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The Rilmani: Champions of Neutrality (conversion)
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<blockquote data-quote="Shade" data-source="post: 150787" data-attributes="member: 287"><p><strong>Rilmani, Cuprilach</strong></p><p>Medium-size Outsider</p><p>Hit Dice: 8d8+8 (44 hp)</p><p>Initiative: +5 (+5 Dex)</p><p>Speed: 50 ft.</p><p>AC: 20 (+5 Dex, +5 natural)</p><p>Attacks: 2 +2 short swords +15/+13/+10 melee or unarmed strike +11/+8 melee or +1 returning shuriken +14/+9 ranged</p><p>Damage: 2 +2 short swords 1d6+7/1d6+4 or unarmed strike 1d10+5 or +1 returning shuriken 1+1</p><p>Face/Reach: 5ft. by 5 ft./5 ft.</p><p>Special Attacks: Sneak attack +6d6, acid spray, spell-like abilities, summon rilmani </p><p>Special Qualities: Damage reduction 20+2, SR 20 rilmani qualities, uncanny dodge, evasion</p><p>Saves: Fort +7, Ref +11, Will +9</p><p>Abilities: Str 21 Dex 20, Con 12, Int 16, Wis 16, Cha 14</p><p>Skills: Bluff +13, Concentration +7, Escape Artist +9, Hide +16, Jump +10, Listen +14, Move Silently +16, Search +12, Sense Motive +14, Spot +14, Tumble +16 </p><p>Feats: Ambidexterity, Exotic Weapon Proficiency (shuriken), Two-Weapon Fighting </p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or band (1-6)</p><p>Challenge Rating: 9</p><p>Treasure: No coins; double goods; standard items </p><p>Alignment: Always neutral</p><p>Advancement: 9-14 HD (Medium-size)</p><p></p><p>Cuprilachs're the spies, assassins, and secret soldiers of the rilmani. The argenachs act as advisers, and the ferrumachs stand bravely on the field of battle, but the cuprilachs strike from the shadows using stealth and speed to accomplish their goals. Cuprilachs believe that the only way the Balance'll ever be safe is by neutralizing high-up creatures of extreme alignment. They're easily the most dangerous rilmani, simply because they're the ones who're most likely to decide on the spot that a basher needs to be lost.</p><p></p><p>Cuprilachs appear as slight and wiry humans, with the easy grace and trim build of an elf or half-elf. Their features are human enough, except for the coppery sheen of their skin and their featureless, ruby-red eyes. There aren't many bloods in the Outlands who're as cocky or arrogant as a cuprilach, but their attitude stems from a professional pride - they're some of the best assassins on the planes, and they know it.</p><p></p><p>Combat</p><p></p><p>Cuprilachs don't fight fair. They're killers, not warriors, and they do whatever it takes to silence the opposition quickly and efficiently. Cuprilachs're fond of striking with two coppery <em>+2 short swords</em> in melee combat. They also carry several <em>+1 returning shuriken</em>.</p><p></p><p><strong>Sneak Attack:</strong> Cuprilachs may sneak attack as a 12th-level rogue.</p><p></p><p><strong>Acid Spray (Su):</strong> Once per day a cuprilach can create a cone of acid 20 feet long that causes 5d4+5 points of damage (Reflex save DC 13).</p><p></p><p><strong>Spell-Like Abilities:</strong> At will: <em>charm person, clairaudience/clairvoyance, detect invisibility, enervation, fog cloud, improved invisibility, nondetection,</em> and <em>poison</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>Summon Rilmani</em> (Sp):</strong> Once per day a cuprilach can attempt to summon 1d3 cuprilachs with a 40% chance of success.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> A cuprilach retains her Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker. A cuprilach can only be flanked by rogues four levels higher than the cuprilach's Hit Dice.</p><p></p><p><strong>Evasion (Ex):</strong> If exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the cuprilach takes no damage with a successful saving throw. </p><p></p><p><strong>Source: Planescape Monstrous Compendium Appendix II</strong></p></blockquote><p></p>
[QUOTE="Shade, post: 150787, member: 287"] [B]Rilmani, Cuprilach[/B] Medium-size Outsider Hit Dice: 8d8+8 (44 hp) Initiative: +5 (+5 Dex) Speed: 50 ft. AC: 20 (+5 Dex, +5 natural) Attacks: 2 +2 short swords +15/+13/+10 melee or unarmed strike +11/+8 melee or +1 returning shuriken +14/+9 ranged Damage: 2 +2 short swords 1d6+7/1d6+4 or unarmed strike 1d10+5 or +1 returning shuriken 1+1 Face/Reach: 5ft. by 5 ft./5 ft. Special Attacks: Sneak attack +6d6, acid spray, spell-like abilities, summon rilmani Special Qualities: Damage reduction 20+2, SR 20 rilmani qualities, uncanny dodge, evasion Saves: Fort +7, Ref +11, Will +9 Abilities: Str 21 Dex 20, Con 12, Int 16, Wis 16, Cha 14 Skills: Bluff +13, Concentration +7, Escape Artist +9, Hide +16, Jump +10, Listen +14, Move Silently +16, Search +12, Sense Motive +14, Spot +14, Tumble +16 Feats: Ambidexterity, Exotic Weapon Proficiency (shuriken), Two-Weapon Fighting Climate/Terrain: Any land and underground Organization: Solitary or band (1-6) Challenge Rating: 9 Treasure: No coins; double goods; standard items Alignment: Always neutral Advancement: 9-14 HD (Medium-size) Cuprilachs're the spies, assassins, and secret soldiers of the rilmani. The argenachs act as advisers, and the ferrumachs stand bravely on the field of battle, but the cuprilachs strike from the shadows using stealth and speed to accomplish their goals. Cuprilachs believe that the only way the Balance'll ever be safe is by neutralizing high-up creatures of extreme alignment. They're easily the most dangerous rilmani, simply because they're the ones who're most likely to decide on the spot that a basher needs to be lost. Cuprilachs appear as slight and wiry humans, with the easy grace and trim build of an elf or half-elf. Their features are human enough, except for the coppery sheen of their skin and their featureless, ruby-red eyes. There aren't many bloods in the Outlands who're as cocky or arrogant as a cuprilach, but their attitude stems from a professional pride - they're some of the best assassins on the planes, and they know it. Combat Cuprilachs don't fight fair. They're killers, not warriors, and they do whatever it takes to silence the opposition quickly and efficiently. Cuprilachs're fond of striking with two coppery [I]+2 short swords[/I] in melee combat. They also carry several [I]+1 returning shuriken[/I]. [B]Sneak Attack:[/B] Cuprilachs may sneak attack as a 12th-level rogue. [B]Acid Spray (Su):[/B] Once per day a cuprilach can create a cone of acid 20 feet long that causes 5d4+5 points of damage (Reflex save DC 13). [B]Spell-Like Abilities:[/B] At will: [I]charm person, clairaudience/clairvoyance, detect invisibility, enervation, fog cloud, improved invisibility, nondetection,[/I] and [I]poison[/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]Summon Rilmani[/I] (Sp):[/B] Once per day a cuprilach can attempt to summon 1d3 cuprilachs with a 40% chance of success. [B]Uncanny Dodge (Ex):[/B] A cuprilach retains her Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker. A cuprilach can only be flanked by rogues four levels higher than the cuprilach's Hit Dice. [B]Evasion (Ex):[/B] If exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the cuprilach takes no damage with a successful saving throw. [B]Source: Planescape Monstrous Compendium Appendix II[/B] [/QUOTE]
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