Exiled Modron
EXILED MODRONS
The existence of the rogue modrons adds a twist to the rigid hierarchy of modron society. Sometimes commands are misinterpreted (even among the modrons), and contradictory instructions can pass through two separate chains of command to the same modron. Although exceedingly rare; this conflict can easily lead to a modron going insane, abandoning its duties, and turning rogue. Other contradictions in experience, such as on the chaotic plane of Limbo, can also cause a modron to go rogue. Even more rarely, the seeds of disobedience occur naturally within a modron, so that it grows discontent with service to the bureaucracy as a whole, even without an outside contradiction confronting it. Sages theorize that perhaps Primus himself plants these seeds in order to gain a further understanding of the universe.
Whatever the cause, rogues are hunted down and destroyed without mercy by their fellow modrons. The racial opposition they feel against rogue modrons far surpasses any they experience, even toward truly chaotic creatures such as the slaad.
Of course, modrons are the epitome of bureaucracy. Even with how reviled rogue modrons are, a rare process exists for modrons to be exiled. This occurs mostly in modrons of quadrone level and above, since they have the intellect to sometimes realize their own rogue nature and begin the petition process before they are discovered and destroyed. Tridrones and lower castes typically realize what has happened to them too late, when a squad of pentadrones arrives to destroy them.
Even among the rare few who begin the process, a very select number are approved for exle. These exiles undergo a physical transformation within the Modron Cathedral at the center of Regulus, which breaks their bond to the Energy Pool. This transforms them into a creature that resembles a quadrone, but with a few different characteristics. Those sages who believe that Primus often plants the seeds of conflict within some modrons also theorize that Primus himself approves those modrons for exile in order for them to explore the planes unhindered by the rigidity of modron duties.
With their bond to the modron Energy Pool broken they gain the living construct subtype, losing many of the powerful immunities of standard constructs along with their Hit Dice. Essentially, exiled modrons begin their lives again with a few faint memories of their past life. True modrons, and even many rogue modrons, view the exiles as they view any other nonmodron outsider. They are no better or worse than a human or tiefling.
Although these characters have a range of personalities, they tend toward lawful alignment and still prefer to know the hierarchy of command within any group they join. They differ from true modrons, however, in that they can be far more flexible and adapt to various new situations without resorting to a set of standard procedures. Still being modrons, though, they often have difficulty comprehending, illogical mortal ideas – like art, passion, or honor. This leads many to propose convoluted rationalizations or endless interrogations of those who demonstrate such traits.
Exiled modrons are not from any caste. They can be any alignment (although they tend toward lawfulness) and any character class. Exiled modrons are always exactly 5 1/2 feet tall and weigh 400 pounds.
EXILED MODRON RACIAL TRAITS
- +2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma.
- Medium size: As Medium creatures, exiled modrons have no special bonuses or penalties due to their size.
- Construct (living construct): As living constructs, exiled modrons differ from both other constructs as well as other living creatures.
- Exiled modron base land speed is 30 feet. Exiled modrons possess vestigial wings, but lack any flight ability.
- Surprise Vulnerability: Due to the conflict of free will and their innate sense of order, exiled modrons have a difficult time reacting to surprises. As such, they are considered flat-footed until the second turn in combats they did not initiate. They are still able to act on their first round, but remain flat-footed.
- The durable shell of an exiled modron grants acid, cold, and fire resistance 2. They also gain a +2 natural armor bonus.
- Exiled modrons retain some degree of their alien intelligence and hence receive a +2 racial bonus on all saving throws versus illusions and mind-affecting effects.
- Exiled modrons take a -2 penalty on all Charisma-based skill checks made against chaotic creatures.
- Exiled modrons gain a +2 racial bonus on Spot and Listen checks.
- Exiled modrons cannot wear standard armor or clothing, including, robes, vests, and shirts. Such items have to be custom made to fit.
- Automatic Languages: Common. Bonus Languages: Celestial, Gnome, Infernal, and Modron.
- Favored Class: First class taken. The class that an exiled modron takes its first level in becomes its favored class.
- Level Adjustment: +1.
