Jason E.R.'s Modron Paladin for Gene D.'s "Vanished Lands: Vistel's Circus" BFRPG fantasy campaign


Player Character name: Radius

Role-player: Jason E.R.

Campaign: Gene D.’s " Vanished Lands " heroic fantasy, using the Basic Fantasy Role-Playing Game

  • Adventuring Party: 39 (Boston area), “Vistel’s Circus”
  • Date created: September 2012/“February 1228 B.C.E.”
  • Date revised: 14 September 2013/“30 October 1228 B.C.E.”

Basic Attributes:

  • Species/race: Hierarch Modron
  • Sex: Male (neutral)
  • Age (and apparent human age, if relevant): Pi
  • Height: 5 ft.
  • Weight: 130 lbs.
  • Eyes, hair, complexion: Black, bald, gray

Alignment : Lawful Good, with Neutral tendencies

Occupation/Class: Paladin (subclass of Cleric)

  • Experience Level: 5

Abilities (and adjustments/bonuses; note order):

  • Strength: 13 (+1 to hit, damage for hand-to-hand, Fighter prime requisite; x10 = max. load)
  • Dexterity: 11 (0 bonus to ranged hit, Reflex save; prime for Thieves)
  • Constitution: 11 (0 bonus to Hit Dice, Fortitude save)
  • Intelligence: 11 (0 bonus = no. of bonus languages besides native and Hifalendorin [western Common], prime for Magic Users)
  • Wisdom: 13 (+1 bonus to Willpower save; prime for Clerics)
  • Charisma: 12 (0 bonus to reaction, followers; Bard, Sorcerer prime)

Derived statistics:

  • Languages known: Hifalendorin (western human common), Modron (native)
  • Movement: 30 ft. per round
  • Armor Class: 16 (see also armor under equipment below)
  • Base Attack Bonus: +4
  • Hit Points (and current, other effects): 21

Saving Throws :

  • Reflex (Dex): 0 + 0 = 0
  • Fortitude (Con): + 2 + 0 = +2 (also +2 from Modron, see below, -1 armor, see below)
  • Will (Wis): + 2 + 1 = +3

Racial abilities: Modrons can see twice as far as normal humans and have +2 to resist to heat, cold, and acid (Fortitude saves)

Additional Modron abilities, to come later:

  • All-around sight — difficult to surprise
  • Multiple limbs, attacks
  • Immortal/unaging
  • Bonus to all Int checks/knowledge skills from savant/eidetic memory
  • Logical — bonus vs. illusions, mind-controlling effects
  • Flight — additional limbs may include wings
  • Planar travel (controlled)
  • Telepathy

Drawbacks: Because of their geometric shapes, Modrons have difficulty maneuvering around human-style clothing, furniture, and saddles. They also have a negative reaction when dealing with Chaotic creatures. (plus vulnerability to Chaos/time effects)

Class abilities: Paladin casts and turns as a Cleric -1 level.

  • Spells (and citations):
    • Lvl. 0 (orisons, 1; see “Libram Magica”): Call to Worship, Cure Minor Wounds, Dowse, Guidance, Hallow, Meal Blessing, Mend, Predict Weather, Virtue, Ward, Water to Wine
    • Lvl. 1 (2): Cure Light Wounds, Detect Evil, Detect Magic, Disruption, Light, Protection From Evil, Purify Food and Water, Refresh, Remove Fear, Resist Cold, Sanctuary
    • Lvl. 2 (1): ?
  • Turning: BFRPG pg. 50 (or a positive energy burst — 1d6 x Lvl. to heal foes or harm Undead within 30 ft., with a save)

Backgrounds/skills : Base Modron herder

  • Foibles: Righteous
  • Circus roles: Seer (guesses age, weight)

Equipment (by location, weight):

  • Clothing:
    • cloak, hooded
    • robes
    • sandals
  • Class tools:
    • Holy symbol — nested mandala circle
    • Holy water — 2 vials, 5 doses each
  • Other gear:
    • rope, 50 ft.
  • Rations:
    • iron rations, 7 days’ worth
    • water/wineskin
  • On steed: none yet
  • Magic items: none yet
  • Armor : Chain mail, shield (see AC above; -1 on all endurance-related saves on up)
  • Melee weapons : Long sword 1d8
  • Ranged weapons (and ammunition, ranges): Short spear 1d6


  • Copper pieces: 20
  • Silver pieces: 50
  • Electrum pieces: 1
  • Gold pieces: 150
  • Platinum pieces: 1
  • Gems (number, g.p. value): 0

Companion(s): Wizard who “summoned” him to the Prime Material plane of existence.

  • Steed: none yet (chariot?)
  • Followers, strongholds: none yet

Backstory : Exiled for “lack of symmetrical perfection” (Good alignment).

  • Nationality/homeland/home town: Plane of Nirvana, capital of Mechanus
  • Family/mentors:
  • Description (mannerisms, image links, etc.):
  • Motivations: Striving to maintain order while also upholding justice.
  • Hobbies:

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of summer 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now follower of Otih; CGl, Lvl. 5
  • Radius [Jason E.R.]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5
  • Sir Torril [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5


Vanished Lands GeneD5