Rogue Modron (3.5e Race)

Rogue Modron
In the distant plane of Mechanus, the ancient god Primus and his endless modron network crawls across the great gears of the plane. The modrons, construct-like outsiders and masters of law and order, are unto cells in Primus' spread out body, performing unusual and unfathomable tasks in a hierarchy based on numbers. Like actual cells in a body, modrons die and are replaced, and sometimes a something goes wrong with a cell. Perhaps they received two conflicting orders. Perhaps they were logic bombed. Perhaps they somehow became self aware and the shock of enlightenment was too great. In any case, these newfound individuals can no longer work within the system and they become rogue modrons. They are stripped of the power of Primus, but continue to persist. Summary::Rogue modrons are the outcasts of Mechanus, insane or rebellious by modron standards even though to the average mortal they seem as lawful and mechanical as ever.

Personality
One might think that a rogue modron would be chaotic or insane, but this is not the case. In fact, their lawfulness often greatly exceeds all others, at least compared to most non-modron races. They like order and repetition, and while they can tolerate the "chaotic" whims of your common adventuring party, many insist on knowing their place in party hierarchy. This isn't to say they allow themselves to be abused slaves at the bottom, as they do possess self worth and a desire to be positioned to encourage greater order.

Because their minds are so logically alien, they have difficulty speaking with others but understand that they must in order to survive this cruel and utterly insane (to them) world around them. Thus they often befriend adventurers, if only to act as translators to help them understand and communicate with other beings.

Physical Description
Whatever modron the rogue modron used to be, they are transformed into a cubical shape resembling a quadrone. They have a face on one side of their body, two thin arms and legs, and two thin small wings. Their bodies appear made of a strange copper-like substance, but they have both organic and mechanical parts seamlessly integrated within each other. Their forms may possess any number of gears, circuits, and lenses as part of their function. In spite of appearances, they are outsiders first, not machines.

Relations
The rogue modron is a sane man living in the world of the mad. Eventually even they get used to the wonderland-like world around them, but they try to keep their sanity and sometimes instill some lawfulness on others. They are non-hostile, but often baffled, by the acts of non-lawful beings and have a general air of neutrality. Around modrons, they are no longer seen as a modron themselves but as an unknown creature. As long as the rogue modron does not interfere with modron business (good advice for any species interacting with them), the rogue modron is usually ignored. Rogue modrons typically know and respect this, bearing little ill will for former brothers.

Modrons often do things with mechanical repetition, making them excellent workers. This ability manifests itself in the form of its power to regulate its actions, ensuring an optimal safe amount of work output in a given short time, even if under stress. After all, stress is nothing but allowing oneself to be overloaded and lagged on processing external stimulus, and a modron wouldn't be worth the creation time put into it if it let a little thing like danger distract it from its goals.

Alignment
Rogue modrons are almost always lawful, and usually neutral. Rarely the events of a rogue modron's life trend it to good or evil, but its almost unheard of for a modron, rogue or not, to be anything but lawful.

Lands
Rogue modrons hail from Mechanus, but since their exile they may wander the planes in search for meaning.

Religion
Rogue modrons do not worship. One could say they worship Primus, but one could also say they ARE Primus. They recognize the existence of other gods, but their presence is rarely important. Worshiping them would not be logical.

Language
Modron, a complex mathematical language. Rogue modrons often know Common as a requirement to communicate with others as well.

Names
Modrons don't have names so much as serial numbers. Since this is often confusing to others, they sometimes to choose their own names or pick up the nicknames of others, out of usefulness or out of their own obscure logic.

Racial Traits

 * ,, , : Chunky and less than socially apt, the rogue modron is nevertheless highly intelligent and their boxy bodies are optimized for durability.
 * Type::Outsider (Subtype::Lawful): Rogue modrons remain lawful aligned outsiders.
 * Rogue modron base land speed is 40 feet. They eventually gain a fly speed (see Wings).
 * Rogue Modrons gain +4 natural armor.
 * Aligned Being : Rogue modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures. This bonus doubles against creatures with the [Chaos] subtype.  However, they take a -2 penalty against chaos aligned spells and effects.
 * Energy Resistance Acid/Cold/Fire 10.
 * Fortification : Rogue modrons possess 25% fortification.
 * Logical Mind : Rogue modrons gain a +3 bonus against mind-affecting effects and illusions.
 * Metal Body : Modron have a few construct-like traits.  While they are healed normally by positive energy, they take half benefit recovery from the repair line of spells as well.  They are treated as metal creatures for the effects of spells and other abilities as well.  They can count as a construct type as well as an outsider when beneficial, but receive none of their immunities.  Rogue modrons do not need to eat, sleep, nor breathe.
 * Regulate : A rogue modron is able to perform difficult actions with surprising regularity. 1/day, the rogue modron can take 10 on any d20 roll even if it normally would not be able to take 10 once per round.  It gains an additional use of Regulate at 4 HD and every 4 HD beyond.  At 20 HD, it becomes at will, but only once per round.
 * Wings : Rogue modrons possess a pair of small wings on metal limbs. At first they can only protect the modron from falling, reducing any fall damage to a maximum of 1d6 points.  At 3 HD, the modron gains a fly speed of 40 feet (clumsy), and at 6 HD it becomes 60 feet (poor).  Modrons are not the most aerodynamic shapes ever, after all.
 * Racial Hit Dice: A rogue modron begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
 * Racial Skills: A rogue modron’s outsider levels give it skill points equal to 5 × (8 + Int modifier). Its class skills are Appraise, Autohypnosis, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Jump, Knowledge (all knowledges taken separately), Listen, Open Lock, Profession, Search, Spot, and Survival..  The rogue modron gains a +4 racial bonus on Search and Spot checks.
 * Racial Feats: A rogue modron's outsider levels give it one feat.
 * Automatic Languages: Common, Modron.
 * Bonus Languages: Celestial, Draconic, Dwarven, Infernal, and Undercommon.
 * Favored Class: Favored Class::Any
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::2
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::2