D&D 3.x Creature Catalog 3.5 Overhaul Project

BOZ said:
did that already. :D but ours were nearly identical (you forgot the base save increase from 5HD-6HD), which is refreshing. :)

:p

We need to change the attack lines to take into account +1 tridents, as per the original description.

We also need to add:

An abiorach can be summoned using a summon monster ? spell.

The other FF rilmani have it, except the aurumach, which is too high.
 

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I suggest adding: Inner planes to it's enviroment as they are more likely to be encountered on the elemental planes than in the outlands. And IMHO it is not impossible for a creature to be native to more than one plane, just as it is not impossible to be native to more than one enviroment.
 

let’s see, changes I’m thinking of for the abiorach…

how many attacks per round with the trident?

I’m thinking of raising the Charisma score. 12 is just pathetic for their Int, especially when compared to existing rilmani. I think they need at least 16, if not 18.

Skills: how about these for ranks:
Bluff 12, Concentration 8, Diplomacy 9, Knowledge (the planes) 12, Listen 8, Search 6, Sense Motive 9, Spellcraft 9, Spot 8. maybe add Disguise and/or Gather Information to that?

Feats: need one more, how about one of the following: Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive?

Languages: Rilmani, Common, Undercommon, Aquan, Auran, Ignan, Terran

5 feet tall

Spell-Like Abilities: At will – charm monster (DC X), comprehend languages, darkness, daylight, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, dismissal (DC X), feather fall, glitterdust, greater teleport (self plus 50 pounds of object only), hold monster (DC X), invisibility, mirror image, sanctuary, shocking grasp (DC X), tongues; 3/day – polymorph. Caster level (6th or 7th). The save DCs are Charisma-based.
 

BOZ said:
how many attacks per round with the trident?

2: Base attack +6/+1.

BOZ said:
I’m thinking of raising the Charisma score. 12 is just pathetic for their Int, especially when compared to existing rilmani. I think they need at least 16, if not 18.

I'd go with 18. Even the battle-focused ferrumachs have 20.

BOZ said:
Skills: how about these for ranks:
Bluff 12, Concentration 8, Diplomacy 9, Knowledge (the planes) 12, Listen 8, Search 6, Sense Motive 9, Spellcraft 9, Spot 8. maybe add Disguise and/or Gather Information to that?

I'd definitely add Disguise. I could go either way on Gather Info.

BOZ said:
Feats: need one more, how about one of the following: Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive?

Any will work, but I'm partial to Improved Init.

BOZ said:
Languages: Rilmani, Common, Undercommon, Aquan, Auran, Ignan, Terran

Excellent.

BOZ said:
5 feet tall

Cool. How about 120 pounds?

BOZ said:
Spell-Like Abilities: At will – charm monster (DC X), comprehend languages, darkness, daylight, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, dismissal (DC X), feather fall, glitterdust, greater teleport (self plus 50 pounds of object only), hold monster (DC X), invisibility, mirror image, sanctuary, shocking grasp (DC X), tongues; 3/day – polymorph. Caster level (6th or 7th). The save DCs are Charisma-based.

These look good. I assume you'll also retain the spell-like abilities relative to the current plane?
 
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Shade said:
Any will work, but I'm partial to Improved Init.

ok, i'll consider. ;)

Cool. How about 120 pounds?

mmm, might be a bit much with a "slight build".

These look good. I assume you'll also retain the spell-like abilities relative to the current plane?

of course. :) just want to do a bit o' work on the attune power before i work those out.
 

Does this accomplish what we need it to do?

Plane Shift (Sp): A rilmani can enter any of the elemental planes or outer planes, or the Astral Plane. This ability transports the rilmani and up to six other creatures, provided they all link hands with the rilmani. It is otherwise similar to the spell of the same name.

we have this:

While on an Elemental Plane, they can attune themselves completely to that plane, gaining the movement and immunities of an elemental of that type. For example, an abiorach on the Elemental Plane of Fire can’t be harmed by fire, is accepted by fire elementals as one of their own kind, and can move through the plane as if she were an elemental guide.

which becomes this:

Attune to Elemental Plane (Ex): When an abiorach attunes with an elemental plane it functions (more or less) as a native of that plane. The abiorach must be on the plane it attunes with and must remain on that plane. If it leaves the plane (either on its own or against its will) it immediately loses any benefits gained from attuning.

The abiorach gains immunity to all damage-dealing effects of the plane (for example, a rilmani attuned to the Plane of Fire suffers no fire damage while on that plane), it can see normally in the attuned plane, it can move normally in the attuned plane and suffers no other ill effects from that particular plane. In addition, the abiorach gains the ability to use its spell-like abilities associated with this plane (see above) and can summon an elemental native to this plane once per day (again, see above).

One way I thought of to make that simpler is to rephrase it a bit. How about if we say something to the effect of “the abiorach gains the appropriate subtype while attuned to the plane”. This would cover a lot of that second paragraph. Also, something to the effect of, “the abiorach gains the speed and movement types of an appropriate (Medium?) elemental, and is accepted by elementals of that type as one of their own kind.”

Also, I think we need to say something about how they accomplish attunement. Full-round action? Spend a few minutes concentrating?
 

BOZ said:
Does this accomplish what we need it to do?

That'll work.

BOZ said:
One way I thought of to make that simpler is to rephrase it a bit. How about if we say something to the effect of “the abiorach gains the appropriate subtype while attuned to the plane”. This would cover a lot of that second paragraph. Also, something to the effect of, “the abiorach gains the speed and movement types of an appropriate (Medium?) elemental, and is accepted by elementals of that type as one of their own kind.”

Also, I think we need to say something about how they accomplish attunement. Full-round action? Spend a few minutes concentrating?

It's too bad that the Manual of the Planes isn't OGL. The avoid planar effects spell and the Planar Survival ability of the Planar Champion prestige class handle this pretty well.

I think the subtype/movement types of native elementals should work.

I think full-round action is long enough, especially if we put them on the summon monster lists like the other rilmani.
 

voila?

Attune to Elemental Plane (Ex): When an abiorach enters an elemental plane, it will spend a full round attuning itself to that plane. So long as the abiorach remains on that plane, it will remain attuned to it. If it leaves the plane (either on its own or against its will) it immediately loses any benefits gained from attuning.

When an abiorach is attuned with an elemental plane, it temporarily gain the subtype associated with that particular element and all of the benefits associated with it. The abiorach also gains the speed and movement types of the appropriate elemental of Medium size, and is accepted by elementals of that type as one of their own kind.
The abiorach can see normally in the attuned plane, and suffers no ill effects from the nature of that particular plane. While attuned, the abiorach can use its summon elemental ability as well as the ability to use its additional spell-like abilities associated with the plane.


also, posted in homebrews for review. :)
 
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Great! You might also want to add that it gains not only the benefits, but the drawbacks of the subtype (such as vulnerability to cold for the fire subtype).

Calculated the DCs for spell-likes...

Spell-Like Abilities: At will – charm monster (DC 18), comprehend languages, darkness, daylight, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, dismissal (DC 19), feather fall, glitterdust, greater teleport (self plus 50 pounds of object only), hold monster (DC 19), invisibility, mirror image, sanctuary, shocking grasp (DC 15), tongues; 3/day – polymorph. Caster level (6th or 7th). The save DCs are Charisma-based.

An abiorach gains access to additional spell-like abilities while attuned to an elemental plane. It can use the following spell-like abilities when attuned to the appropriate plane listed in parenthesis: 3/day - control water (water)(DC 20), flaming sphere (fire)(DC 16), gust of wind (air)(DC 16), or move earth (earth)(DC 20); 1/day - horrid wilting (water)(DC 22), wall of fire (fire), wall of force (air), or wall of stone (earth)(DC 19). Caster level (6th or 7th). The save DCs are Charisma-based.

For the caster level, I vote 6th. They have some really powerful abilities, and taking one damage die away will help reign them in as "among the weaker of the rilmani".

Added summon monster equivalent to this ability...

Summon Elemental (Sp): When attuned to an elemental plane, the abiorach can, once per day, summon an Large elemental of the appropriate type with a 25% chance of success. This ability is the equivalent of a 5th-level spell.

LA should be pretty high, considering its powerful spell-like abilities and plane shift.

Add to Combat section:

An abiorach can be summoned using a summon monster ? spell. (A ferrumach is VII and a cuprilach is IX; I'd say VIII for the abiorach. Even though it is technically "weaker" than the ferrumach, it has far more beneficial spell-like abilities.)
 
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