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[4e] Modrons (SUSPENDED)

Game design for the d20 system

[4e] Modrons (SUSPENDED)

Postby Gralamin » Fri Dec 31, 2010 9:41 pm

So this is my take on Modrons, in 4e forums. If you don't know what a Modron is, go google it now.

Design considerations:
  • I want Modrons to be effective.
  • I want a logical progression in power.
  • I want to have Modron minions as a possibility, but I also want normal modrons. (Solution: Two blocks, minion versions of everything up the Pentradone, and a normal version)
  • Some Modrons have a winged variation, but I don't want to make too many blocks. I will instead create a simple adjustment that can be applied on the forums.
  • I want Primus to be a campaign ending threat.
  • I want to bring back the original psionic capabilities the Hiearchs had, without contradicting this flavor in the Bases.
  • I want to provide a good Exiled Modron stat block for 4e.

000 Setting Information 000

I prefer to give a complete product, and thus I am going to include a way of fitting Modrons into three different campaign settings: Points of Light, Eberron, and Dark Sun. The only reason I am not including Forgotten Realms is I do not know the setting very well.

Points of Light
The existence of the Clockwork Nirvana of Mechanus was first hinted to in Psionic Power, in a small sidebar on page 91. I have reproduced it here to use as a basis of where Modron's fit.

... Philosophers who take [the view that the Far Realm is a reflection of the Plane of Dreams] believe that just as there exist two echo planes of the mortal world in the form of the Shadowfell and the Feywild, there must be two echo planes of the Plane of Dreams. Thus, if the Far Realm represents madness and uncontrolled emotion distilled to it's purest and most exaggerated form, there must be another source of more orderly thought in contrast to that madness. This would be a realm of pure reason - of intellect and logic and understanding utterly unmarred by the confusion of emotions...

This plane of reason would be the Clockwork Nirvana of Mechanus (Nirvana is a state of being of being free from "suffering"). The sidebar states that beings of this plane are entities of "pure thought" and "the mortal mind is incapable of comprehending... their true form. As a result... [they take a form] of governing crystals of perfect geometric shapes." This is the true form of a Modron, the Essence of the Energy Pool too which they all come from. However, such a form has many disadvantages - it cannot interact with other beings very easily, or seek to solve problems on the mortal realm.

Too this end, they have convinced an order of Psions to create Construct forms for their servants, the more powerful Hiearchs being able to create a Construct form of their own, if they ever need to leave their realm. These beings of pure reason are thus able to explore the mortal world secretly, and aid in the battle against the ultimate chaos - the Far Realm. However, they feel their existence must remain a secret: just as the forces of chaos corrupt Mortals, their own presence may have an adverse effect on Mortals. Thus, it is unlikely they will ever institute a march unless it is absolutely needed.

In this world, a rogue Modron is one that has been somehow corrupted and cut off from Nirvana. Free to explore for themselves, they are always moved to a standard construct body, resembling a Quaddrone. Very few rogue Modrons are ever corrupted enough to actively oppose Primus, but in the rare cases they are, they usually become some of the Modron’s greatest enemies.

Eberron
Modrons hail from Daanvi, the Perfect Order. Created to serve the angelic representative of Aureon, Primus was imbued with part of the Gods power. Modrons act as a sort of all purpose tool: In the event of an invasion, they repair the plane, act as soldiers, and in times of peace, act as inspectors. Very recently, Modrons have started to have dreams, ending up in Dal Quor. Primus has sent such Modrons, known as “Exiled Modrons” to Eberron, to learn more of what is happening to the Modrons, under the assumption Syberis is calling the Modrons to a greater destiny.

Dark Sun
Fitting Modrons into a setting such as Dark Sun is not an easy task, especially such masters of the Way, with power to fight Sorcerer Kings, and that is ignoring that they are made of metal. I would argue that Modrons should not be used in the Dark Sun setting, however I will provide a means of bringing them into the setting:

Modrons are a force unknown to most of Athas. Ancient inventions of the Halflings from the time of the blue age, Modrons started as simple stone and leaf constructs, but with the ability to create, and enhance, themselves. As the world progressed, they moved to be hidden deep underground, fearing the other races, where they slowly set up the society known today. Recently, they have sent up a few drones to figure out if the surface world is at a point where they would be able to survive, or if the surfacers need their help. No drone has returned, and they do not know why. Modrons could be an ancient threat that can upset the balance of Dark Sun, or they could instead be a force that puts the rule of the Sorcerer Kings into absolute certaintly, ensuring order is achieved.

In Dark Sun, an exiled Modron is only different from any other Modron in that they were selected to scout the surface.
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:42 pm

001 Races 001

Exiled Modron
Beings of law, freshly introduced to chaos.
Racial Traits : Average Height: 5' 0’’ - 5' 0’’
Average Weight: 300 lb - 300 lb lb.
Ability Scores: +2 Constitution, +2 Intelligence or +2 Wisdom
Size: Medium

Speed: 6 Squares
Vision: Normal
Languages: Common, Modron, Choice of one other

Skill Bonuses: +2 Endurance, +2 Perception
Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.
Unsleeping Watcher: You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
File System: Exiled Modrons have a +5 bonus to Saving Throws against Illusions
Durable Body: Your body is more durable than normal. At character creation, choose Acid, Cold or Fire. You gain Resistance of 2+One-half your level to that keyword.
Standards Compliant: Exiled Modrons count as Warforged for the purpose of Warforged Components.
Impose Order: You can use Impose Order as a Encounter Power
Impose OrderExiled Modron Racial Power
You reorder the world around you.
Encounter
Minor Action.......Close burst 2
Target: All allies in burst.
Effect: You slide each ally one square. In addition, you may attempt to aid another an ally in the burst as a free action.


Exiled Modrons are beings of pure order and logic, which have been corrupted by Chaos. They search through existence for a way to reconcile this new existence, and the new concepts that come with them.

Play an Exiled Modron if you want...
  • To be logical, quirky, and strange.
  • To search for answers to the human condition
  • To live in a world that is very strange compared to what you are used to.
  • To be a member of a race that favors Artificers, Psions, and Wizard classes.

Physical Qualities
Exiled Modrons are bipedal creatures with a precise cube forming most of their body, except their arms and legs. This cube is both their torso and their face. Their metal bodies have precise clockwork interiors. Exiled Modrons have fully featured, humanoid hands, while their feet are more of a shoe shape.

Exiled Modron heads cover the front of their cube, They have large eyes, no visible nose, and either a flat, humanoid mouth or a beak like mouth. No Exiled Modrons face is the same, and other then their coloration, is usually the only way to tell them apart. Exiled Modrons posses vestigial wings, which have no game effect.

Exiled Modrons do not have a concept of gender. They do not reproduce. Like Warforged, Exiled Modrons are able to modify their body to an extent, allowing them to use Warforged Components, though few choose to. Exiled Modrons only feel pain from deep injuries.

Playing an Exiled Modron
Exiled Modron’s emotional range is odd. Most have not yet experienced the full range, but all can feel pain, anger, and curiosity. As a habit, most Exiled Modrons attempt to analyze each new emotion they experience, trying to fit it in the mental picture they have of emotions. Few Exiled Modrons are able to feel more then one emotion at once, though they can feel an emotion made up of multiple (for example, they can feel Love, which is made up of Happy and quite a few other emotions, but they cannot feel Angry and Afraid at the same time). Exiled Modrons are usually either pensive, or very vocal of their experiences. Many Exiled Modrons end up in communities with individuals of similar mindsets, or of completely different mindsets. Exiled Modrons often form philosophies and discard them. No Exiled Modron wonder about their soul, each one knows that on true death, their corruption will be erased and they will rejoin the energy pool from which all hail.

Exiled Modrons usually have very few experiences in the world. Exiled Modrons keep busy, if not with work, then with many projects they work tirelessly towards completion. Many take Pride in their work, but do not mind failure, learning as much from it as from success. Exiled Modrons come from a society that duty, chain of command, and other hierarchical concepts are a way of life, and understand it better then most creatures. Exiled Modrons in fact usually have problems with working outside their assigned orders in the real world, the idea of taking initiative and risk being new and foreign to them. Exiled Modrons do not refer to themselves with any gender pronoun, preferring a general pronoun of “One”. Exiled Modrons often give each person in their group a designation, from which they will often derive a nickname for an individual. Interestingly, many Exiled Modrons form similar nicknames for the same individuals.

Exiled Modron Characteristics: Quirky, Impulsive, Calculating, Naive, Clever, Perceptive, Methodical, Practical.

Exiled Modron Names: Exiled Modron names are usually quirky, and embody some feature of them, such as part of their designation, the fact they are outside normal order, or the first emotion they felt. Some examples include: Nordom, Binary, Two, D-67, Chi-52, Anger, Sorrow, Curiosity, User, Prompt, Actor.
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:42 pm

010 New Warlock Build: Clockwork Pact 010

Psionic characters are not the only servants of Modrons, many warlocks have sought the Modrons out for power. These Clockwork Warlocks, as they are commonly called, can draw upon the power of ideas and Nirvana, much a like to Psions. Most Warlocks of this pact also learn something of the mind, and usually multiclass with a psionic class.

Many Warlocks of this pact are called by their master to a number of different tasks. Thus, they work well in the front lines or in the rear. With the firm foundation of order, many of the powers of this pact aid allies, as well as hinder enemies.

New Class Feature
When you choose your Eldritch Pact, you can choose the Clockwork pact instead of another option.

Clockwork Pact: You have pledged yourself to the service of the Modrons. In return, Primus transformed you into a powerful spellcaster by imbuing knowledge directly into you. What you do with your power is thus up to you, the knowledge is all you need to use it.
Eternal Gears: You gain the eternal gears power.
Primed: You have the Primed pact boon, which enables you to draw on powers similar to psions, increasing the might of your powers. You start each encounter with a single point primed. You must decide whether or not to use any of your primed points when you choose to use a power, before you make any attack rolls or apply any of that power’s effects. You cannot use more primed points then you have.
Ritual Casting: As part of this pact, you gain the Ritual Casting feat for free.

When a creature affected by your Warlock’s Curse drops to 0 hit points, your pact boon triggers, giving you one additional primed point, up to a maximum of your Constitution modifier. (Designer notes: Primed is supposed to emulate winding up a clockwork machine. The maximum you can wind it up is based on the stress the gears can take: Constitution)

Suggested Options
Clockwork Warlocks require a great deal of stamina to use the power imparted to them, and so Constitution should be their highest score. Intelligence should be your next highest, because many powers gain benefit with increased understanding of the spells. A good third choice is Charisma, as it enhances many good multiclassing options, allows you more power choice, and increases your will defense.
Suggested Class Feature: Clockwork Pact
Suggested Feat: Coming soon!
Suggested Skills: Arcana, History, Religion, Thievery
Suggested At-Will Powers: eldritch blast, eternal gears
Suggested Encounter Powers: clockwork kinetic assault
Suggested Daily Power: priority barrage

New Warlock Powers
These powers are associated with the Clockwork pact, but they also provide warlocks of other pacts with new options. They are ideal for Constitution based Warlock builds, such as the Vestige Warlock and Infernal warlock.

Level 1 At-Will Spell
Eternal GearsWarlock Attack 1
The gears spin for eternity, and your opponent will never be able to reach you.
At-will - Arcane, Psychic, Implement or Weapon (special)
Standard Action.......Melee weapon or ranged 10
Target: One creature
Attack: Constitution vs Will
Hit: 1d8 + Constitution modifier psychic damage, and the target is slowed until the end of your next turn. In addition, the target takes a -2 to all defenses against your attacks.
Primed: If you spend one point you deal an extra 1d8 damage. If you spend two points, you deal an extra 1d8 damage and the target is immobilized instead of slowed.
Special: This power may be used in melee or ranged. If used in melee, it has the weapon keyword. If used at range, it has the implement keyword. It may be used for a Melee basic attack.


Level 1 Encounter Spell
Clockwork Kinetic AssaultWarlock Attack 1
You launch a well tuned assault at your foe, lighting them afire with the strength of your allies.
Encounter - Arcane, Fire, Weapon
Standard Action.......Melee weapon
Target: One creature
Attack: Constitution vs Reflex +2
Hit: 1d8 + Constitution modifier fire damage. In addition, the target takes 5 extra fire damage for each ally adjacent to them.
Primed:If you spend two points you deal an extra 1d8 damage. If you spend three points, each ally within two squares of the target may shift one before or after the power.


Level 1 Daily Spell
Priority BarrageWarlock Attack 1
You launch a barrage of attacks at a foe, allowing you to slip by less important foes.
Daily - Arcane, Psychic, Teleport, Implement
Standard Action.......Ranged 10
Target: One creature
Attack: Constitution vs Fortitude
Hit: 3d8 + Constitution modifier psychic damage.
Effect: Teleport 3 squares.
Primed: If you spend two points, you may teleport Constitution Modifier squares. If you spend four points you are treated as insubstantial by minions until the end of your next turn.


Level 2 Utility Spell
Efficient TricksWarlock Utility 2
You have learnt some interesting tricks.
At-will
Minor Action.......Ranged 10
Effect: Choose one of the Wizard cantrips (See PHB) you can use this power as if it was that cantrip, but use this power's range and action instead. This may be changed each time you use this power. In addition double any numeric constants in the effect of the power (so you can lift heavier things with mage hand, prestidigitation lasts longer, etc.)


Level 3 Encounter Spell
Concept: Hierachy power

Level 5 Daily Spell
Clockwork TrapWarlock Attack 5
You cunningly trap your foe in a series of attacks.
Daily - Arcane, Acid, Weapon
Standard Action.......Melee weapon
Target: One creature
Attack: Constitution vs AC
Hit: 3d8 + Constitution modifier Acid damage, and the target is slowed (save ends).
Effect: Until the target starts his turn not adjacent to you, you may make a melee basic attack on the target, with a power bonus to damage equal to the number of allies adjacent to the target.
Primed: If you spend three points, you may teleport Constitution Modifier squares before the attack. If you spend four points the opponent is immobilized (save ends) instead.


Level 6 Utility Spell
Practiced RitualWarlock Utility 6
You are better at rituals then most casters.
At-will
Free Action.......Personal
Trigger: You start a ritual
Effect: You gain a +5 bonus to any check you make as part of this ritual. This power may only be used once per ritual.


Level 7 Encounter Spell
Concept: Accurate power

Level 9 Daily Spell
Accurate TempoWarlock Attack 9
Your strikes become stronger as you keep hitting the same foe.
Daily - Arcane, Cold
Standard Action.......Personal
Effect: When you hit an opponent, you gain a +1 stacking bonus to damage against that opponent. If that foe is cursed by you, you may forgo a die of curse damage to increase the bonus to damage by two instead. This bonus cannot increase past half your constitution modifier. If you miss an opponent you have a bonus from this effect from, decrease the bonus by 2.
Primed:Spend any amount of points: The damage cap is raised by half that number.


Level 10 Utility Spell
Detect OppositionWarlock Utility 10
You intuitively can sense those who would stand in your way, and avoid or confront them.
At-will
Minor Action.......Personal
Effect: Any creature you can see that intends harm to you or your allies glows a light red color while this power is in effect. If a creature is invisible, but not hidden, they will also glow if they intend harm to you or your allies. This power lasts until the end of your next turn.


Level 13 Encounter Spell
Concept: Ignoring stuff power

Level 15 Daily Spell
Concept: Ally enhancer

Level 16 Utility Spell
Design PatternWarlock Utility 16
You have redesigned the ritual to be more efficient.
At-will
Free Action.......Personal
Trigger: You start a ritual
Effect:Reduce the time and cost of this ritual by 20%. This may not reduce the time below 3 rounds, or the cost below 50%, and may only be used once per ritual.


Level 17 Encounter Spell
Concept: Never stop power

Level 19 Daily Spell
Concept: Hiearchy and coordination Power

Level 22 Utility Spell
Concept: Hiearchy master.

Level 23 Encounter Spell
Concept: Accurate power

Level 25 Daily Spell
Concept: Deadly Power

Level 27 Encounter Spell
Concept: Ignore stuff

Level 29 Daily Spell
Modron MarchWarlock Attack 29
Reality splits as an army of Modrons start marching through the world, destroying your enemies on their way.
Daily - Arcane, Zone
Standard Action.......Area burst 5 in 20 squares
Target: All enemies in burst
Effect:You create a zone in the burst. Until the end of the encounter you are stunned. Losing the stun condition immediately ends the zone, as does knocking you unconscious or killing you. Any enemy that starts it’s turn in the zone is restrained until the end of their next turn, takes 5d6 + Constitution modifier psychic, fire, acid and cold damage, and has a -2 penalty to all defenses until the end of their next turn. At the beginning of your turn, you can move the zone as a non-action, 5 squares.
Primed: If you spend fives points you are dazed instead of stunned for the encounter. If you spend ten points, you are not stunned or dazed for the encounter from this power. You may still be stunned or dazed from another effect.
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:43 pm

011 Feats 011

Feats will be split into: Clockwork Warlock feats, and Exiled Modron feats.

Warlock Feats
Warlock feats (3 Heroic, 3 Paragon, 2 epic. 4 Racial at each tier.)
Warlocks need one at paragon and epic to increase starting amount of primed.


Exiled Modron Feats
Modron feats (3 heroic, 3 Paragon, 2 epic + class feats)
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:44 pm

100 Paragon Paths 100


Quaddrone Reborn (Racial, Modron)

Clockwork Ritualist (Ritual focus)

Precise Coordinator (Leader focus)

Fine-Tuned Machine (Striker focus)

Clock of Memory (Multiclass focus)
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:44 pm

101 Monster Information 101

Modrons by Monster Level
Monster nameRoleLevel
MonodroneMinion Solider1
DuodroneSolider3
TridroneSkirmisher5
QuadroneController (Leader)7
PentadroneElite Skirmisher9
DecatonElite Controller14
NonatonSolo Skirmisher (Leader)16
OctonElite Soldier18
SeptonElite Controller20
HextonSolo Solider (Leader)22
QuintonElite Controller24
QuartonElite Artillery (Leader)26
TertianSolo Artillery28
SecundusSolo Artillery (Leader)30
PrimusSolo Controller (Leader)34
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:45 pm

110 Base Modrons 110

Monodrone
Image
MonodroneLevel 1 Minion Solider
Small immortal animate (living construct, modron)XP 25
HP 1; a missed attack never damages a minionInitiative +2
AC 17; Fortitude 14; Reflex 13; Will 13Perception +0
Speed 4Darkvision
Immune charm, fear
Traits
Continuous Army
Mododrone gains +1 to all defenses for each other Monodrone adjacent to it.
Standard Actions
Basic Melee Spear Stab (weapon) - At-Will
Attack: Melee reach (One creature); +8 vs. AC
Hit: 5 damage.
Str 13 (+1)Dex 10 (+0)Wis 10 (+0)
Con 10 (+0)Int 9 (-1)Cha 7 (-2)
Alignment unaligned.Languages Common, Modron
Equipment spear


Duodrone
Image
DuodroneLevel 3 Solider
Small immortal animate (living construct, modron)XP 150
HP 43; Bloodied 22Initiative +3
AC 19; Fortitude 16; Reflex 15; Will 15Perception +1
Speed 4Darkvision
Immune charm, fear; Resist 5 radiant, 5 necrotic, 5 acid
Standard Actions
Basic Melee Spear Stab (weapon) - At-Will
Attack: Melee reach (One creature); +10 vs. AC
Hit: 1d8 + 8 damage.
Melee Duo-Strike Routine - Attack (full discipline, weapon) - At-Will
Attack: Melee reach (Up to two creatures); +10 vs. AC
Hit: 1d8 + 8 damage and the target is marked until the Duo-drone marks another creature.
Melee Protective Routine - Attack (full discipline, weapon) - At-Will
Attack: Melee reach (One creature marked by the duodrone); +8 vs Reflex
Hit: 1d8 + 6 damage and the target is knocked prone.
Move Actions
Duo-Strike Routine - Movement (full discipline) - At-Will
Effect: The Duodrone shifts it's movement.
Protective Routine - Movement (full discipline) - At-Will
Effect: Switch positions with an adjacent ally, or a prone foe.
Skills History +6
Str 14 (+3)Dex 11 (+1)Wis 11 (+1)
Con 11 (+1)Int 10 (+0)Cha 9 (+0)
Alignment unaligned.Languages Common, Modron
Equipment spear


Tridrone
Image

Quaddrone
Image

Pentadrone
Image

Converting to a Winged Base Modron
Add a fly speed equal to the land speed
Reduce fortitude by 1.
Reduce Con by 2.
Reduce HP by 10.
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:45 pm

111 Hiearch Modrons 111

Decaton
Image

Nonaton
Image

Octon
Image

Septon
Image

Hexton
Image

Quinton
Image

Quarton
Image

Tertian
Image

Secundus
Image
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:45 pm

Primus
Image

Primus, the One and the PrimeLevel 34 Solo Controller (Leader)
Huge immortal animate (living construct, modron)XP 195,000
HP 929; Bloodied 465Initative See structured battle
AC 48; Fortitude 46; Reflex 46; Will 52Perception +32
Speed 8Truesight 20, Darkvision
Immune fear, charm; Resist 20 radiant, 20 necrotic, 20 acid.
Saving throws +5 automatically saves against conditions at the end of the round; Action Points 2
Traits
Structured Battle
Primus cannot be surprised and Primus does not roll initiative. He has three turns each round, and he chooses when in initiative to act. Primus' acions refill each turn, even immedate actions.
Battle Plan - Aura 20
Any allied minion in the aura uses Primus' Defenses, and attacks with a +40 bonus to hit.
Endless Pool
At the start of Primus's turn, if there are fewer then 12 allied minions alive, he summons up to 4 pentadrone minion in 5 squares of him.
Standard Actions
Basic Melee Touch of Law (radiant, teleportation) - At-Will
Attack: Reach 3 (One creature); +38 vs Reflex
4d8 + 14 radiant damage, and the target is teleported to the Astral Sea (save ends). While in the Astral sea, the target can take actions normally.
Basic Melee Touch of Chaos (Necrotic, teleportation) - At-Will
Attack: Reach 3 (One creature); +38 vs Fortitude
Hit: 4d8 + 14 necrotic damage, and the target is teleported to the Elemental Chaos (Save ends). While in the Elemental Chaos, the target may take actions as normal, but suffers 10 fire, acid, cold, or electricty damage a turn (roll 1d4 to determine damage type).
Melee Understanding of Law and Chaos - At-Will
Effect: Primus makes a Touch of Law attack and a Touch of Chaos attack.
Basic Ranged Inevitable Logic - At-Will
Attack: Ranged 20 (One creature); +34 vs Will
Hit: Target is submerged in the energy pool. Remove target from play (save ends). Place a Logic Construct in play where the target was. The Logic Construct leaves play when the target returns to play. All damage dealt to the Logic Construct is dealt to the target removed from play. The Logic Construct acts on the target's initiative.
Aftereffect: Target is stunned (save ends)
...Aftereffect: Target is dazed (save ends)
Special: While a Logic Construct is in play, this ability may not be used, unless it is used through Flawless Logic.
Area Mental Breakdown - Encounter
Attack: Burst 5 in 20 (All opponents); +38 vs will
Hit: 10d8 + 11 Psychic damage, and dazed (save ends)
Effect: Target cannot use encounter or daily powers (save ends)
Minor Actions
Promote Modron - Recharge 4 5 6
Target: Allied Modron within 20 squares
Effect: Allied Modron gains +2 to all defenses, +20 HP (If a minion, it can survive 1 more hit then normal), and +1 to attack and damage, until the end of the encounter. Allied Modron cannot be used on the same Modron twice.
Triggered Actions
Fair Play - Recharge 4 5 6
Trigger: An enemy in 10 squares spends an action point
Effect (Immediate Interrupt): Primus gains an action point
Flawless Logic - At-Will
Trigger: Primus is Bloodied
Effect (Free): Primus makes an Inevitable Logic attack against each opponent within range.
Skills Arcana +32, Diplomacy +32, Dungeoneering +32, History +32, Insight +32, Nature +32, Religion +32
Str 30 (+27)Dex 30 (+27)Wis 30 (+27)
Con 30 (+27)Int 30 (+27)Cha 30 (+27)
Alignment unaligned.Languages Common, Supernal, Modron, Telepathy (whole plane)


Logic ConstructLevel 29 Artillery
Medium immortal animate (construct)XP 15,000
HP 1; Bloodied 1Initative +24
AC 41; Fortitude 41; Reflex 42; Will 41Perception +21
Speed 6
Immune disease, poison, psychic, charm, fear
Traits
Immune to Damage
Logic constructs never take damage, instead transferring all damage to the creature they were created from.
Standard Actions
Basic Ranged Logic Blast (psychic) - At-Will
Attack: Ranged 20; +34 vs Will
Hit: 3d8+12 psychic damage.
Effect: Make a Secondary Attack
Secondary Attack: Burst 5 of primary target (all creatures); +34 vs Will
Hit: 2d8+9 psychic damage.
Str 24 (+21)Dex 30 (+24)Wis 24 (+21)
Con 24 (+21)Int 24 (+21)Cha 24 (+21)
Alignment unaligned.Languages -
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Re: [4e] Modrons (WIP; New race, new class, new monsters)

Postby Gralamin » Fri Dec 31, 2010 9:46 pm

That is all the reserved posts I need. Feel free to start sharing ideas, comments, critism, etc. You can see a lot of my plans already.
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Re: [4e] Modrons (WIP; New race, new build, new monsters)

Postby Gralamin » Sat Jan 01, 2011 2:50 am

First draft of Primus up. He will probably have to be weakened. His ability to constantly remove things from the battle constantly gives too large of an advantage.
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Re: [4e] Modrons (WIP; New race, new build, new monsters)

Postby Gralamin » Tue Jan 11, 2011 6:43 pm

Note to anyone who may happen to be watching / reading: This project has been delayed, due to Internship finding taking up my time. It should resume soon though.
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Re: [4e] Modrons (WIP; New race, new build, new monsters)

Postby Shadow Elf » Sun Jan 16, 2011 11:01 am

On Exiled Modrons as a Race:
I think the encounter power is too good. Get rid of the option of aiding an ally, and let it only slide a maximum of two allies in the burst with it, and it would be more balanced, I think. Slide 1s are really valuable, and having an AoE slide 1 encounter power that also has an additional benefit is too much. Otherwise, I think they're alright, although they get more cool stuff that warforged, that cool stuff is not as mechanically potent as the Warforged's "autosave vs. death", so its probably about right.

I might look at the new warlock build later, but I am intrigued by the concept.

I skipped most of the monsters, I might give them a second look later. But looking at Primus, I have to say that even for a 34 solo, he's too good. Played by even a tactically novice DM, Primus will only be fighting half the party at any given time because every power he has banishes the target, pretty much. Those that are not banished are being swarmed by an endless number of souped-up minions that are worth 0 XP. I would make Touch of Law restrict their encounter & daily powers for a round and do radiant, while Touch of Chaos does multiple elemental types of damage and gives them ongoing 5 or 10 damage - that would give him his flavour of control and imposing limitations without making him too over-the-top. I would also recommend toning down his auto-swarm of minions, and changing Inevitable Logic to something that does not banish. Maybe make Mental breakdown single target, at-will, and make Inevitable Logic the encounter power? Then you could leave it as banshing, that'd be alright, and bloodying him could recharge it. Finally, I would lower the recharge rate of his AP-copying ability to 5 or 6, that's a really good ability, especially since he has three times as many chances to recharge it as a normal monster does.

Overall, cool project, looking forward to seeing more!
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Re: [4e] Modrons (WIP; New race, new build, new monsters)

Postby Gralamin » Sun Jan 16, 2011 1:16 pm

Shadow Elf wrote:On Exiled Modrons as a Race:
I think the encounter power is too good. Get rid of the option of aiding an ally, and let it only slide a maximum of two allies in the burst with it, and it would be more balanced, I think. Slide 1s are really valuable, and having an AoE slide 1 encounter power that also has an additional benefit is too much. Otherwise, I think they're alright, although they get more cool stuff that warforged, that cool stuff is not as mechanically potent as the Warforged's "autosave vs. death", so its probably about right.

Well the two things they really get that Warforged don't is: They save easily against illusions, and they have some resistance. Definitely not as good as autosaving vs death.

As for the racial power, yeah it's still in the testing phase. I tend to start with more powerful concepts, and nerf them down, as I find that taking away pieces and slimming it down is easier then adding on something. That said, I'm not sure whether or not the Modron racial power is too much just with the slides. I'll have to do some tests.

I might look at the new warlock build later, but I am intrigued by the concept.

Good good.

I skipped most of the monsters, I might give them a second look later.

Still carefully considering what to do with most of them. Combine that with having other important things to do, and it delays me quite a bit.

But looking at Primus, I have to say that even for a 34 solo, he's too good. Played by even a tactically novice DM, Primus will only be fighting half the party at any given time because every power he has banishes the target, pretty much. Those that are not banished are being swarmed by an endless number of souped-up minions that are worth 0 XP. I would make Touch of Law restrict their encounter & daily powers for a round and do radiant, while Touch of Chaos does multiple elemental types of damage and gives them ongoing 5 or 10 damage - that would give him his flavour of control and imposing limitations without making him too over-the-top. I would also recommend toning down his auto-swarm of minions, and changing Inevitable Logic to something that does not banish. Maybe make Mental breakdown single target, at-will, and make Inevitable Logic the encounter power? Then you could leave it as banshing, that'd be alright, and bloodying him could recharge it. Finally, I would lower the recharge rate of his AP-copying ability to 5 or 6, that's a really good ability, especially since he has three times as many chances to recharge it as a normal monster does.


Well, the current incarnation of Primus is close-ish to his 2e representation. I know he is far too strong, and I will be nerfing him down. However, he may be a bit stronger then some gods: They have their invincibility to fall back on. He does not. I'm not going to address specific power comments until I have a better idea of how I want him to finally look like.

Overall, cool project, looking forward to seeing more!


Thanks!
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Re: [4e] Modrons (WIP; New race, new build, new monsters)

Postby Shadow Elf » Sun Jan 16, 2011 3:59 pm

Okay, I have had a chance to start reading the Clockwork Pact Warlock, and I am pretty sure it is too strong.

First off, the pact is identical to the Sorcerer King Pact mechanically (except Dark Sun calls it a "fell might" instead of a "primed point"), with the key difference that Clockwork Pact Warlocks have a cap of CON, while Sorcerer King Pacts have a cap of 1. The ability to spend 1 point to augment the damage on the at-will power by d8 is also identical. However, the Clockwork pact's powers quickly outpace their Sorcerer King counterparts because of the ability to gain more features by spending extra points the SK pact doesn't have.

However, I like the idea of winding up a clockwork mechanism for the pact boon, and its workable. You could start each encounter "wound", which gives a bonus to damage rolls, or perhaps a bonus to Warlock's Curse. When you are hit by an attack, you become unwound, losing the benefits - when your pact boon triggers, you become rewound again, and continue to gain its benefits. Feat support could then be focused around increasing the virtues of being wound.

Anyway, I really like the flavour of this pact, I just think that in execution, it is a bit on the strong side - but like you said, it is easier to overreach and then scale it back than to lowball it and have to finagle more features into it.
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Re: [4e] Modrons (WIP; New race, new build, new monsters)

Postby Gralamin » Thu Jan 27, 2011 5:55 pm

Note this is still ongoing, even in light of This article. I promise I'll have time to work on it soon, and I might build off the official article.
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Re: [4e] Modrons (WIP; New race, new build, new monsters)

Postby Gralamin » Wed Feb 23, 2011 9:00 pm

Suspended for now. Going to try re-doing it from scratch, and posting up a more complete form.
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