from Primus for his obedience, but is somewhat arrogant in that thought (he's a "rogue Modron" after all). Meaning that he has no idea that his lord is going to kill him, the vassal.

Modron Racial Feats

Modron racial feats represent the different forms throughout the heirachy. As individual modrons can be promoted and reshaped throughout their existence, adventuring modrons might develop any of the functions they once had access to.

Heroic Tier Racial Feats
NameDescription
Base Modron At some point in the past you were a base modron, and have their resistance to positive and negative energy.
Monodrone At some point you were a spherical monodrone, and have chosen to retain their small stature.
Pentadrone You were a pentadrone, and have retained their ability to control a paralyzing, buoyant gas.
Quadrone At some point you were a four-armed quadrone, and have retained their ability to dual-wield bows.
Tridrone At some point you were a three-armed tridrone, and have retained their ability to hurl multiple thrown weapons at once.
Paragon Tier Racial Feats
NameDescription
Heirarch Modron As an upper-tier modron, your precision of order allows you to alter the initiative sequence in battle.
Epic Tier Racial Feats
NameDescription

Back to Main Page 4e Homebrew Races

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