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View Full Version : Celestial Moderators [3.5 Monster, PEACH]



Fortuna
2010-03-22, 01:56 AM
Sheriff of Moddingham: This is this thread's one and only warning to keep it civil and respectful of others, regardless of their playstyle preferences.

There are always those that push back the boundaries of social acceptability. It is accepted that these people are difficult to control, and short of micro-managing wizards nothing can really be done. But in certain isolated and harmonious communities they are even more intolerable than elsewhere, these people are hunted down systematically and destroyed by the Mod Archons, vast beings both benevolent and firm in their discipline.

Mod Archon
Huge Outsider (Law, Good, Archon)
HD: 20d8+100 (190 hp)
Speed 300 ft. (60 squares); Fly (Perfect) 300 ft. (60 squares)
Init: +2
AC 42; touch 20; flat-footed 40
(+10 perfection, +10 sacred, +10 deflection, -2 size, +2 natural)
BAB: +20; Grp: +38
Attack: Mace +33 melee (3d6, x2 +1d6 fire)
Full-Attack: Mace +33/+28/+23/+18 (3d6, x2 +1d6 fire)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Smite Offender; Mind ControlThere Is No Mind Control Citizen; Aura of Menace
Special Qualities: Spell-like abilities; Darkvision 60'; Low-light vision; Immunity to electricity and petrification; +4 racial bonus on saves against poison; Magic Circle Against Evil; Tongues; Teleport
Saves: Fort +17 Ref +14 Will +22
Abilities: Str 30, Dex 15, Con 20, Int 15, Wis 30, Cha 20
Skills: Decipher Script +25, Gather Information +33, Hide +25, Intimidate +28, Listen +33, Move Silently +25, Search +25, Sense Motive +33, Spellcraft +25, Spot +33
Feats: Power Attack, Improved Disarm, Blinding Strike (Dragon 345), Brutal Strike (Player's Handbook 2), Frightful Presence (Draconomicon), Weapon Focus (heavy mace), Three Mountains (Complete Warrior)
Environment: Celestia
Organization: Individual or Staff (2-12)
Challenge Rating X
Treasure: Mace + standard
Alignment: Always Lawful Good
Advancement: by character class; Favored Class: Paladin
Level Adjustment -

Combat

A mod archon will prefer to use nonlethal measures against its opponents, but if seriously threatened it will use any and all powers at its disposal to protect its community. They will tend to aim to give first-time offenders an infraction rather than hurting them.

Mod archons devastate their opponents with their +3 Axiomatic Flaming Holy Conforming heavy maces, combined with their array of effects that make them even more effective otherwise.

Smite Offender (Su): All mod archons that are not resident on Celestia are given a code of conduct to enforce in their communities. Such codes include injunctions not to swear, not to discuss illegal activities, not to insult others, and other similar injunctions (some common but not ubiquitous ones include not discussing real-world politics and religion, not discussing explicit topics, and not telling people off for doing any of the above). Any creature that violates the mod archon's code in their community is considered an offender, and if the mod archon recognizes them as such the archon gains a +5 bonus to-hit and on damage rolls.

Mind Control (Su): Any creature that fails their saving throw against the mod archon's aura of menace must immediately make a Will save against DC 25 or be affected by a geas effect to obey the archon's code. This is a Mind-Affecting effect. There is no mind control citizen. Go back to your fun.

Aura of Menace (Su): A righteous aura surrounds mod archons that fight or get angry. Any hostile creature within a 20-foot radius of a mod archon must succeed on a Will save (DC 27). Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. The save DC is Charisma based.

Spell-like abilities (Sp): At-will; Order's Wrath, Detect Evil, Detect Chaos, Dispel Magic. 3/day; Holy Word, Dictum.

Scrub (Su): Whenever a mod archon is present, they may alter the speech of anyone that they have line of sight or line of effect to to concur with their code of conduct, or delete the specifics of previous such violations from memory. No save is permitted, but the mod archon must be absolutely sure of the fact that it is a violation. This also prevents any spellcasting which directly violates the code of conduct if the archon makes a Spellcraft check to identify the spell, although spellcasting that goes against the mod archon's wishes is not disallowed. This may also be used to rewrite texts containing violations, including spellbooks.

Give Infraction (Su): Any creature that is affected by any of the mod archon's abilities that has violated the mod archon's code of conduct in the past 24 hours may be issued an infraction. The infraction effectively wipes the slate clean, causing the creature to be treated as if it had not violated the code of conduct, but any mod archon can recognize the infraction and from this learn exactly what violations the creature has commited that the infraction was awarded for. Infractions cannot be removed except by a mod archon or direct intervention by a higher authority, but they have no effect other than that noted above. They can only be noticed by mod archons or a casting of Detect Magic, Detect Law or Detect Good by a caster with Caster Level 20 or higher. An infraction may last anywhere from 1 day to 1 year, depending on the individual archon and the severity of the offense.

Detect Offender (Su): The mod archon may, upon seeing someone, immediately know whether they have violated the mod archon's code of conduct in the past 24 hours.

Report Offender (Su): Any creature aware of the mod archon's presence in a community may, as a free action, duplicate sending to contact the mod archon, giving only the description, name (if known) and imagined offence (including time and place) of anyone they believe to be violating the mod archon's code of conduct.

Community Bound (Ex): A mod archon that is not in its community loses all abilities except aura of menace, tongues and teleport, and may only teleport to a point inside its community.



Conforming
A conforming weapon may only be wielded by a being that follows a defined and supernaturally enforced code of conduct. Any other being that picks it up immediately suffers one negative level that persists until they cease touching the weapon. When wielded by a being with such a code of conduct, any creature that has not followed this code of conduct in the past 24 hours must make a DC 16 Will save or suffer a geas to follow this code of conduct every time they are hit with the weapon.
Moderate Enchantment; CL 14; Craft Magical Arms and Armor, geas; Creator must have such a code of conduct; Price +1 bonus

Ashtagon
2010-03-22, 02:02 AM
I think the alignment would be lawful neutral, since these beings are about rules, regardless of whether you perform good or evil within the context of those rules. There are certainly evil communities that have mods, after all (not this one of course).

DaTedinator
2010-03-22, 09:50 AM
Yes, but they're about mercy as well. For example, look at the quote given! He probably could've just closed everything down right then and there, but instead he was merciful and gave them a warning. That's Lawful Good.

That said, if this is supposed to cover mods on any site, I think changing the alignment to Any Lawful would be the correct choice.

Scow2
2010-03-22, 12:03 PM
I think the Lawful Good is mandatory... Not only mercy, but Mod Archons, while bound to enforce the law, are also to exercise good judgement handling offenders without disrupting the harmony and peace of the forum.

but shouldn't the weapon of choice be a Banhammer[+3 Axiomatic Holy DoucheBane Warhammer]?

And according to the Conforming property... looks like Druids and Paladins can use it as well.

Eldan
2010-03-22, 02:05 PM
Theoretically, Planescape had a creature called the Moderator, able to cast, amongst other things, Wish. AD&D wish. It lived in Mechanus and was the ultimate law.

Temotei
2010-03-22, 09:11 PM
Awesome. I hope Roland sees this thread.

Tackyhillbillu
2010-03-22, 09:15 PM
Theoretically, Planescape had a creature called the Moderator, able to cast, amongst other things, Wish. AD&D wish. It lived in Mechanus and was the ultimate law.

Did it say....


"I AM THE LAW!"

Woodsman
2010-03-22, 09:16 PM
Awesome. I hope Roland sees this thread.

Heck, why not make a specific Mod Archon with a "Six-Gun" attack?

Roland St. Jude
2010-03-24, 08:32 PM
Awesome. I hope Roland sees this thread.

I heard that that guy sees everything.

Temotei
2010-03-24, 08:44 PM
I heard that that guy sees everything.

Must...sig...:smallamused:

Hooray! :smallbiggrin: My signature's not too big, is it?

Zexion
2010-03-24, 09:41 PM
Awesome. Just awesome.

Melamoto
2010-03-27, 03:38 AM
It's a nice homebrew, but where is the Aura of Menace ability? It is mentioned by other abilities, and in the special attacks section, but no detail is ever given. Is this an already existing ability? If it is, then could you put it down so that everyone is aware of what it does?

Eldan
2010-03-27, 01:19 PM
It's a standard ability for archons, they all have it.

Fortuna
2010-03-27, 03:22 PM
I've spelled out Aura of Menace (copy-pasted from the SRD with a couple of edits :smallbiggrin:)