I love alternate continuity stuff. "Elseworlds" or "What If" stories, talk of alternate dimensions, that sort of thing. I even have an alternate history of Azeroth I might use some day for a game setting. With one of the characters from our most recent Pathfinder game being a dimensional traveler, I thought I'd drum up some races inspired by alternate continuity themselves. These can easily be inserted into a game as dimensional travelers, or even altered to be a similar circumstance in your own world. I tried not to go too off the rails with these, hopefully they're something you can include in a game without some sort of massive rewrite. I tried to stick close to how Pathfinder writes its racial fluff, but frankly sometimes a category will feel pretty irrelevant, so when that happens I'll be leaving it out. In this case, it was relations.
Mechanics-wise, I'm going as close to the advanced race guide as possible, but you'll see a place or two I needed to fudge it. I've tried not to go over 15 race points, but in the future I may need a little leeway with that as well.
I was going to include several races in this post, but frankly? It's either post one full, well developed race or skimp to include more. This is longer than I expected it'd be. Expect more in the future.
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Mannekin
There exists a version of Eberron where the Warforged were never created. House Cannith was not in a position to create living constructs until after the Last War had ended, and thus their plan was wildly different: Instead of constructs bent toward war, a race of servants, craftsmen and entertainers were created.
The Mannekin were wildly popular at first, filling a vacuum of manpower created by the Last War. It became popular with the aristocracy to use Mannekin for as many things as possible, from entertainment to nannies to simply including them in your entourage as a status symbol. Cannith also created and used many of them on their own in manufactories. After all, they don't eat, sleep, or complain.
Rumors of the Mannekin being spies abounded. It was an obvious concern. Sinister plots would only come to light years later when adventurers hired by House Kundarak would uncover the Mannekin's true purpose: Not as spies, but as secret sleeper agents. Once House Cannith gave the signal, the Mannekin would go berserk, killing their owners and destabilizing the five kingdoms.
The threat was solved without much violence. The ritual magic needed to 'activate' the Mannekin and turn them to violence was never performed. Cannith simply was not ready, and unable to perform the ritual even as retaliation. In the Treaty of Hidden Knives, Cannith was sanctioned severely and all Mannekin were declared free persons. House Cannith was also prevented from making any more.
Now that their former position as sleeper assassins was a well known fact, Mannekin were turned out onto the streets in droves. They live as gypsies would, being viewed with suspicion and distrust. They remain gregarious, friendly, and ingratiating, their history as servants and entertainers never truly forgotten.
Physical Description: Mannekin are usually between five and six feet tall, and while their frames vary, most are slender and elegant. They are a clockwork race, made of varying metals but usually lacquered steel plates hiding complex brass internals. These external shaped plates shift and slide against one another to provide a full range of movement and facial expressions.
Mannekin usually have outlandish and varied appearances, with some of them even appearing as anthropomorphic animals such as foxes or cats. They are normally painted white, but other colors are not unheard of, with light pastels being most popular. Synthetic hair of wildly varying or bright colors is sometimes used, but it's just as common to see a mannekin with steel molding meant to look like a hairdo, or even a permanently attached hat or other head covering. In terms of clothing, Mannequin frequently wear bright colors to contrast with their white paint, and most Mannequin today are dressed as outlandishly as possible, attracted to the dramatic and gaudy. Still, sometimes you will still see Mannequin dressed in the simple black craftsmen's outfits they were sold in.
Mannekin normally have an agile, erudite elegance to their movements and actions. Mannekin who have gone berserk due to magical interference or emotional trauma are wildly different. They shudder and twitch, they hang like marionettes and switch randomly between lurching and moving with amazing speed. Their normally beautiful appearance distends and distorts as their internals go haywire. Commonly their mouths distend into a gaping jaw full of razor teeth or grinding gears. Just as often claws or blades are also seen. A berserk Mannekin can be calmed down and repaired, but just as often they're seen as monsters and destroyed.
Society: Being constructs, Mannekin have no real society. They do share a sense of camaraderie in being outcast, however, and frequently band together to protect each other. Mistrusted at best in many areas, they get by on temporary work and entertainment. Most of the land's theater troupes and bands have one or several Mannekin in them. Many have also bitterly turned to crime, working for thieves guilds or acting as freelance assassins. Mannekin are largely seen as mechanical gypsies, marginalized and pushed to the fringes of society.
Alignment and Religion: Simply put, most Mannekin are not religious. Being effectively immortal, they do not have strong thoughts about an afterlife. In addition, their mechanical nature leads them to being rather pragmatic about their roles or "purpose". You would be hard pressed to convince the average Mannekin that any God had smiled upon them. Morality-wise, they often adopt a live-and-let-live philosophy which guides them toward true neutral in alignment. Being put-upon and mistrusted wears on many of them, however, and they sometimes turn to selfishness and crime to get by.
Mannekin Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength: Mannekin are nimble, gregarious and self-sure, but their construction does not lend itself to physical labor.
Living Construct: While Mannekin are constructs, they are powered by strong life magics that give them several distinct differences to traditional constructs.
- Mannekin have a CON score and do not possess darkvision or low-light vision.
- Mannekin are NOT immune to mind-affecting spells and abilities.
- Mannekin are immune to poison, disease, sleep effects, paralysis, bleed, nausea, fatigue, exhaustion, sickened, and energy drain.
- Mannekin do not heal naturally. A DC 20 Craft(Mechanical) or other appropriate craft skill will repair 1D6 damage, plus 1D6 for every 5 points of the check result above 20.
- Unlike other constructs, Mannekin are NOT immune to critical hits, non-lethal damage, stunning, ability damage, ability drain, death effects and necromancy.
- As living constructs, Mannekin can be affected by spells that target living creatures as well as those that target constructs.
- A Mannekin takes damage from spells such as Heat Metal or Shocking Grasp as if they were wearing metal armor.
- Mannekin do not need to eat, sleep or breathe but can still benefit from consumable items.
- Mannekin can be resurrected or raised. The mannekin's corpse does not decay, and can be repaired to count as a whole and intact body. Raise Dead's time limit still applies.
Built to Serve: Mannekin receive a +2 racial bonus to all Craft and Perform checks.
Elegant Armor: A Mannekin's tough construction and steel plates provide a +1 natural armor bonus.
Alternate Racial Traits
Liars and Thieves: Some Mannekin embrace the stereotype they have been saddled with. They receive a +2 racial bonus to Bluff and Stealth checks. This trait replaces Built to Serve.
Elegance of Learning: Some Mannekin were employed as sages or library helpers and developed a thirst for knowledge. They receive a +2 racial bonus to Linguistics and a single Knowledge skill of their choice. This trait replaces Built to Serve.
Berserk: Mannekin will often teach themselves how to activate their latent defenses, using anger or other severe emotions. These mannekin can choose either a bite attack which deals 1D6 damage or two claw attacks which deal 1D4. These modifications are only visible when the Mannekin is using them. This modification ruins the placement and arrangement of their protective plates, however, and they lose the Elegant Armor trait.
Consummate Entertainer: Mannekin were sometimes further enchanted for entertaining children. These Mannekin are able to use Prestidigitation at will, as well as Silent Image and Ventriloquism once a day. This trait replaces Built to Serve.
Luck of the Downtrodden: Many Mannekin rely on luck more than pragmatism. These Mannekin gain a +1 luck bonus to all saving throws. This trait replaces Elegant Armor.
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Inspirations
OKAY, OKAY before we go any further, YES they were somewhat inspired by Five Nights at Freddy's, more specifically Circus Baby and Ballora. Don't sidle up to me grinning and poking me like you figured out some big secret. Anyway, there are several other places this came from. I used to always joke about a hippy Warforged Druid who called himself a Peaceforged, but I decided to take that idea in a more logical direction and ask what Warforged would be like if they weren't made for war.
They're clockwork because I've always had a soft spot for clockwork beings like Orianna from League of Legends or those evil aristocratic French robots in Doctor Who. I also wanted to draw a clear line between them and Warforged: Warforged were made from hearty materials to be as tough as possible, because they were soldiers. Mannekin are built to be elegant and pretty, and not to get in a fight. Even if the ritual to 'activate' them as sleeper agents would have been performed, it would've been a lot of attacking from ambush or killing sleeping aristocrats.
As for their position as untrusted former sleeper agents, there's two major reasons. One is that there needed to be a reason private individuals were giving up their property because I didn't really want heavy themes of slavery here. This way, I could draw a parallel to Gypsy stereotypes without being offensive. I also love the idea of a dangerously broken machine, lurching and hanging like a broken puppet, flailing dangerously. Like I presume Warforged are treated, Mannekin are too because of this, mistrusted because of the potential for violence. The fact that some of them DO flip out and bite you probably doesn't help.
Mechanics wise, you'll see I had to do some fudging. Mannekin are probably somewhere between 12 and 16 race points, depending on how many points you feel Living Construct is worth. I would say it costs ten points for similarities to the Plant type, but I admit it could be lower due to the drawbacks inherent to it. I also quietly put aside some of the drawbacks of the traditional warforged such as not being able to wear armor. After all, the whole point of buying a Mannekin would be to dress it in fine clothing, so they're built with that in mind. I also backed off on the Warforged penalty to healing, because the Repair Construct spells don't exist in Pathfinder and not everyone would appreciate porting a whole line of spells into their game just for a single race. They also lack the inability to resurrect the Warforged, because that's pointless and dumb. I had to alter the Berserk trait a bit from what the book recommends, since for some reason it severely overvalues bite attacks. I made it work identically to Maw or Claw for Tieflings, which is also a 2 RP trait since it replaces a spell ability. I did want to give them a few racial feats, but frankly I couldn't think of any, and a lot of the Warforged feats simply don't apply. Maybe in a future post.
Oh yeah, and the name is a really obvious pun. I hope you enjoyed that. See you next week with another race.