I based this mainly on the Modron supplement from Dragon Magazine, as well as the free addition for the planar handbook found on wizard's website. Also, I took the lore rule from The Great Modron March, meaning any modron that goes rogue, automatically becomes a Quadrone.
Mostly just wondering to see if I got the level adjustments and such right. I believe four arms are already worth an extra LA, though the superior weapon fighting ability is very tricky to place.
Quadrone as Character
- +6 strength, +4 dexterity, +2 constitution, +2 intelligence, +2 wisdom.
- Medium size.
- Base land speed 50ft.
- Outsider: Darkvision 60 ft, cannot be raised or resurrected, only by wish, miracle or true resurrection can a Modron’s life be restored.
- Racial Hit Die: 4 levels of outsider (4d8HD, +4 BAB, +2 base saves)
- Racial Skills: 8 + int modifier,
- Racial Feats: Simple & Martial weapon proficiency.
- +4 natural armor bonus.
- Extra limbs: Four arms & Superior Multiweapon Fighting (ex).
- Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.
- All-Around Vision (ex): Can see in all directions at one. +4 racial bonus on Spot and Search checks. Cannot be flanked.
- Resistances (ex): Acid, Cold and Fire resistance 10.
- Automatic Languages: Modron, Celestial.
- Favored Class: Fighter.
- Level adjustment: +4.
Savage Species Level Progression
| Level | HD | BAB | Fort | Ref | Will | Skills | Special |
|---|
| 1 | 1d8 | +1 | +1 | +1 | +1 | (8 + int mod) * 4 | All-Round vision, +2 str, +2 dex |
| 2 | 1d8 | +1 | +1 | +1 | +1 | 8 + int mod | Natural Armor +1 |
| 3 | 2d8 | +2 | +2 | +2 | +2 | 8 + int mod | +2 str, +2 con |
| 4 | 2d8 | +2 | +2 | +2 | +2 | 8 + int mod | Acid, Cold & Fire Resistance 5, Natural armor +2 |
| 5 | 3d8 | +3 | +3 | +3 | +3 | 8 + int mod | +2 str, +2 dex |
| 6 | 3d8 | +3 | +3 | +3 | +3 | 8 + int mod | Extra arms & Superior Multiweapon Fighting, Natural armor +3 |
| 7 | 4d8 | +4 | +4 | +4 | +4 | 8 + int mod | +2 int, +2 wis |
| 8 | 4d8 | +4 | +4 | +4 | +4 | 8 + int mod | Acid, Cold & Fire Resistance 10, Natural armor +4 |
Alternative Quadrone as Character
- +2 to intelligence, -2 to charisma
- Medium size.
- Base land speed 30ft.
- Racial Skills: 8 + int modifier,
- Racial Feats: Simple weapon proficiency.
- Extra limbs: Four arms & Superior multiweapon fighting.
- Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.
- Outsider Traits: Darkvision 60 ft, cannot be raised or resurrected, only by wish, miracle or true resurrection can a Modron’s life be restored.
- All-Around Vision (ex): Can see in all directions at one. +4 racial bonus on Spot and Search checks. Cannot be flanked.
- Automatic Languages: Modron, Celestial.
- Level adjustment: +2.
Flavor Rules
- Hierarchy: Quadrones gain a +10 diplomacy check when giving instructions to Tridrones.
- Quadrones can acquire a set of wings from a skilled craftsman. These wings cost 8000gp. When installed, the Quadrone loses his extra set of arms and the Superior Multiweapon Fighting feat, but gains a fly speed of 80 ft. (good).