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The Rilmani: Champions of Neutrality (conversion)
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<blockquote data-quote="Shade" data-source="post: 148385" data-attributes="member: 287"><p><strong>Rilmani, Ferrumach</strong></p><p>Medium-size Outsider</p><p>Hit Dice: 6d8+6 (33 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft.</p><p>AC: 17 (+7 spiked half-plate)</p><p>Attacks: +1 halberd +12/+7 melee or unarmed strike +8/+5 melee</p><p>Damage: +1 halberd 1d10+9 or unarmed strike 1d8+4</p><p>Face/Reach: 5ft. by 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilities, summon rilmani</p><p>Special Qualities: Damage reduction 10/+1, SR 18, rilmani qualities, healing hands </p><p>Saves: Fort +6, Ref +5, Will +6</p><p>Abilities: Str 19, Dex 10, Con 12, Int 14, Wis 13, Cha 14</p><p>Skills: Climb +13, Concentration +10, Jump +13, Intimidate +11, Listen +10, Search +8, Spot +10 </p><p>Feats: Weapon Focus (halberd), Weapon Specialization (halberd) </p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or platoon (4-16)</p><p>Challenge Rating: 7</p><p>Treasure: No coins; double goods; standard items</p><p>Alignment: Always neutral</p><p>Advancement: 7-12 HD (Medium-size)</p><p></p><p>When the rilmani are moved to take direct action in the cause of neutrality, it's the ferrumachs who answer the call of duty. They're the soldiers of the Spire, the iron legions who wait to serve in battle whenever and wherever they're needed</p><p></p><p>Ferrurnachs resemble tall, grim-faced humans. They are very powerfully muscled, with deep chests, wide shoulders, and thick arms. There's no hint of grace, athleticism, or agility about them; ferrumachs are walking slabs of stone. Their skin is a sooty gray - the color of bare iron, with an elusive gunmetal gleam when struck by the light.</p><p></p><p>Combat</p><p></p><p>Ferrumachs wear heavy suits of dark, spiked half-plate armor. Their powerful builds allow them to wear armor of unusual strength and weight. Halberds, greataxes, and heavy flails are popular among their ranks.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will: <em>blur, fog cloud, see invisibility,</em> and <em>silence</em>. 3/day-<em>dispel magic, ice storm</em>. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).</p><p></p><p><strong><em>Healing Hands</em> (Sp):</strong> Ferrumachs can lay on hands once per day, which heals up to 18 points of damage and combines the effects of <em>remove disease</em> and <em>neutralize poison</em> spells as cast by a 6th-level sorcerer.</p><p></p><p><strong><em>Summon Rilmani</em> (Sp):</strong> Once per day a ferrumach can attempt to summon 2d4 ferrumachs or 1 argenach with a 10% chance of success. Mulitple ferrumachs may attempt to join their summon rilmani abilities in one attempt, increasing the chance of success by 10% for each additional ferrumach who participates in the summoning. </p><p></p><p><strong>Source: Planescape Monstrous Compendium Appendix II</strong></p><p></p><p>More to come...</p></blockquote><p></p>
[QUOTE="Shade, post: 148385, member: 287"] [B]Rilmani, Ferrumach[/B] Medium-size Outsider Hit Dice: 6d8+6 (33 hp) Initiative: +0 Speed: 30 ft. AC: 17 (+7 spiked half-plate) Attacks: +1 halberd +12/+7 melee or unarmed strike +8/+5 melee Damage: +1 halberd 1d10+9 or unarmed strike 1d8+4 Face/Reach: 5ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, summon rilmani Special Qualities: Damage reduction 10/+1, SR 18, rilmani qualities, healing hands Saves: Fort +6, Ref +5, Will +6 Abilities: Str 19, Dex 10, Con 12, Int 14, Wis 13, Cha 14 Skills: Climb +13, Concentration +10, Jump +13, Intimidate +11, Listen +10, Search +8, Spot +10 Feats: Weapon Focus (halberd), Weapon Specialization (halberd) Climate/Terrain: Any land and underground Organization: Solitary or platoon (4-16) Challenge Rating: 7 Treasure: No coins; double goods; standard items Alignment: Always neutral Advancement: 7-12 HD (Medium-size) When the rilmani are moved to take direct action in the cause of neutrality, it's the ferrumachs who answer the call of duty. They're the soldiers of the Spire, the iron legions who wait to serve in battle whenever and wherever they're needed Ferrurnachs resemble tall, grim-faced humans. They are very powerfully muscled, with deep chests, wide shoulders, and thick arms. There's no hint of grace, athleticism, or agility about them; ferrumachs are walking slabs of stone. Their skin is a sooty gray - the color of bare iron, with an elusive gunmetal gleam when struck by the light. Combat Ferrumachs wear heavy suits of dark, spiked half-plate armor. Their powerful builds allow them to wear armor of unusual strength and weight. Halberds, greataxes, and heavy flails are popular among their ranks. [B]Spell-Like Abilities:[/B] At will: [I]blur, fog cloud, see invisibility,[/I] and [I]silence[/I]. 3/day-[I]dispel magic, ice storm[/I]. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level). [B][I]Healing Hands[/I] (Sp):[/B] Ferrumachs can lay on hands once per day, which heals up to 18 points of damage and combines the effects of [I]remove disease[/I] and [I]neutralize poison[/I] spells as cast by a 6th-level sorcerer. [B][I]Summon Rilmani[/I] (Sp):[/B] Once per day a ferrumach can attempt to summon 2d4 ferrumachs or 1 argenach with a 10% chance of success. Mulitple ferrumachs may attempt to join their summon rilmani abilities in one attempt, increasing the chance of success by 10% for each additional ferrumach who participates in the summoning. [B]Source: Planescape Monstrous Compendium Appendix II[/B] More to come... [/QUOTE]
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