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View Full Version : Planescape races stats for D&D 3.5 and PF



Tzevash
2011-12-06, 09:01 AM
Hi everyone.

I want to put a Modron NPC in my Pathfinder campaign, but I didn't find any stat about this race, nor any tip or advice to play these "fearsome cubed warriors" (quote) with a D20 ruleset... nor any info to play the other races of the Planescape setting as well.

Just the monster stats. But what if I want a playable race, with traits and stats modifications and level adjustements?

Thank you in advance, guys. :smallwink:

supermonkeyjoe
2011-12-06, 09:15 AM
Here's a link to the 3.0 web enhancement for manual of the planes, info on all the modrons and I think, stats for some of the lesser types, should have quadrones in there.

http://wizards.com/default.asp?x=dnd/we/20010921a

Tzevash
2011-12-06, 09:24 AM
That's good, but I can't find any info about playing Modrons as a race (hence making a PNG with class levels, and so on).

Some time ago I found some homebrew rules to play rogue modrons, but as I said: they aren't official. :smallfrown:

Thanks, anyway! :smallsmile:

EDIT:
Here are the homebrew stats for a Rogue Quadron that I was able to find:

+4 con, +4 int, -2 cha, -2 dex
No favourite class (Modrons can't diversify)
Fire/Acid/Cold resistance 10
Immunity to sleep, mind-affecting spells, poison, paralysis and disease but not to ability drain due to going rogue and separating from Primus' source
Darkvision 60 ft.
Level Adjustement +2

Calmar
2011-12-06, 09:29 AM
There is a 3.x version of modrons as a player race on planewalker.com (http://www.planewalker.com/). Link (http://www.planewalker.com/sites/www.planewalker.com/files/chapter2.pdf) (p.30).

Tzevash
2011-12-06, 09:41 AM
There is a 3.x version of modrons as a player race on planewalker.com (http://www.planewalker.com/). Link (http://www.planewalker.com/sites/www.planewalker.com/files/chapter2.pdf) (p.30).

That's the one I found before.
Well, I'll use that then if there isn't any official material. :smallbiggrin:

LansXero
2011-12-06, 10:03 AM
I think either the DMG or the Monster Manual have rules to reverse-engineer things like LA and RHD for monsters to be used as characters, right?

Yorae
2011-12-06, 11:01 AM
There are player character stats for "Rogue Modrons" and "Exiled Modrons" as player characters in Dragon #354. There's one on the cover of the issue, actually.

Calmar
2011-12-06, 02:40 PM
That's the one I found before.
Well, I'll use that then if there isn't any official material. :smallbiggrin:

Planewalker is authorised by WotC. That probably makes them about as official as Dragon Magazine, Ravenloft 3.x, etc...
I'd just check out if this (or any other) take on the rogue modron suits your wishes and take the best one, no matter how official it is.

Thrice Dead Cat
2011-12-06, 02:54 PM
As Rogue Modron are so weird and different (although technically all the same cubic shape:smallconfused:), I suggest ignoring a lot of the old ADND holdover effects I recall seeing like not being able to wear circlets, slap the Living Construct subtype on them (I think the #354 did this?) and then a few minor stat boosts.

End of the day, LA is never fun, no matter what the level you play at. As races were generally buffed in PA, you should probably shoot for a +0 total on stats (maybe -2, considering all of the benefits of the living construct type) and just call it a day.

If you have official sources on hand, just slap a +2 to a stat (maybe) somewhere and be done with it.

Yorae
2011-12-06, 03:42 PM
As Rogue Modron are so weird and different (although technically all the same cubic shape:smallconfused:), I suggest ignoring a lot of the old ADND holdover effects I recall seeing like not being able to wear circlets, slap the Living Construct subtype on them (I think the #354 did this?) and then a few minor stat boosts.

That's pretty much exactly what they did.

Tzevash
2011-12-07, 07:46 AM
I think I'll use Planewalker's version with a little patching/tweaking, as suggested by PF's conversion guide. Thanks a lot, however. :smallsmile:

Eldan
2011-12-07, 09:15 AM
There has been some debate, even on PW; on whether or not the Rogue Modron's Type should be Living Construct or Outsider. I think in the end they decided on Outsider with some construct-like traits.

Calmar
2011-12-07, 04:31 PM
There has been some debate, even on PW; on whether or not the Rogue Modron's Type should be Living Construct or Outsider. I think in the end they decided on Outsider with some construct-like traits.

Which makes very much sense since they are the embodyment of Law, not simply machines. Modrons are to Law what fiends are to Evil and celestials to Good, after all. :smallsmile: