Mannekins

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Mannekins are a race of outsiders native to the great Mechanism. Unlike their more straightforward clockwork brethren, mannekins are creatures of subtlety. Like most of Mechanus’ natives they have a penchant for tools and craftsmanship, but they excel above all as spies and infiltrators. They have remarkable powers of disguise, and evidence of mannekin spymasters has been discovered across the planes. They make excellent rogues, but also fine bards.

The doll-people are consummate actors, imitators, observers, and puzzle-solvers. They collect lore and trivia everywhere they go, and are comfortable in deep cover roles lasting entire human lifetimes. As information brokers, they rival the drifters. As gatherers of information, few can surpass them.

Mannekins rarely reveal their native form, which resembles a mostly-metal humanoid machine decorated with plates of metal, porcelain, and fine leather or wood. Led by their prince-oligarchs, the Major Arcana of Allegory, mannekins spy and explore across the cosmos. While they are occasionally discovered after spending years or decades in deep cover, there is little evidence that they actually do anything. Are they merely elusive observers, or do they work toward some mysterious and possibly-sinister goal?

Like warforged, mannekins are a mixture of living energy and construct, and they emerge from the factories of Mechanus with free will. When they take their first steps off the production line, they are barely humanoid skeletons, but they spend decades building their bodies and their minds before they don the mask of adulthood and make their way in the world. Unlike warforged, they are outsiders, and their creation requires years of work in the assembly lines deep in the Mechanism.

Mannekin (mature) traits:

Outsider traits, weapon proficiency (martial), armor proficiency (light, non-tower shields), +4 DEX, +4 INT, +2 CHA, darkvision 60’, bardic knowledge, fortification 50%, heal/ harm resistance 50%, trapfinding, evasion, alter self 2/day (30 hours), sneak attack +2d6, trap sense +1, suggestion 3/day, uncanny dodge

Mature mannekins have 4HD of Outsider and an ECL of +2. Their Outsider class skills are Autohypnosis, Balance, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Jump, Knowledge (planar, psychology, physical universe, the planes), Listen, Move Silently, Performance (acting), Profession, Search, Sense Motive, Spot, Swim, and Tumble.

Mannekins

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