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The Rilmani: Champions of Neutrality (conversion)
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<blockquote data-quote="Shade" data-source="post: 148354" data-attributes="member: 287"><p><strong>Rilmani, Plumach</strong></p><p>Medium-size Outsider</p><p>Hit Dice: 4d8 (18 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft.</p><p>AC: 16 (+6 natural)</p><p>Attacks: Heavy mace +7 melee or unarmed strike +6 melee</p><p>Damage: Heavy mace 1d8+3 or unarmed strike 1d8+3</p><p>Face/Reach: 5ft. by 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilities</p><p>Special Qualities: Damage reduction 10/+1, SR 13, rilmani qualities </p><p>Saves: Fort +4, Ref +4, Will +5</p><p>Abilities: Str 17, Dex 10, Con 10, Int 12, Wis 13, Cha 14</p><p>Skills: Appraise +5, Bluff +9, Concentration +7, Craft (any one) +8, Listen +3, Sense Motive +8, Spot +3</p><p>Feats: Skill Focus: Craft (any one)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or band (4-24)</p><p>Challenge Rating: 4</p><p>Treasure: No coins; double goods; standard items</p><p>Alignment: Always neutral</p><p>Advancement: 5-10 HD (Medium-size)</p><p></p><p>Plumachs're short, stocky humanoids with dull, gray metallic skins. They're broad-shouldered and thick waisted, with wide, stubby hands and heavy legs. Plumachs lack the grace or strength of their more powerful kin, but they're stubborn and tenacious opponents. Some cutters take plumachs for stupid, but that's a risky assumption: Plumachs've got a great store of practical wisdom and common sense. They believe in hard work, respect where respect's due, and the common courtesy of staying out of other people's business.</p><p></p><p>As the commoners of the Spire, plumachs are craftsmen, teamsters, and merchants. They carry out the day-to-day business of rilmani society. A plumach is the equal of the finest human crafts men at his chosen trade. Since the rilmani as a race require no food, shelter, or clothing, the plumachs devote their time to creating devices of comfort and convenience or works of art.</p><p></p><p>Combat</p><p></p><p>Plumachs resort to combat only when it's clear that their lives or interests're threatened. Otherwise, they don't want to get involved. Some cutters take the plumachs' apathy for incompetence, and're rudely surprised when the plumachs decide to stand and fight. Plumachs fight with heavy maces, clubs, and mauls of lead.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will: <em>chill touch, detect chaos/evil/good/law, heat metal,</em> and <em>hold person</em>. 1/day-<em>solid fog</em>. These abilities are as the spells cast by a 4th-level sorcerer (save DC 12 + spell level).</p><p></p><p><strong>Source: Planescape Monstrous Compendium Appendix II</strong></p></blockquote><p></p>
[QUOTE="Shade, post: 148354, member: 287"] [B]Rilmani, Plumach[/B] Medium-size Outsider Hit Dice: 4d8 (18 hp) Initiative: +0 Speed: 30 ft. AC: 16 (+6 natural) Attacks: Heavy mace +7 melee or unarmed strike +6 melee Damage: Heavy mace 1d8+3 or unarmed strike 1d8+3 Face/Reach: 5ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 10/+1, SR 13, rilmani qualities Saves: Fort +4, Ref +4, Will +5 Abilities: Str 17, Dex 10, Con 10, Int 12, Wis 13, Cha 14 Skills: Appraise +5, Bluff +9, Concentration +7, Craft (any one) +8, Listen +3, Sense Motive +8, Spot +3 Feats: Skill Focus: Craft (any one) Climate/Terrain: Any land and underground Organization: Solitary or band (4-24) Challenge Rating: 4 Treasure: No coins; double goods; standard items Alignment: Always neutral Advancement: 5-10 HD (Medium-size) Plumachs're short, stocky humanoids with dull, gray metallic skins. They're broad-shouldered and thick waisted, with wide, stubby hands and heavy legs. Plumachs lack the grace or strength of their more powerful kin, but they're stubborn and tenacious opponents. Some cutters take plumachs for stupid, but that's a risky assumption: Plumachs've got a great store of practical wisdom and common sense. They believe in hard work, respect where respect's due, and the common courtesy of staying out of other people's business. As the commoners of the Spire, plumachs are craftsmen, teamsters, and merchants. They carry out the day-to-day business of rilmani society. A plumach is the equal of the finest human crafts men at his chosen trade. Since the rilmani as a race require no food, shelter, or clothing, the plumachs devote their time to creating devices of comfort and convenience or works of art. Combat Plumachs resort to combat only when it's clear that their lives or interests're threatened. Otherwise, they don't want to get involved. Some cutters take the plumachs' apathy for incompetence, and're rudely surprised when the plumachs decide to stand and fight. Plumachs fight with heavy maces, clubs, and mauls of lead. [B]Spell-Like Abilities:[/B] At will: [I]chill touch, detect chaos/evil/good/law, heat metal,[/I] and [I]hold person[/I]. 1/day-[I]solid fog[/I]. These abilities are as the spells cast by a 4th-level sorcerer (save DC 12 + spell level). [B]Source: Planescape Monstrous Compendium Appendix II[/B] [/QUOTE]
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