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The Rilmani: Champions of Neutrality (conversion)
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<blockquote data-quote="Shade" data-source="post: 164034" data-attributes="member: 287"><p><strong>Rilmani, Aurumach</strong></p><p>Large Outsider</p><p>Hit Dice: 12d8+60 (114 hp)</p><p>Initiative: +9 (-1 Size, +5 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft.</p><p>AC: 23 (-1 Size, +5 Dex, +9 armor)</p><p>Attacks: <em>+3 vorpal greatsword</em> +21/+15/+10 melee or unarmed strike +16/+13/+10 melee</p><p>Damage: <em>+3 vorpal greatsword</em> 2d6+10 or unarmed strike 2d8+7 melee</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Spell-like abilities, , summon rilmani, aura</p><p>Special Qualities: Damage reduction 40/+4, SR 24, rilmani qualities, aura, healing hands</p><p>Saves: Fort +11, Ref +11, Will +10</p><p>Abilities: Str 24, Dex 20, Con 20, Int 21, Wis 19, Cha 20</p><p>Skills: Concentration +16, Escape Artist +16, Hide +15, Knowledge (any five) +18, Listen +16, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +18, Spot +16 </p><p>Feats: Cleave, Improved Initiative, Power Attack</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or company (1-3)</p><p>Challenge Rating: 16</p><p>Treasure: No coins; double goods; standard items</p><p>Alignment: Always neutral</p><p>Advancement: 13-21 HD (Large); 21-40 HD (Huge)</p><p></p><p>Very few nonrilmani have ever seen one of these bloods. The aurumachs are the leaders of the rilmani race, the high-ups who call the shots and pull the strings. It's said that even the powers don't know half the darks the aurumachs do. More than any other creatures in the entire multiverse, they stand aside from the path of things and objectively measure the state of the Balance, acting to correct it when it leans too far to one side or the other.</p><p></p><p>Aurumachs are tall, athletic humanoids with beatific features and metallic golden skin. Their eyes are too bright to look at directly, and an aura of power and patience surrounds their form. Aurumachs are occasionally found in fluted golden plate armor, bearing mighty swords or maces, but at the Spire they rarely need such martial trappings.</p><p></p><p><strong>Vorpal Sword (Su):</strong> As a free action, an aurumach can conjure a <em>+3 vorpal greatsword</em> to his hand. This weapon cannot be disarmed. Should the sword leave the aurumach's hand for any reason, it will disappear until called again.</p><p></p><p><strong>Aurumach Armor (Su):</strong> An aurumach's armor is the equivalent of a <em>+4 mithral breastplate</em> and can be summoned in a similar fashion to her weapon. </p><p></p><p><strong>Aura (Su):</strong> As a free action, an aurumach can create a golden halo surrounding himself in a 15-foot radius. This energy automatically assumes a form that exploits an enemy's vulnerabilities: acid, cold, electricity, fire, sonic, positive energy or negative energy. Any hostile creature entering this area suffers 2d12 points of damage from the aurumach's aura. The aura also functions as a <em>globe of invulnerability</em> and stops missile attacks of any kind.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will: <em>clairaudience/clairvoyance, cone of cold, fly, hallucinatory terrain, improved invisibility, mass charm, mass suggestion, mirror image, permanent image, prismatic spray, slow, solid fog, wall of fire, wall of force, wall of ice,</em> and <em>wall of iron</em>. 1/day-<em>geas/quest, symbol</em> (any), <em>time stop</em>. 1/year: grant another's <em>wish</em>. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).</p><p></p><p>The following abilities are always active on the aurumach’s person, as the spells cast by a 12th-level sorcerer: <em>detect magic</em> and <em>see invisibility</em>. They can be dispelled, but the aurumach can reactivate them as a free action.</p><p></p><p><strong><em>Summon Rilmani</em> (Sp):</strong> Once per day an aurumach can attempt to summon 1d8 ferrumachs with a 75% chance of success or 1d3 argenachs with an 80% chance of success.</p><p></p><p><strong><em>Healing Hands</em> (Sp):</strong> Aurumachs can lay on hands three times per day, combining the effects of <em>heal, regeneration,</em> and <em>restoration</em> spells as cast by a 12th-level sorcerer.</p><p></p><p><strong>Source: Planescape Monstrous Compendium Appendix II</strong></p></blockquote><p></p>
[QUOTE="Shade, post: 164034, member: 287"] [B]Rilmani, Aurumach[/B] Large Outsider Hit Dice: 12d8+60 (114 hp) Initiative: +9 (-1 Size, +5 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 23 (-1 Size, +5 Dex, +9 armor) Attacks: [I]+3 vorpal greatsword[/I] +21/+15/+10 melee or unarmed strike +16/+13/+10 melee Damage: [I]+3 vorpal greatsword[/I] 2d6+10 or unarmed strike 2d8+7 melee Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Spell-like abilities, , summon rilmani, aura Special Qualities: Damage reduction 40/+4, SR 24, rilmani qualities, aura, healing hands Saves: Fort +11, Ref +11, Will +10 Abilities: Str 24, Dex 20, Con 20, Int 21, Wis 19, Cha 20 Skills: Concentration +16, Escape Artist +16, Hide +15, Knowledge (any five) +18, Listen +16, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +18, Spot +16 Feats: Cleave, Improved Initiative, Power Attack Climate/Terrain: Any land and underground Organization: Solitary or company (1-3) Challenge Rating: 16 Treasure: No coins; double goods; standard items Alignment: Always neutral Advancement: 13-21 HD (Large); 21-40 HD (Huge) Very few nonrilmani have ever seen one of these bloods. The aurumachs are the leaders of the rilmani race, the high-ups who call the shots and pull the strings. It's said that even the powers don't know half the darks the aurumachs do. More than any other creatures in the entire multiverse, they stand aside from the path of things and objectively measure the state of the Balance, acting to correct it when it leans too far to one side or the other. Aurumachs are tall, athletic humanoids with beatific features and metallic golden skin. Their eyes are too bright to look at directly, and an aura of power and patience surrounds their form. Aurumachs are occasionally found in fluted golden plate armor, bearing mighty swords or maces, but at the Spire they rarely need such martial trappings. [B]Vorpal Sword (Su):[/B] As a free action, an aurumach can conjure a [I]+3 vorpal greatsword[/I] to his hand. This weapon cannot be disarmed. Should the sword leave the aurumach's hand for any reason, it will disappear until called again. [B]Aurumach Armor (Su):[/B] An aurumach's armor is the equivalent of a [I]+4 mithral breastplate[/I] and can be summoned in a similar fashion to her weapon. [B]Aura (Su):[/B] As a free action, an aurumach can create a golden halo surrounding himself in a 15-foot radius. This energy automatically assumes a form that exploits an enemy's vulnerabilities: acid, cold, electricity, fire, sonic, positive energy or negative energy. Any hostile creature entering this area suffers 2d12 points of damage from the aurumach's aura. The aura also functions as a [I]globe of invulnerability[/I] and stops missile attacks of any kind. [B]Spell-Like Abilities:[/B] At will: [I]clairaudience/clairvoyance, cone of cold, fly, hallucinatory terrain, improved invisibility, mass charm, mass suggestion, mirror image, permanent image, prismatic spray, slow, solid fog, wall of fire, wall of force, wall of ice,[/I] and [I]wall of iron[/I]. 1/day-[I]geas/quest, symbol[/I] (any), [I]time stop[/I]. 1/year: grant another's [I]wish[/I]. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level). The following abilities are always active on the aurumach’s person, as the spells cast by a 12th-level sorcerer: [I]detect magic[/I] and [I]see invisibility[/I]. They can be dispelled, but the aurumach can reactivate them as a free action. [B][I]Summon Rilmani[/I] (Sp):[/B] Once per day an aurumach can attempt to summon 1d8 ferrumachs with a 75% chance of success or 1d3 argenachs with an 80% chance of success. [B][I]Healing Hands[/I] (Sp):[/B] Aurumachs can lay on hands three times per day, combining the effects of [I]heal, regeneration,[/I] and [I]restoration[/I] spells as cast by a 12th-level sorcerer. [B]Source: Planescape Monstrous Compendium Appendix II[/B] [/QUOTE]
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