Blog Archive

Saturday, 23 February 2019

Moss Dryad

This is the below earth version of the dryad, that resides in caverns beneath the earth. Many are found on the edges of dwarven territory and use their skills to help good aligned beings, that are either lost or adventuring.

Moss Dryad
CG Medium Sized fey
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10

DEFENSE

AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 33 (6d6+12)
Fort +5, Ref +9, Will +7;
DR 5/cold iron

OFFENSE
Speed 30 ft.
Melee Dagger +7 (1d4) or Short Sword (1d6)
Range: Bow +7 (1d6)
Space 10 ft.; Reach 5 ft.
Spell Like Abilities as 9th level Druid
Constant - Speak with Spider (touch)
At Will - Mushroom Shape, Meld with Walls
3/day - Charm Person, Entangle (vines), Walk thru walls - 1 minute slow absorption
1/day - Web

STATISTICS

Str 10, Dex 19, Con 15, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +13; CMD 22 (26 vs. trip)
Feats Gret Fortitude, Weapon Finesse, Stealth
Skills Climb +9, Craft (Wine or Sculpting)+11, Escape Artist+15, Handle Animal+10 (+18 for spider and kin), Knowledge (Nature)+11, Perception+11, Stealth+15, Survival +8
Languages Common, Fae and Dwarf

ECOLOGY

Environment Any Underground
Organization solitary or pair
Treasure Standard

Mushroom Shape: Can affect a mushroom by boosting its efficiency by 50%, either increasing its size, taste or other qualities

A Moss Dryad is an underground version of the Dryad fey that resides in forests. This fey is a bit more quiet and reserved, as they are often near horrific monsters who are constantly hunting & killing. They maintain a distance from the evils while engaging in their fun.

They are usually dressed more conservatively, in grey robes, that covers their body and hair. When they are comfortable and feel safe they often disrobe to hop into warm baths. They have bright green hair, eyes and fingernails. Most try to maintain a pale white skin, but it is difficult as they need an equal measure of both sunlight and moonlight. They are often gifted magic items from adventurers they help, so most will have magicked daggers, bows or armor granting devices.

Moss Dryads require a bed of moss, but since few know much about the plant that grows almost everywhere their presence can be missed for years before they are ever noticed. Moss Dryads maintain good relationships with a variety of creatures, not just good or neutral aligned ones. While generally peaceful, many Moss Dryads have gone on sprees of retaliation on vile residents of the caves if their friends are killed.

Friday, 22 February 2019

The Narox: The Warring Spires


This is probably the default mini-setting in my world, a wild place where no one is in charge, lots of
races bundled together, old empires, and new ones always bumping into each other. Celestial, demonic,
and just plain weird shite is crammed in here, struggling for dominance.

The Narox: The Warring Spires

Located: Northeast of the free Chavox to the most westerly spires of the Tyrant Wastes

Rule: None. It is a broad land open land that have spires, huge mile high bolts of rocks that are essential
land islands high above the cold wastes.

Description: This land is the opposite of Lyrria in which a large numbers of various races live side-by-
side in relative harmony. Here various groups exist over a huge geographic region, all with the same
goal, domination of the spires and extermination of the other races and groups. This is not done with the
ideal of hatred; rather it is done through expediency. Spires are about territory, there is a limited amount
of space high above, and the only means to acquire more is to drive another race or people off theirs,
whichever way they can. And so they war, endlessly, for another spire for another foothold in this cold
desolate land.

Only one large nation exist in this jumble of spires stretching for most of the northern end of the domain,
known as Dacia, a human feudal nation, just North of the Valline in the Reaches. They are the heart
of the Narox, a central region of commerce and schooling. Only here does the frequency flow true and
obelisks freely rise. Knights of the Griffon maintain order and fiercely patrol for any signs of impending
attacks. Elsewhere the battle is open, but here it is all beneath the surface. As the central pivot, this is
where most of the scheming is done, supplies are bought and sold, sell-swords are hired, and magical
devices are smuggled in. Although the Dacian's do not view themselves as masters or overseers of
anyone else, they certainly attempt to stop any other group from gaining superiority in the rest of the
region. As a collective, the Dacian Empire understands that they are stronger than any other race, but not
if any one force controls the rest of the region. Clerics, Sorcerers and Knights equally share the duties
with almost as many monks and rangers also help in keeping this place safe.

Elsewhere, warriors rule the land. Gargoyles, Gammorrecs (Orcs), Minotaurs, Gith, Human, Dwarf and
Jahlen, all fight to defeat the others. All groups are constantly preparing for battle, defending themselves
or attacking a foe. Nobody understands when or how this all began, these groups have always existed and
battled each other. It is safe for no one to travel these lands and peace happens only when these groups
take a momentary sigh from battle, in preparation for the next.

Legends have it that all this territory was once the Jahlen's homeland, which controlled over two hundred
spires, in small towns and tribes. But when this changed is unknown. They now control less than forty
and their numbers are still shrinking. Four of the largest populated spires have made union with a
Minotaur clan and a nearby Elven city to attempt to carve out a home for themselves. Isolated from the
Dacian nation, they struggle to keep their ties and fight off the rest. This Ginil union has lasted more
than forty years, and is searching for ways to have stronger ties with either other Jahlen spires or Dacia
itself.

Githyanki, have three spires, fortunately all scattered, in destroyed towns. They use their otherworldly
abilities to scry and overwhelm the few survivors in war-torn areas. Their numbers are not large, but they
make use of magic for devastatingly quick raids, usually to assassinate a powerful leader or steal magic.
Their reason for being in the realm is unknown, and their presence is quite upsetting for many Dacian and
Lyrrian wizards, fearing a new planar invasion.

Minotaurs now control eight spires, formerly all united by the Nuthong Empire that was once a direct
threat to Dacia both in terms of size and military strength. Due to a coup, they have splintered into four
major groups, all obsessed more with recapturing the crown then uniting themselves. However, it is
believed certain members of the Dacian elite, knowing what could happen given the Minotaur’s
impressive military strength, supported the coup. These four groups are slowly starting to put former petty
differences, realizing they are losing their territory to the outsiders.

Belthanen is a unique confederation of exiles from Knothia formed three hundred years ago by Minotaur
outcasts who joined with human mystic monks, not to expand but to keep the three spires from falling
into the enemies' hands. The reason why these Minotaurs felt compelled to help these humans is often
debated; some believe the monks have an artifact belonging to the Minotaur’s patron. While this keeps
all Minotaurs from attacking these two spires, many others are compelled to find out the secrets by
taking this magic or artifact by force. Alas, these monks are incredibly strong, able to defeat most
threats through personal combat... yet they know that they cannot defeat an onslaught of any race, their
numbers are too small and, the next raid could be too large and spelling doom.

It is the Gammorrec or Orc threat that has caused more ripples than anything else in the last two
hundred years. They have long fallen to their stronger Minotaur forces and human magic, but they have
found something to give them a greater strength. Their numbers are increasing, and in the last forty years
have overtaken more then 25 spires. They may have been small spires, inhabited by mostly jahlen, but
they have a huge territory and come in waves every three years. They have caused the Minotaurs
at putting aside their petty differences, as well as causing much alarm in the Dacian outposts. The
Gammorrec may not be organized into one military unit, but their chaotic battle plan is working well
enough, so that the three-orc tribes are leaving each other mostly alone, all branching out in different
directions.

Alas, it is the Genesh Empire that stands in their way. Nine spires, closely linked together, this is
another human empire that has long existed in this territory. They are better known as the beast-masters,
as they have controlled various beasts for many differing tasks, such as transportation and defense of the
city, in ways matching the former wizard nation of Hembria. They are not great warriors and do not look
to expand their territory, not in such an obtuse manner anyway. They come in after great battles to clear
house, being a very conservative people. However, they are also ruthless and methodical. In small
numbers, even the Minotaurs can't stand up to the Geneshian war beasts. There have also been times
when they have periodically allied with the tyrants for one time attacks on rivals'. How and why this is
accomplished is unknown, yet they have not been punished by the tyrants for this, so if this was done
with the tyrant’s blessing is a terrifying possibility, one that the others hope doesn't happen too often.

Aside from the Gammorrec powerhouse gargoyles threaten more spires than anyone else. They control
15 spires, and though they have no united empire behind them, like the Gammorrecs, they work
outward trying to limit their territorial battles. They continually fight the Dacians, perhaps more than
anyone else, and are unimpressed with this feudal nation. They have one powerful advantage, their
natural flight allows them quick travel, and ability to strike in large numbers. Their race are
disadvantaged by their inability to breed. These asexual creatures reproduce thru a hive, however this
process creates physically strong but low-witted drones. Individuals must forcibly mate with other
species. This is a haphazard condition at best, and has long caused inbreeding or violent bouts for
internal control. With some devastating attacks on their hives, Dacian knight crippled the beasts
breeding, at least for one generation; this has stopped the battle for territory for a short time only. But
time will tell when these creatures will return in greater numbers, and this tactic may be a one-time
solution. 

The Presappi dwarves reside in this region. They have long since stopped fighting for territory, but their
cruel raiding and nasty tactics are legendary throughout the domain. They have mastered tunnel warfare,
and more than one army has been stopped due to midnight romps by these sell-swords. They are a wild
card, in a region known for chaos. Open for profit and used by anyone with the coin to hire him or her.
Oromians use them throughout Dacia, in replace of their own Merchant League, to punish anyone who
interferes with their franchise. Due to their treacherous natures, Dacians use them only when absolutely
necessary.

These are not the only spires and races in this region. There are some small spires, with a unique race or
population, hiding and franticly attempting to stay out of the faces of the stronger peoples. Great beasts
sometimes appear terrorizing a random spire or population, but this is rare in such a heavily populated
zone. Tyrant raids stopped over seven hundred years ago, however, as visiting Lyrrian wizards have
pointed out, they still come. But they do so as spectator rather than conqueror, enjoying entertaining
mass carnage.

General Laws

Towers: are Guilds or group of professionals. Most cities are run and controlled by the various Towers,
thru the use of laws and bureaucracies. Some of the most common types of towers include: Sollus (Light),
Spell (Wizard Training) Sorrow (Mortuary), Silence (Martial Arts), Sword (Military Training), Trade,
Paper (Bureaucrats), Merchant or Work. They work both for the nation but mostly their own rules guide.

Taxes: Most travel taxes are paid upon entry thru the city gates paid on the wealth you are carrying,
usually coins or other pieces of value. You pay once every two months, so entry more than once in that
cycle will not cause additional taxes, to areas under the same entity. Rates are based on wealth, status,
identity and role: I use the base: Low (5%), Medium (15%), High (30%.)  Right to Travel, which
prevents taxation on their horse or person when entering the gates. 

Gambling: Small groups of card or dice rollers take and place bets at specific time and places, they often
flee when Lawful groups appear not that they are breaking laws but do not want to be observed.
Casinos are temples of Fatanus (Lady Luck), are located in large communities. There is a fee to
enter the Casino, and taxes happen as soon as winning happen, not when you leave the building, usually
10-15% flat charge but it can be more. Minotaurs and Clockworks are the most common guards.
Magic is strongly hampered by fields. If you cheat and are caught - you die, all casinos use this rule.

Jube: This is the most known and feared drug usually referred to as Spice, often called the Dream Spice.
It is rarely illegal to consume, but to create or transport is strongly discouraged. While most other types
of activity can be covered by bylaws, jube isn't; it is tolerated, never spoken of in polite company and
offered assistance by workers of Darras, the dutiful God of the Poor. Addicts aren't technically arrested
for being addicts but being drunk or disorderly or causing other problems in public; the unspoken rule is
don't arrest anyone if not causing issues for others. Those who use jube, fall into the dream world, losing
control and seeing images of bliss, horror or truth. Many other stories are told of things that can happen.

Prostitution: By Tower and Open. Nearly every general fetish is accommodated. Payment varies from
20 crowns to 200 or more gp depending upon the desired service. Celestial or Devilish or Elemental
entertainers are available in most large cities. Protection is guaranteed, so is discretion. There is little
social stigma in using or being apart of Towers of Pleasure, and a few can earn lucrative pay.

Religion: Except in the largest cities, churches are uncommon. Faith is practiced near an Obelisk which
is dedicated to a specific deity or ideal. Many cities have state religion where a particular church or cult
takes a flat fee from all taxes paid. Quanna (LG), Keran (LE), Casna (LN), Darras (NG) & Japeth (LG)
are the most common.

Slavery: More accustomed to indentured service than purely slavery, freed after a set period of service
(15 years.) Children cannot be held enslaved, women and progeny are always freed at birth. Halflings,
Ogres, Cat-Kin, Gnolls, & Goblins are the most common beings held; In Lawful Bound communities
only Nobles with Right of the Chain may purchase slaves. 

Weapon Laws: Rapier, dagger or club can be carried by anyone, virtually anywhere. Some places have
the same laws with the use of bow. Most professional adventurers have a license which usually costs
from 5 to 50 gp for a year; citizens are apart of the standing army. Some locations have the Right to
Carry; where Nobles can carry weapons without license.

Dueling: Most places have at least one day a week where anyone can duel without a witness. Nobles
and Adventurers can duel as long as the other person also have the same right. It is not illegal to duel
a non-noble or adventurer, but there will be questions if someone dies in a duel. Right of Honour gives
Nobles the right to challenge those who have dishonoured them. Again, it is assumed that dueling is to
the first three strikes, not death. If someone has a reputation for bloodshed, their actions are highly
questioned, and legal experts often find a way to arrest or banish them.

Arena: Similar to Dueling laws except anyone that signs up for Arena fights has no recourse to get out
of it later; death may occur though it is not specifically part of the deal. Gladiators are paid, given
freedom from slavery or prison, or may be given other noble rights. It is never a one shot, often up to
five duels must happen over a month or more. One of the few areas where magic combat openly occurs.
Entry to the arena is usually between 1-4 s.p. and dueling occurs at least once a week. 

Magic: There are few general rules regarding wizardly magic use. Some magic and users are heavily
restricted, to the point where nearly every high level spell-caster stays away. In most cities, clerics and
their obelisks minimize the effect of potential spells as some types of spells (damage, cold, illusion,
enchantment, etc) may be blocked. Magic trinkets such as wands are often seized at the gate, to be
handed back upon exit. Only weapons or armor are ignored, unless they are full of gems or valuable
metals, then they are taxed at obvious value.

Nobility: Nobles represent those of power and stature, most often from wealth or past prestige. Many
nobles have unique rights that citizens cannot normally obtain. While the first generation most often
keep the rights of their parents, it does not descend a second generation unless it is earned. Nobles
have unique responsibilities. They cannot turn away from a request from an officer of the city or nation.
They may not have entry fees to a city, but they have a yearly tax, on ALL of their wealth. They may be
able to kill a low level commoner for insult but they cannot bad mouth the crown or it's officers.


Tuesday, 19 February 2019

Dossadai - Chained Ones or Chain-Kin

I make a lot of wandering monster lists to use in my games because I enjoy generating random shit both for my players and for myself. It makes me, at least, a better DM if I don`t plan every inch of the dungeon. With that said, a lot of my games are things I create spontaneously based on reacting to my players. Not sure where this one really came from, but they have been used a few times in the background of stories, in the dungeons or places of inherent magic like ley lines. These are a mortal chain master, something between the earth and the outer planes, dedicated to locks and dungeons and knowing there is a way to get anywhere from inside the deepest darkest places.


Dossadai

Hit Dice:                    4d10+4 (25 hp)
Initiative:                    +2 (dexterity)
Speed:                        30 ft
AC:                             16 (+2 Natural, +2 dexterity, +2 leather armor)
Attacks:                      +6 (melee) Damage: 1d6+2 chain
Special Attacks:         Grapple,
Special Qualities:       Cold resistance 5, Summon Weapon
Saves:                         Fort +9, Ref +14, Will +5
Abilities:                     Str 10, Dex 14, Con 13, Int 11, Wis 13, Cha 8
Lesser Skills:              Disable Device, Escape artist, Knowledge (architecture), Perception, Use                                               magic device, Sleight of Hand +6
Higher Skills:             Crafting (Chains) +10, Any one other: acrobatic, climb, survival, swim +10
Feats:                          Improved Attack (Grapple), Weapon Fetish
Climate/Terrain:         Any Urban
Organization:              Solitary or Pair
Challenge Rating:       3
Treasure:                     Standard
Alignment:                  Usually Neutral
Advancement Range:  By HD or Class (Rogue, Ranger, Sorcerer)

New Feat: Weapon Fetish: These are miniature weapons carried on small ceremonial chains. If the Dossadai break the chain, the actual weapon is summoned into their hands. They must recreate the fetish or weapon link to re-use it, usually takes three days to create a new link. Most Dossadai seen use these for weapons but some have charms to represent artistic or profession tools.

Use Rogue feats or skills normally prohibited.

Dossadai (singular - Dossaden) are grey-skinned humanoids, with unkempt white hair for men, in multiple dreadlocks for their women-kin. Their noses are wide and flatter, their eyes are wider, with two distinct colours for each eye. They have ritual scaring covering their body. They carry no fewer than three small chains found attached to their body or clothing. Some have tribal tattoos, but rarely will the tattoos match with anyone else in a given group. Their chains are ornamental, and can be broken with a deliberate act of strength (DC 7) which they do to make oaths. They prefer small blades, such as daggers, short swords, or hand axes. They will often keep weapons on a small chain. They will wear any non-heavy armor.

They are an institute in large cities, keeping to small families and being involved in various trade craft circles, especially clockwork and locksmithing. For the Dossadai, craft IS magic, and they are dedicated to studying the finer, mystical points in craftsmanship. It`s surprising that few of their kind take spell-casting levels, their craft seems to be all of the magic they need. City folk learn to judge Dossadai carefully - they are often mocked for their slow, very deliberate speech patterns, saying every word with an emphasis. Their crafting though is highly respected by those who know how to grade their works, but a typical collector may not appreciate it's blandness, rarely shiny or glittering with power.

Dossadai seek mates from almost any civilized race, seeming to prefer mixed children to pure ones. The first generation of children is always of the non-Dossadai mate, the second generation are pure Dossadai, even if none of the participants were.

They are driven to explore dungeons, will try to go down into deep dungeons to take samples of the stones or webs. Many adventurers know these creatures as chain-kin, who are often found chained to dungeon areas, kept alive by their sheer will. Some will refer to them as Kyton-kin which they dislike but don`t correct. Kyton heavily despise them and will actively hunt down the Dossadai believing them to be interlopers. Kyton never deliberately kill the Dossadi but do want to hurt them and to hear them scream. Few planar creatures will kill a lone Dossadi believing it unlucky,

2 or 3 HD Dossadai are immature. Most try to work as crafters in cities but some will try to sign up to help explore dungeons, usually as lantern-boys, shovel-men or diggers.

Higher Levels

5 HD Gain +2 in any 2 scores, Chain Person (2 /day +1 each new HD), +6 skills points
6 HD  Complete chain (make whole), Feat, +6 skills points, +1 Natural AC; 2nd Weapon Fetish
7 HD  Gain +2 in any 2 scores, Chain Bond, Cold resistance 15, +6 skills points
8 HD  Dispel chain (At Will), Feat, Chain Barrier (1/ day), +6 skills points, +1 Natural AC; 3rd WF
9 HD   Magic Circle (Any One Type), Chain monster, +6 skills points, +1 Natural AC
10 HD  Gain +2 in any 2 scores,  Chain Barrier (3/ day), Feat, +6 skills points, +1 Natural AC
11 HD  Magic Circle (Any, 4/day), Cold resistance 25, +6 skills points; ; 4th Weapon Fetish
12 HD  Greater Unlock (2/ day), Any 2 feats, Gain +3 in any 3 scores, +15 skills points, +1 Nat AC

Dossadai can take levels in Rogue or Craftsman at any point, and return to these racial class HD levels. If they take levels in any other class, they cannot return to their racial class.

Chain Person - Can summon a small thin chain (or use a loose one in the area) to wrap around a person. It can reach out to 20 feet at 4th level, plus another 5 feet for every additional HD achieved. They gain additional chains at 8 HD and 11 HD. The victim can make a DC 14 (Reflex) to avoid, or a STR 17 to break-out. For every additional level, add +1 on the DC and Str checks. If the intended victim escapes the initial chaining, this does not count on their daily chain limit.

Complete Chain - Repair broken or incomplete chains at will, must touch the chain for 3 rounds

Chain Bond - Can make immediate changes to chain connections, swapping them out or re-attaching, without breaking them as long as chains are within three feet of each other and their hands never let go until the re-attachment is complete. Use at will.

Chain Barrier - Matches the blade barrier spell in effect, except it`s comprised of small, sharp unconnected chain links. It never does any damage if creatures do not try to go through.

Dispel Chain: Disconnect any non-magical chain by touch.

Chain monster: Same as chain person except it can reach out to 60 feet, and it takes a reflex save (DC 20) to avoid. A strength check (DC 24) is required to escape. These last for one hour per charisma bonus. (minimum of one hour or DC 21 for another person to cut them free.)

Greater Unlock (Disable Device): Gain +30 on attempts to manually disable traps, including magical ones, as long as they are able to physically grasp a lock. Use their manual Disable Device score along with the bonus and add a d20 roll. For normal or manual checks, this will open all locks in a 50 ft radius. Gain additional uses every 2 HD higher.


Sunday, 17 February 2019

Modron, Nyssian Bound

Have long loved the idea of the Modron - aliens to the mortal realms that are stuck to the rigidity of law. Or perhaps, it is the thought of the outsiders, torn between their lawful-bound rules and the particulars of living in the mortal's world. These Nyssian Bound, are those who are 2nd or 3rd generation, still stuck to the same outer planar rules, yet they are fully mortal creatures. 

Modron, Nyssian Bound

These Modrons are outsiders from a lawful plane that were mortally injured on Nyssa, an alien world and unable to continue with their mission.  While their internal repair functions eventually repaired them, the few who were abandoned here learned to function on this prime world.

They are best described as self-aware bio-mechanical units, built for a specific work function not social interactions. Most have grey metal-skin, on a box-like body with small legs, arms and other features. Within their shell, they do have fleshy organs, which can bleed and get sick. Their joints, skin and internal bones are all metal.

Being socially awkward, they rarely know what to do or say, so they stand out in other mortal communities. Yet, due to knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules. At a certain point they learned how to generate their own kin, then they create small & specialized communities that rarely number more than 23 units.

When Modrons meet others of its kind, they are almost always immediate enemies, while both may be lawful neutral, it is rarely enough to offset their mistrust of strangers. Unless their functions directly oppose each other, they will not get into physical combat. If they ever physically touch peacefully, they reflexively share everything about their learning and their own individual pasts.  It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The starting goal of a Bound Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Bound Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among the prime world kind.

Bound Modrons that adventure do so because their unit has been either been hampered or the individual has been assigned to learn about an aspect of the world and travelling or adventuring is the best way to do this.

Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, They have a face on the upper part of the box, small legs at the bottom, small wings on their shoulder portion relative to their face, their skin . All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them. Nyssian Modrons match the Quadrone description regardless of their HD.

Nyssian Modrons do not change shape or form, most retain their box-like regardless of their HD or level, which is very distinct from Modrons on other planar worlds who transform when ready to ascend levels or HD. Modrons that travel the multiverse may learn how to change their form but they lose the ability if they return to another primal location.

Alignment: Modrons are devoted to lawful neutral aligned beliefs.

Medium: As a Medium creature, Modron has no special bonuses or penalties due to its size.

Speed: Modron base land speed is 30 feet. They may gain a fly speed (see Wings).

Darkvision: Modrons can see 60 feet in the dark.

Racial Skills: A Modron's outsider levels give it skill points equal to 5 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival. They gain a +2 racial bonus on Knowledge (Mechanical) or Disable Device checks. In their first five HD, any knowledge skills taken, is automatically doubled.

Metal Body: Modrons have construct traits but are treated and detected as mortal creatures. While they are healed normally by positive energy, they take half the standard benefits from cleric healing spells from chaotic aligned individuals. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Modrons need to eat and sleep at half the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.

Matched Parts: As sentient constructs, Modrons are created by bursts of magical energies into fully formed but inactive bots. These are awakened into living, sentient, metal bodies by divine, mental or magical energies directed into them, usually by other Modrons or allies. Every standard Modron have perfectly matched parts, so they can replace arms, legs and wings if needed.

Racial Feats: They gain one feat at first level, and a new one every 2nd HD

Automatic Languages: Modron (A standard, non-written language.) It will speak a common tongue of the region they are in. It usually uses either common or dwarven for their written language.

Bonus Languages: Choose more based on intelligence score - Phaetox, Minotaur, Elven, Dwarven, Celestial, Infernal, and Undercommon.

Natural Armor: Modrons gain +1 natural armor at 1 HD. As they increase in levels, their armor becomes more hardy and they increase in natural armor benefits. They are unable to wear standard metal armors. Metal armors can be sculpted to fit their body template, but it provides little protection to mid or higher level Modrons. They do not gain benefits wearing standard armors, though some do wear sculpted magical armor types or AC granting magic pieces such as rings or capes.

Regulate: A Modron is able to perform difficult actions with surprising regularity. They can take 10 on any single d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round. They must select what each usage can be utilized for, each usage they can select a new action.

Wings: Even at their lowest HD, they possess a pair of small wings on their metal limbs, but are incapable of supporting themselves in flight, but they can minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 40 feet (good). At 15th HD it becomes 60 (perfect.) They gain +2 to their fly skill / HD at 6 HD and higher. Some Modrons forego wing advancement - if they choose this they gain +1 in AC at 6th, 9th & 15th HD instead.

Socially Awkward: A Modron is socially awkward for anyone not in their circle, taking a -2 to social interactions with any skill check to non-allies. Once a Modron has been introduced and is socially familiar to an individual, (5+ times) they lose the -2 social interaction penalty

Aligned Being (Ex): Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures in combat interactions. They also take a -2 penalty on saving throws against chaos aligned spells and effects in non-immediate combat scenarios..

Nyssian Bound: Treat Nyssa as the prime world for Bound Nyssian Modron Units

Energy Resistance Select One: Acid, Cold, Fire 5.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos at a range of 120 feet once per HD / level

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 5% every additional HD level. At 11th level and higher, this bonus changes to 1% each new level.

3rd: Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting, chaos and illusion
spell effects.

Increase Attacks and Saving Throws as clerics of the same HD

Nyssian Modron HD

1st level Metal Body, +2 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling; Increase Dmg, Replacaple Parts, Nyssian Bound

2nd level + 1 AC, +5 skill points, Gain Fortification (10%/level), Choose Energy Resistance                                    Acid, Cold or Fire 5, Gain Feat

3rd level + 1 AC, +5 on skill points, +2 on one of Dex, Con or Int; Logical Mind, Gain Feat

4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                               +5 on skill points, Regulate Action (2/day); Increase Dmg

5th level + 1 AC Armor, +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat

6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +5 on skill points

7th level +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat; Increase Dmg, + 1 AC Armor

8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +5 on skill points, Regulate Action (3/day)

9th level Flight Speed 50 (Good), +5 on skill points, +2 on one of Dex, Con or Int, Gain Feat;                                        Increase Dmg, + 1 AC Armor

10th level   +5 on skill points, +2 on one of Dex, Con or Int; Increase Dmg

11th level   +12 on skill points, Choose Energy Resistance Acid, Cold or Fire 20, +5 on any selection                       ability scores (no more than +2 on any one), Gain Feat, + 3 AC Armor

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non core HD they are unable to further advance in their natural Modron class levels again.

After 12th HD their most preferred class options are: Fighter, Monk, or Sorcerer.