Rogue Modron

+2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma: Rogue Modrons are tough and intelligent, but they are clumsy and their alien nature makes them poor leaders.
Living Construct: Rogue Modrons are constructs with the living construct sub-type.
Medium Sized: Rogue Modrons are Medium Sized.
Normal Speed: Rogue Modrons have a base land speed of 30 feet.
Automatic Action: Once per day, a Rogue Modron can select an action (standard, move, swift, or full-round) and a circumstance that triggers it. Thereafter, whenever that circumstance occurs, the Rogue Modron automatically performs that action, as if it had readied an action to perform that action. This does not re-set the Rogue Modron’s initiative. If the Rogue Modron does not want to do perform the automatic action, it must make a DC 20 Will Save to stop itself; otherwise, it performs the automatic action. If it is impossible for the Rogue Modron to perform automatic action for any reason, it becomes dazed for 1 round.
Clockwork Construction: Rogue Modrons have light fortification: a 25% chance to negate extra damage from a critical hit, sneak attack, or similar precision-based damage. Craft alchemy or Craft metalworking can be used in addition to Heal to treat the wounds of a Rogue Modron.
Insightful Initiative: Rogue Modrons add their Intelligence modifier to their Initiative Rolls. Rogue Modrons can choose to Take 10 on their initiative rolls.
Lawful Nature: Rogue Modrons must be lawful in alignment, but can be Lawful Neutral, Lawful Good, or Lawful Evil.
Living Construct: Rogue Modrons are constructs with the living construct sub-type.
Ordered Existence: Rogue Modrons can choose to Take 10 on a number of d20 rolls per day equal to their level + their Intelligence modifier.
Languages: Rogue Modrons can speak Common and Orthovox. Rogue Modrons of above average Intelligence can choose to learn the following languages: Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Modron Racial Traits:
Heavy Armored Plating: The Rogue Modron gains a +9 armor bonus to AC, -9 Armor Check Penalty, a maximum Dexterity bonus to AC of +0, and a 45% Arcane Spell Failure chance. This reduces the Rogue Modron’s base land speed to 15 feet.
Improved Clockwork Construction: The Rogue Modron’s fortification improves to Medium: it gets a 50% chance to negate additional damage from a critical hit, sneak attack, or similar precision-based damage.
Lantern Eyes: The Rogue Modron gains darkvision 60 feet and low light vision.
Light Armored Plating: The Rogue Modron gains a +3 armor bonus to AC, -3 Armor Check Penalty, a maximum Dexterity bonus to AC of +6, and a 15% Arcane Spell Failure chance.
Mechanical Maneuvers: The Rogue Modron adds its Constitution modifier to its CMB and CMD.
Medium Armored Plating: The Rogue Modron gains a +6 armor bonus to AC, -6 Armor Check Penalty, a maximum Dexterity bonus to AC of +3, and a 30% Arcane Spell Failure chance. This reduces the Rogue Modron’s base land speed to 20 feet.
Multiple Arms: The Rogue Modron has an additional pair of arms.
Multiple Legs: The Rogue Modron has an additional pair of legs; this increases its base land speed by 10 and increases its CMD to resist bull rush and trip attempts by 4.
Non-vestigial Wings: The Rogue Modron’s wings can be used to slow a fall as if it cast feather fall and grants it a +10 racial bonus on Acrobatics checks to jump.

Rogue Modron

Planescape: Twilight of the Idols manunkind