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Discussing Rilmani
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<blockquote data-quote="BOZ" data-source="post: 1312176" data-attributes="member: 1241"><p>OK, before we get started on the three remaining rilmani, let’s set some “ground rules”.</p><p></p><p>2E Hit Dice:</p><p>Aurumach – 12</p><p>Argenach – 9</p><p>Cuprilach – 8</p><p>Ferrumach – 6</p><p>Abiorach – 5</p><p>Plumach – 4</p><p></p><p>The Rilmani in the fiend folio, much like the fiends and celestials, had a bump in their Hit Dice. Aurumachs are now 16, Cuprilachs are now 12, and Ferrumachs are now 8. thus, I would recommend the following for the remaining rilmani:</p><p></p><p>Argenach – 13 or 14</p><p>Abiorach – 6 or 7</p><p>Plumach – 4 or 5</p><p></p><p></p><p>The Fiend Folio gave these common abilities to rilmani:</p><p></p><p>Rilmani speak their own tongue (Rilmani), Common, and Undercommon.</p><p></p><p>Outsider Traits: Rilmani have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or a miracle spell can restore life).</p><p>Rilmani Traits: Rilmani are immune to electricity and poison, and they have acid and sonic resistance 20.</p><p>Spell-Like Abilities: At will – comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, feather fall, sanctuary, tongues; 3/day – polymorph (self). (Caster level is usually HD or HD +1). In addition, all rilmani have spell-like abilities unique to their kind.</p><p>Summon Rilmani (Sp): Rilmani can summon other rilmani as though casting a summon monster spell, but they have varying degrees of success.</p><p></p><p>Also, each one seems to have spell resistance of CR +11 or +13.</p><p></p><p></p><p>The 3.5 Conversion booklet made the following change standard to rilmani:</p><p>Damage reduction (10 or 15)/good or evil or lawful or chaotic</p><p></p><p>Lowering the Resistances down to 10 would make them more in line with their counterparts.</p><p></p><p></p><p>Additionally, the 2E PSMC ascribed them the following powers, some we may keep and some we may drop:</p><p>Spell-Like Abilities: At will – Daylight or darkness, dismissal, hold monster, greater teleport.</p><p>Telepathy.</p><p>Can’t be summoned by any spell (but can be gated by other rilmani).</p><p>Can “piggyback” on other summonings.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1312176, member: 1241"] OK, before we get started on the three remaining rilmani, let’s set some “ground rules”. 2E Hit Dice: Aurumach – 12 Argenach – 9 Cuprilach – 8 Ferrumach – 6 Abiorach – 5 Plumach – 4 The Rilmani in the fiend folio, much like the fiends and celestials, had a bump in their Hit Dice. Aurumachs are now 16, Cuprilachs are now 12, and Ferrumachs are now 8. thus, I would recommend the following for the remaining rilmani: Argenach – 13 or 14 Abiorach – 6 or 7 Plumach – 4 or 5 The Fiend Folio gave these common abilities to rilmani: Rilmani speak their own tongue (Rilmani), Common, and Undercommon. Outsider Traits: Rilmani have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or a miracle spell can restore life). Rilmani Traits: Rilmani are immune to electricity and poison, and they have acid and sonic resistance 20. Spell-Like Abilities: At will – comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, feather fall, sanctuary, tongues; 3/day – polymorph (self). (Caster level is usually HD or HD +1). In addition, all rilmani have spell-like abilities unique to their kind. Summon Rilmani (Sp): Rilmani can summon other rilmani as though casting a summon monster spell, but they have varying degrees of success. Also, each one seems to have spell resistance of CR +11 or +13. The 3.5 Conversion booklet made the following change standard to rilmani: Damage reduction (10 or 15)/good or evil or lawful or chaotic Lowering the Resistances down to 10 would make them more in line with their counterparts. Additionally, the 2E PSMC ascribed them the following powers, some we may keep and some we may drop: Spell-Like Abilities: At will – Daylight or darkness, dismissal, hold monster, greater teleport. Telepathy. Can’t be summoned by any spell (but can be gated by other rilmani). Can “piggyback” on other summonings. [/QUOTE]
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