3.5 Rilmani Conversions [Archive] - Wizards Community

Post/Author/DateTimePost
Jaerom Darkwind

02-15-06, 10:54 PM
Originally posted at Dicefreaks (http://dicefreaks.com/phpBB2/viewtopic.php?t=2535)

Okay, the 3E stats for the Rilmani were an embarassment. Aside from the fact that they only updated three of the six species in Fiend Folio, they changed several fundamental aspects of the race (like summoning, for example). EN World later updated the other three, but unfortunately used the Fiend Folio versions as models.

But fear not! Out of my boredom last week springs revised stats for the Rilmani! They're not completely done (I only have basic frameworks for the upper-level ones), but I'll be posting them here as I go. I looked through the 3E material before starting, but mostly stuck to the PS stuff for my actual write-up. Note that these aren't meant to be line-by-line conversions, but rather 3E renders that capture the original idea of each creature while adapting it to the current system and Cosmology. Enjoy

UPDATE. They're pretty much complete now, including the new Stannumach; all future changes will likely be minor. I've used a close paraphrase of the 2E material for flavor until I get around to writing my own. Enjoy.


Rilmani Traits: A rilmani possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Immunity to electricity.
—Resistance to acid 10 and sonic 10.
—+4 racial bonus on saves against poison.
—Telepathy 100 ft. If the creature does not possess a language, the telepathy is empathic.

Always Neutral (Ex): A rilmani who is tainted by an alignment (such as by ceasing to be True Neutral) is instantly destroyed. She is reduced to a small pile of dust, as by a disintegrate spell. If this alignment taint can somehow be removed before the dust is scattered, then the rilmani is instantly restored.

Held in the Balance (Ex): Though the rilmani can travel through most planes freely, they are largely barred from entering the Mortal Coil. A rilmani cannot use or take advantage of effects such planeshift to do so, and rilmani cannot be summoned by any spell. Aside from direct connections like portals, there is only one way in which rilmani are able to enter the Prime. Each rilmani is aware whenever a creature of similar status (such as a devil or angel of an equivalent caste) is summoned, and a single rilmani may choose to follow. By slipping through the same window that brings the other, she can enter the Mortal Coil and watch over her counterpart in order to ensure the preservation of balance. The rilmani does not necessarily arrive at the exact location of the summoned entity, but always arrives close enough to observe it.

Except when otherwise noted, rilmani speak their own language, as well as Abyssal, Infernal, Celestial, Common, Draconic, and Undercommon.
Jaerom Darkwind

02-15-06, 10:55 PM
Plumach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 5d8 + 15 (37 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 natural armor), touch 10, flat-footed 18
Base Attack/Grapple: +5/+9
Attack: MW lead heavy mace +10 melee (1d10+6), or touch +9 melee
Full Attack: MW lead heavy mace +10 melee (1d10+6), or unarmed +9 melee (1d6+4), or touch +9 melee
Face/Reach: 5 ft./5 ft.
Special Abilities: Spell-like abilities
Special Qualities: Damage reduction 10/magic, rilmani traits, spell resistance 14, stability
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 18, Dex 11, Con 17, Int 13, Wis 15, Cha 12
Skills: Appraise +9, Concentration +11, Craft (any one) +11, Craft (any one) +9, Heal +10, Knowledge (the planes) +9, Profession (any one) +12, Spellcraft +9, Survival +10
Feats: Skill Focus (one craft), Skill Focus (profession)
Environment: The Spire
Organization: Solitary, pair, or band (4d6)
Challenge Rating: 4
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 6–15 (Medium)
Level Adjustment: ?

The least powerful rilmani are the plumachs, the common citizens of the Spire. Their brand of neutrality is the simplest and most apathetic view held by the rilmani: Don’t get involved. The plumachs’re staunch isolationist who stay out of other peoples’ troubles, and they’ll tell any berk who asks that they’d appreciate it if other people’s keep their troubles well clear of the Spire. “Who cares what those leatherheads think?” is a plumach proverb.

As the commoners of the Spire, the 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 craftsman at his chosen trade. Since the rilmani as a race require no food or shelter, the plumachs devote their time to creating devices of comfort and convenience or works of art.

Although plumachs go to great lengths to mind their own business, they’re involved in keeping an eye on things in the Spirelands themselves. The other rilmani pay attention to the Balance in the realms of the Great Wheel, or out in the Prime or Elemental Plains, but plumachs make sure things don’t go awry at home. Plumach traders and emissaries are common throughout the Land, but the farther they are from the Spire, the less likely they are to take action.

In times of great need, plumach legions are mustered to defend the Balance. Plumachs aren’t afraid of a scrap, and their natural strength and dense hides stand them in good stead against most low-level opponents. However, it takes the authority of an aurumach to convince the plumachs that a cause is worth fighting for.

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.

Plumachs’re short, stocky humanoids with dull, gray metallic skin. They’re broad-shouldered and thick-wasted, 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. A plumach stands about 5 1/2 feet tall and weighs about 200 pounds.

Combat
Plumachs resort to combat only when it’s clear that their lives or interest’re are 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, and aren’t afraid to fight unarmed if it comes to it. Plumachs are most dangerous in numbers, since they cooperate well in a fight and don’t give up until they get the job done.

A plumach's natural weapons are treated as lead and magical for the purpose of overcoming damage reduction.

Rilmani Traits: Darkvision 60 ft., low-light vision; immunity to electricity; acid and sonic resistance 20; +4 vs. poison; telepathy 100 ft.; held in the balance.

Spell-Like Abilities: Constant—detect chaos, detect evil, detect good, detect law, detect magic; at will—calm emotions, chill metal (DC 13), chill touch (DC 12), darkness, daylight, dismissal (DC 16), heat metal (DC 13), greater teleport, Nystul's magic aura, polymorph, prestidigitation, undetectable alignment; 1/day—solid fog. Caster level 5th, DC 11 + spell level.

Stability: A plumach gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Jaerom Darkwind

02-15-06, 10:56 PM
Hydramach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 7d8 + 7 (47 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 25 (+5 Dexterity, +4 mage armor, +6 natural armor), touch 15, flat-footed 20
Base Attack/Grapple: +7/+11
Attack: +1defending trident +12 melee (1d8+7/x2)
Full Attack: +1 defending trident +12/+7 melee (1d8+7/x2); or +1 defending trident +13/+8 ranged (1d8+7/x2)
Face/Reach: 5 ft./5 ft.
Special Abilities: Spell-like abilities, summon elemental
Special Qualities: Damage reduction 10/magic, elemental attunement, evasion, rilmani traits, spell resistance 17
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 18, Dex 20, Con 12, Int 16, Wis 13, Cha 17
Skills: Bluff +13, Concentration +6, Disguise +13, Diplomacy +13, Heal +6, Intimidate +13, Knowledge (the planes) +13, Listen +6, Search +8, Sense Motive +11, Spellcraft +13, Spot +11, Survival +11
Feats: Combat Reflexes, Dodge, Improved Initiative
Environment: Any Inner Plane, the Spire
Organization: Solitary, or band (2d4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 8–21 (Medium)
Level Adjustment: ?

The Elemental Planes are a theater of conflict between the forces of good and evil, just as the Prime Material and Outer Planes are. Malicious demielementals such as dao or efreet pursue wars of expansion and aggression against the chaotic or good residents of those planes. The creatures known as the princes of elemental evil seek to control all of their kind. The rilmani’re as watchful over these arenas of conflict as they are of any others, and the hydramachs’re their argents in the Elemental Planes.

Hydramachs often travel the Elemental Planes in small bands, easily shifting from one to the other by using their elemental adaptation. They rarely remain in one area for long. Normally, the most intelligent and experienced hydramach acts as an informal captain for its group, directing its activities. Hydramachs aren’t often called upon to intervene in the affairs of the Elemental Planes, since the elements have a natural inclination to neutrality, but there’s always some blood who wants to change that, so the hydramachs rarely let down their guard.

Hydramachs’re a little more open and carefree than most of their kind, but they can be temperamental and capricious creatures; they’re used to looking at things from an elemental, not human, viewpoint. On the Outlands, hydramachs are more subdued and reserved—being under the noses of the aurumachs and argenachs brings out their serious side.

Hydramachs bear a passing resemblance to adolescent humans, with slight builds and youthful features. However, their bodies gleam with a liquid, silver shine that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. A hydramach stands about 5 feet tall and weighs about 110 pounds.

Combat
Generally, hydramachs avoid conflict with the powerful denizens of the Elemental Planes. They’re among the weakest of the rilmani and look for ways to solve problems through manipulation and trickery rather than open battle. If pressed, however, hydramachs prefer to fight with short, broad-bladed forks, demilunes, or tridents. Like most rilmani, they’re stronger than they look—many a mephit’s misjudged a hydramach to its everlasting woe!

Hydramachs speak their own language, as well as aquan, auran, common, ignan, and terran. A hydramach's natural weapons are treated as magical and mercurial for the purpose of overcoming damage reduction.

Elemental Attunement (Su): Hydramachs have a special connection to the Inner Planes. While on a plane with an elemental trait, a hydramach can attune herself completely to the plane; her silvery skin seems to reflect the element she attunes herself to, and it also seems to dominate the glow of her eyes. Attuned hydramachs are treated by elementals as if they were their own kind, and gain the ability to travel through the appropriate Inner Plane as an elemental guide and to use safety as a spell-like ability at will. An attuned hydramach also gains the following abilities: The hydramach gains the benefits of the attune form spell with respect to the appropriate element.
She is immune to poison, sleep, paralysis, and stunning, and is not subject to critical hits or flanking.
Her creature type remains unchanged, so she is unaffected by spells that target elementals.In addition, the attuned hydramach gains the following abilities according to the type of elemental attunement:

Air: A fly speed of 100 feet (perfect maneuverability), air mastery (flying creatures suffer a -1 penalty on attack and damage rolls against her), and blindsight 30 feet.

Earth: Earth mastery (+1 attack and damage bonus if both the hydramach and her foe touch the ground), push (she may start a bull rush maneuver without provoking an attack of opportunity), earth glide (she can move through any sort of earth except metal as easily as a fish swims through water), and tremorsense 30 feet.

Fire: Fire immunity, burn (those she hits in melee ad those who attack her with natural weapons must make a Reflex save DC 14 or catch fire), and blindsight 30 feet.

Water: Swim 60 feet, water mastery (+1 attack and damage bonus if both the hydramach and her foe touch water), drench (she may put out nonmagical open flames and dispel magical fire as if casting dispel magic, CL 7th, by touching them), and tremorsense 30 feet.

Evasion (Ex): A hydramach can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the hydramach is wearing light armor or no armor. A helpless hydramach does not gain the benefit of evasion.

Rilmani Traits: Darkvision 60 ft., low-light vision; immunity to electricity; acid and sonic resistance 20; +4 vs. poison; telepathy 100 ft.; held in the balance.

Spell-Like Abilities: Constant—detect chaos, detect evil, detect good, detect law, detect magic, mage armor; at will—charm monster (DC 14), darkness, daylight, dismissal (DC 18), glitterdust (DC 15), greater teleport, hypnotism (DC 14), invisibility, minor image (DC 15), mirror image, Nystul's magic aura, polymorph, sanctuary (DC 14), shocking grasp, undetectable alignment. Caster level 7th, DC 13 + spell level.

In addition, a hydramach who is attuned to an elemental plane can use the following: Air: 3/day—eye of the hurricane (DC 17), gust of wind (DC 15); 1/day—greater wind wall.
Earth: 3/day—earthbolt (DC 16), move earth; 1/day—wall of stone.
Fire: 3/day—fireball (DC 16), fireburst (DC 15); 1/day—wall of fire (DC 17).
Water: 3/day—control water (DC 18), steam breath (DC 16); 1/day—wall of ice (DC 17).Summon Elemental (Sp): Though she cannot gate in other rilmani, a hydramach can summon elementals while within an attuned plane. Once per day, she can attempt to summon one large elemental with a 50% chance of success. This ability is the equivalent of a 6th-level spell.
Jaerom Darkwind

02-15-06, 10:56 PM
Stannumach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 8d8 + 48 (84 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
Armor Class: 24 (+2 Dexterity, +8 natural armor, +4 MW scale mail), touch 12, flat-footed 22
Base Attack/Grapple: +8/+12
Attack: +1 sweeping tin halberd +14 melee (1d8+7/x3)
Full Attack: +1 sweeping tin halberd +14/+9 melee (1d8+7/x3) and +1 sweeping halberd haft +9 melee (1d6+3/x3); or +1 sweeping tin halberd +14 melee touch (+12 trip); or unarmed +12/+7 melee (1d6+6)
Face/Reach: 5 ft./5 ft.
Special Abilities: Aura of dispassion, spell-like abilities
Special Qualities: Damage reduction 10/magic, rilmani traits, spell resistance 18
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 18, Dex 15, Con 22, Int 17, Wis 16, Cha 18
Skills: Bluff +15, Concentration +17, Diplomacy +14, Gather Information +15, Heal +10, Hide +12, Knowledge (the planes) +14, Listen +22, Move Silently +12, Sense Motive +14, Spot +22, Spellcraft +14, Survival +14
Feats: Combat Expertise, Improved Trip, Weapon Focus (halberd)
Environment: Any Outer Planes
Organization: Solitary, or band (2d4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral
Advancement: 9–16 (Medium), 17–24 (Large)
Level Adjustment: ?

Often times it is asked, ‘If the rilmani think to watch over the rest of the Cosmos, and even to protect it from itself, who watches over the rilmani?’ The answer is in the most unsung order of rilmani society: the stannumachs.

While plumachs are not an uncommon sight in the Spirelands, and there are always rumors and legends floating around about the exploits higher-ranked rilmani, stannumachs occupy a position of anonymity in rilmani affairs. Their works are unrecorded and their very existence is rarely noticed by planar scholars. Which is, of course, exactly how the stannumachs prefer it.

Stannumachs can best be described as the police of rilmani society, though this label is as often misleading as it is informative. Living in the hidden plumach villages at the foot of the spire, stannumachs are frequently called upon to keep the peace and to settle disputes, it is true. However, their true calling is very different. Traveling across the planes, stannumach agents monitor the activities of other rilmani operatives, paying particular attention to those considered potentially dangerous to the cause of Balance. This surveillance follows no other pattern and is never announced—and when done properly, it is not noticed at all.

Stannumachs also act as the eyes and ears of aurumachs in their travels, monitoring their surroundings for situations that merit further attention, and sending reports back to the Spire for consideration.

Stannumachs are the friendliest of the rilmani, slow to anger and kind to others, even nonrilmani. While very committed to fulfilling their assigned tasks, they tend to maintain a sense of humor about them and are quick to spot new opportunities presented even by failed missions.

Stannumachs are athletically built humanoids, with broad shoulders and narrow waists. Their skin is a light gray color that glimmers silver when it catches the light. When on duty in their natural forms, stannumachs favor scale mail armor worn over nondescript clothing. A stannumach stands about 6 feet tall and weighs about 250 pounds.

Combat
Stannumachs tend to have the opinion that being forced into combat means they weren’t doing their job properly (otherwise, they would never have been seen in the first place). However, they are excellent halberdiers and are quite willing to fight back when attacked. They prefer to divide and confuse opposition as quickly as possible, and try to leave at least some attackers alive, to question afterwards.

A stannumach’s natural weapons are treated as tin and magical for the purpose of overcoming damage reduction.

Aura of Dispassion (Su) : A stannumach can radiate a 5-foot-radius calming aura as a free action. A creature in the area must succeed on a DC 18 Will save or be affected as though by a calm emotions spell (caster level 8th) and then become shaken for 8 rounds. A creature that successfully saves cannot be affected again by the same stannumach’s aura for 24 hours. Other rilmani are immune to the aura. The save DC is Charisma-based.

Rilmani Traits: Darkvision 60 ft., low-light vision; immunity to electricity; acid and sonic resistance 20; +4 vs. poison; telepathy 100 ft.; held in the balance.

Skills: Stannumachs have a +8 racial bonus on Hide, Listen, Move Silently, and Spot checks.

Spell-Like Abilities: Constant—detect chaos, detect evil, detect good, detect law, detect magic, see invisibility; at will—blur, bull’s strength, clairvoyance/clairaudience, charm monster (DC 19), chill metal (DC 16), command (DC 15), darkness, daylight, dismissal (DC 19), freedom of movement, greater teleport, heat metal (DC 16), hypnotism (DC 15), invisibility, nondetection, Nystul’s magic aura, obscuring mist, polymorph, sanctuary (DC 15), shocking grasp, undetectable alignment; 3/day—lightning bolt (DC 17), planeshift; 1/day—mark of justice, nightstalker’s transformation. Caster level 8th, DC 14 + spell level.

Stannumachs also have the ability to call reinforcements. Once per day, they can gate in 1d4 additional stannumachs or 1 ferrumach with a 50% chance of success.

Spinning Halberd (Ex): When a stannumach makes a full attack with a halberd, she gains a +1 dodge bonus to her Armor Class as well as an additional attack with the haft at a –5 penalty. This attack deals 1d6+3 points of bludgeoning damage.
Jaerom Darkwind

02-15-06, 10:57 PM
Ferrumach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 10d8 + 50 (95 hp)
Initiative: -1 (Dex)
Speed: 30 ft. in full plate (6 squares); base speed 30 ft.
Armor Class: 27 (+8 adamantine spiked full plate, -1 Dexterity, +8 natural armor, +2 heavy iron shield), touch 9, flat-footed 27
Base Attack/Grapple: +10/+16
Attack: +2 cold iron halberd +19 melee (1d10+15/x3); or adamantine gauntlet +16 melee (1d6+6)
Full Attack: +2 cold iron longspear +19/+14 melee (1d8+13/x3), or +2 cold iron longspear +17/+12 melee (1d8+10/x3) and +2 longspear haft +17 melee (1d6+7/x3); or adamantine gauntlet +16/+11 melee (1d6+6), or adamantine gauntlet +14/+9 melee (1d6+6) and adamantine gauntlet +14 melee (1d6+3), or adamantine gauntlet +14/+9 melee (1d6+6) and adamantine armor spikes +14 melee (1d6+3)
Face/Reach: 5 ft./5 ft. (10 ft. longspear)
Special Abilities: Aura of dispassion, formation expert, lay on hands 40, spell-like abilities
Special Qualities: Damage reduction 3/— and 10/magic and mithral, iron warrior, rilmani traits, spell resistance 20, stability
Saves: Fort +11, Ref +5, Will +7
Abilities: Str 22, Dex 9, Con 20, Int 15, Wis 13, Cha 14
Skills: Climb +14, Concentration +18, Heal +14, Intimidate +15, Jump +14, Knowledge (the planes) +15, Listen +14, Sense Motive +14, Spot +14, and Survival +14
Feats: Haft Strike, Power Attack, Shorten Grip, Two-Weapon Fighting, Weapon Focus (longspear) (b), Weapon Specialization (longspear) (b)
Environment: Any
Organization: Solitary, platoon (4d4), or company (1d4+1 platoons)
Challenge Rating: 10
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 11–20 (Medium), 21-30 (Large)
Level Adjustment: +6

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. Ferrumachs’ve got no existence or purpose beyond soldiering, and patiently await their next call to battle in misty halls on the slopes of the Spire.

Ferrumachs don’t mix with the other rilmani, living apart in gray fortresses and towers that watch over the Spire with unending vigilance. The ferrumachs’re the most lawful of the rilmani, and obey the argenachs and aurumachs without hesitation. They’re also on good terms with the cuprilachs, who they regard as fellow fighters and professionals.

It’s said that ferrumachs are created from the spirits of warriors who died fighting in lost causes, but this ain’t true. They’re rilmani, just like the rest of their kind, and they’ve always been that way.

Ferrumachs 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 sooty gray—the color of bare iron, with an elusive gun-metal gleam when struck by the light. Ferrumachs wear heavy suits of dark, spiked plate armor, and their powerful builds allow them to wear armor of unusual strength and weight. A ferrumach stands about 6 1/2 feet tall and weighs about 300 pounds.

Combat
Physical combat is the forte of the ferrumachs, and they’ll not hesitate to wade into any battle that concerns the cause of neutrality. Halberds, great axes, and flails are popular among their ranks. Ferrumachs are extremely strong, and they’re highly skilled with their weapon of choice. If disarmed, ferrumachs are quite willing to attack foes with their heavy, armored fists.

A ferrumach’s natural weapons are treated as cold iron and magical for the purpose of overcoming damage reduction.

Aura of Dispassion (Su): A ferrumach can radiate a 5-foot-radius calming aura as a free action. A creature in the area must succeed on a DC 17 Will save or be affected as though by a calm emotions spell (caster level 10th) and then become shaken for 10 rounds. A creature that successfully saves cannot be affected again by the same ferrumach's aura for 24 hours. Other rilmani are immune to the aura. The save DC is Charisma-based.

Formation Expert: Ferrumachs are extremely disciplined warriors, and are especially effective when working in units. When fighting in formation, a ferrumach gains access to the following tactical maneuvers.

Lock Shields: When a ferrumach and her adjacent allies are carrying shields, she gains a +1 bonus to Armor Class.

Step into the Breach: If a ferrumach is within 30 feet of a single ally who falls in combat, and an ally occupies every square between her and the fallen comrade, she can immediately take a single move action (as if she had readied an action to do so) to move into the square the fallen ally occupies.

Wall of Spears: When a ferrumach and her adjacent allies are wielding longspears, she gains a +2 bonus on attack rolls.

Iron Warrior: Due to her great strength and size, a ferrumach can fight with both a two-handed pole-arm and a light or heavy shield without penalty.

Lay on Hands (Su): A ferrumach can heal wounds (her own or those of others) by touch. Each day she can heal up to 40 points of damage. The ferrumach may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Rilmani Traits: Darkvision 60 ft., low-light vision; immunity to electricity; acid and sonic resistance 20; +4 vs. poison; telepathy 100 ft.; held in the balance.

Spell-Like Abilities: Constant—detect chaos, detect evil, detect good, detect law, detect magic, see invisibility; at will—blur, chill metal (DC 14), darkness, daylight, dismissal (DC 17), greater teleport, heat metal (DC 14), Nystul's magic aura, obscuring mist, ploymorph, sanctuary (DC 13), silence (DC 14), undetectable alignment; 3/day—dispel magic, ice storm, neutralize poison, remove disease. Caster level 10th, DC 12 + spell level.

Ferrumachs also have the ability to call reinforcements. Once per day, they can gate in 2d4 additional ferrumachs or 1 argenach with a 10% chance of success per ferrumach who participates in the calling.

Stability: A ferrumach gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Jaerom Darkwind

02-15-06, 10:58 PM
Cuprilach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 12d8 + 36 (90 hp)
Initiative: +8 (Dex)
Speed: 40 ft. (8 squares); climb 40 ft.
Armor Class: 30 (+6 Dexterity, +8 natural armor, +3 dodge, +3 Wisdom), touch 22, flat-footed 30
Base Attack/Grapple: +12/+16
Attack: +1 deadly precision short sword +21 melee (1d6+5); or +1 shuriken +21 ranged (1d2+5 plus poison or ravage)
Full Attack: +1 deadly precision short sword +21/+16/+11 melee (1d6+5), or +1 deadly precision short sword +19/+14/+9 melee (1d6+5) and +1 deadly precision short sword +19 melee (1d6+3); or unarmed +20/+15/+10 melee (1d8+4), or unarmed +18/+13/+8 melee (1d8+4) and unarmed +18 melee (1d8+2); or +1 shuriken +21/+16/+11 ranged (1d2+5 plus poison or ravage), or +1 shuriken +19/+14/+9 ranged (1d2+5 plus poison or ravage) and +1 shuriken +19 ranged (1d2+3 plus poison or ravage).
Face/Reach: 5 ft./5 ft.
Special Abilities: Death attack, spell-like abilities, sudden strike +8d6, track
Special Qualities: Damage reduction 10/magic and mithral, evasion, improved poison use, improved uncanny dodge, poison use, rilmani traits, spell resistance 24, trapfinding, uncanny dodge
Saves: Fort +11, Ref +15, Will +11
Abilities: Str 18, Dex 26, Con 17, Int 19, Wis 16, Cha 19
Skills: Bluff +19, Diplomacy +12, Disable Device +16, Disguise +16, Hide +20, Intimidate +16, Knowledge (the planes) +14, Listen +22, Move Silently +20, Open Lock +15, Search +16, Sense Motive +18, Spot +22, Spellcraft +11, Survival +14
Feats: Combat Expertise, Deft Strike, Improved Feint, Track (b), Two-Weapon Fighting, Weapon Finesse
Environment: Any Outer Plane
Organization: Solitary or pair; band (1d6) in the Spirelands
Challenge Rating: 14
Treasure: Standard
Alignment: Always neutral
Advancement: 13-36 (Medium)
Level Adjustment: ?

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 of the rilmani, simply because they’re the ones who’re most likely to decide on the spot that a basher needs to be lost.

Cuprilachs rank below argenachs and above the ferrumachs in the society of the Spire. They’re hardly model citizens, though. Cuprilachs’re hot-tempered, violent, and rebellious at the best of times. Despite this, they never refuse a target and serve to the best of their ability when an aurumach tells ‘em to put some cutter under.

While cuprilachs make no secret of their calling or beliefs in the rilmani strongholds of the Spire, they’re extremely capable and clever spies when they’re about their business. They’ll use their polymorph self ability to great effect, and consider no ruse, charade, or dirty trick to be beneath them when there’s work to be done. It’s said that no one’s ever spotted a cuprilach before he struck, but this is an exaggeration… probably.

When cuprilachs aren’t on the job, they’re often pursuing rigorous training and driving themselves at a brutal pace or tearing up the Spire in wild celebration. Other rilmani stay out of their way when cuprilachs get together to “relax.”

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. Cuprilachs appear as slight and wiry as 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. A cuprilach stands about 5 1/2 feet tall and weighs about 140 pounds.

Combat
Cuprilachs don’t fight fair. They’re killers, not warriors, and they do whatever it takes to silence the opposition quickly and efficiently. They prefer to use their shuriken, coated with one of a number of powerful poisons or ravages, to deliver their death attacks from a prudent distance. Despite their slight build and agility, cuprilachs are also powerful melee fighters. They tend to use two coppery short swords in melee, and rarely enter combat without first activating their haste and foresight abilities. Even unarmed, cuprilachs are a force to reckoned with.

A cuprilach’s natural weapons are treated as copper and magical for the purpose of overcoming damage reduction.

Death Attack (Ex): If a cuprilach studies her victim for 3 rounds and then makes a sudden strike with a melee weapon that successfully deals damage, the sudden strike has the additional effect of possibly either paralyzing or killing the target (the cuprilach's choice). While studying the victim, the cuprilach can undertake other actions so long as her attention stays focused on the target and the target does not detect the cuprilach or does not recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 20) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 + 6 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. The save DC is Int-based.

Once the cuprilach has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the cuprilach does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Evasion (Ex): A cuprilach can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cuprilach is wearing light armor or no armor. A helpless cuprilach does not gain the benefit of evasion.

Poison Use: Cuprilachs are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. A cuprilach can apply poison to a weapon as a move action, rather than a full-round action.

Rilmani Traits: Darkvision 60 ft., low-light vision; immunity to electricity; acid and sonic resistance 20; +4 vs. poison; telepathy 100 ft.; held in the balance.

Spell-Like Abilities: Constant—detect chaos, detect evil, detect good, detect law, detect magic, jump, see invisibility, tongues; at will—blink, charm monster (DC 17), chill metal (DC 16), clairvoyance/clairaudience, darkness, daylight, disguise self, dismissal (DC 19), dispel magic, enervation (DC 18), ethereal jaunt, freedom of movement, greater dispel magic, greater teleport, haste, heat metal (DC 16), improved invisibility, make manifest (DC 20), mislead (DC 20), Nystul's magic aura, obscuring mist, poison (DC 18), polymorph, protection from chaos, protection from evil, protection from good, protection from law, sanctuary (DC 15), undetectable alignment; 3/day—foresight, orb of acid (DC 18), planeshift. Caster level 12th, DC 14 + spell level.

Cuprilachs also have the ability to call reinforcements. Once per day, they can gate in 2d4 stannumachs or 1d4 additional cuprilachs with a 50% chance of success.

Skills: Cuprilachs have a +8 racial bonus on Listen and Spot checks.

Sudden Strike (Ex): If a cuprilach can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a cuprilach’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the cuprilach deals an extra 8d6 points of damage with her attack. A cuprilach can’t use sudden strike when flanking an opponent unless that opponent is denied his Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernable anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A cuprilach can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A cuprilach can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

Track: Cuprilachs gain Track as a bonus feat. In addition, a cuprilach can move at her normal speed while following tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Trapfinding: Cuprilachs can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Cuprilachs can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A cuprilach who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her companions) without disarming it.

Uncanny Dodge (Ex): A cuprilach retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized.

In addition, a cuprilach cannot be flanked. This defense denies a character the ability to sneak attack the cuprilach by flanking her, unless the attacker has at least sixteen Hit Dice.
Jaerom Darkwind

02-15-06, 10:59 PM
Argenach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 17d8 + 119 (195 hp)
Initiative: +8 (Dex)
Speed: 40 ft. (8 squares); fly 120 ft. (good)
Armor Class: 34 (+8 Dexterity, +6 greater mage armor, +10 natural armor), touch 18, flat-footed 26
Base Attack/Grapple: +17/+24
Attack: Silver ray +26 ranged touch (3d6 or 6d6 aligned, plus stunning)
Full Attack: +3 keen silver bastard sword +27/+22/+17/+12 melee (1d10+13/17-20); or unarmed +24/+19/+14/+9 melee (2d6+7); or silver ray +26/+21/+16/+11 ranged touch (3d6 or 6d6 aligned, plus stunning), or silver ray +24/+24/+19/+14/+9 ranged touch (3d6 or 6d6 aligned, plus stunning)
Face/Reach: 5 ft./5 ft.
Special Abilities: Aura of dispassion, lay on hands 136, silver rays, spell-like abilities
Special Qualities: Damage reduction 15/magic and mithral, fast healing 5, rilmani traits, spell resistance 27
Saves: Fort +17, Ref +18, Will +16
Abilities: Str 24, Dex 26, Con 25, Int 22, Wis 23, Cha 26
Skills: Bluff +28, Concentration +26, Diplomacy +36, Disguise +28, Heal +26, Intimidate +28 (+30 acting), Knowledge (history) +26, Knowledge (nobility and royalty) +26, Knowledge (the planes) +26, Listen +26, Search +26, Sense Motive +28, Spellcraft +26, Spot +26, Survival +6 (+8 on other planes)
Feats: Negotiator, Point Blank Shot, Precise Shot, Rapid Shot, Quicken Spell-like Ability (solid fog), Weapon Focus (silver ray)
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: 18-34 (Medium), 35-51 (Large)

Wherever the Balance is threatened, that’s where the argenachs’ll be found. They’re advisers and agitators, working to ensure that no one gains the upper hand for long in any part of the multiverse. Argenachs are the second-highest bloods among the rilmani, entrusted with the execution of the most delicate and subtle parts of the rilmani’s grand purpose: the careful adjustment of the Balance in places where it’s out of kilter and can’t fix itself.

Argenachs are the loners of rilmani society, which is fairly reclusive to begin with. They answer directly to the aurumachs and are usually given only broad guidelines instead of specific orders. For example, an argenach might be ordered into a struggle with no instruction more detailed than “There’s trouble on Toril. Deal with it.” Of course, an argenach’s extremely intelligent and resourceful, and that’s all the orders she’ll need to get the job done.

Argenachs are especially interested in the affairs of the countless prime worlds, since they believe that the war of good and evil, law and chaos, will be fought and won in the realms of mortals. Even now, they say, the powers that exemplify these causes squabble over the spirits of humankinds. The Prime’s the only theater that counts. Thus, argenachs spend a lot of time away from the Outlands, mired in the endless struggles on the Prime Material Plane. The argenachs’ methods are subtle, but simple. They give advice and knowledge to whatever side’s threatened, trying to even things out. Argenachs often conceal their true identity, since no one likes being played for a puppet. They’ll be found masquerading as helpful sages who aid their protégés in a struggle against evil or chaos, or as cold-hearted bloods advising ambitious cutters on how to go about besting the forces of law or good. More often than not, argenachs’ll take a neutral role and just watch to see how things are turning out.

Argenachs are tall, slender creatures with a silvery sheen to their skins. They often dress in white, flowing robes on their home plane, but can take on any shape or dress in the performance of their mission. In her natural form, an argenach stands about 7 feet tall and weighs about 250 pounds.

Combat
Argenachs avoid physical combat where possible. Their primary means of defense are their silver rays, and they often rely on their aura of dispassion ability to weaken enemies before striking. If forced into melee combat, argenachs wield their great blades with surprising power and vigor, and even unarmed they are formidable opponents. However, they prefer to use charms and suggestions to avoid combat entirely.

An argenach’s natural weapons are treated as magic, mithral, and silver for the purpose of overcoming damage reduction.

Aura of Dispassion (Su): An argenach can radiate a 10-foot-radius calming aura as a free action. A creature in the area must succeed on a DC 26 Will save or be affected as though by a calm emotions spell (caster level 17th) and then become shaken for 17 rounds. A creature that successfully saves cannot be affected again by the same argenach’s aura for 24 hours. Other rilmani are immune to the aura. The save DC is Charisma-based.

Lay on Hands (Su): An argenach can heal wounds (her own or those of others) by touch. Each day she can heal up to 136 points of damage. The argenach may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Rilmani Traits: Darkvision 60 ft., low-light vision; immunity to electricity; acid and sonic resistance 20; +4 vs. poison; telepathy 100 ft.; held in the balance.

Silver Rays (Su): An argenach can release beams of silvery light from her hands, which strike enemies with the power of the alignment antithetical to their own. A creature with one non-neutral alignment component takes 3d6 points of damage of the alignment type opposed to its own. A creature with two non-neutral alignment components takes double damage, and is also stunned for 1 round. A successful Fortitude save (DC 26) negates the stunning effect. The save DC is Charisma-based.

Spell-Like Abilities: Constant—arcane sight, detect chaos, detect evil, detect good, detect law, greater mage armor, see invisibility, tongues; at will—banishment, clairaudience/clairvoyance, consecrate, darkness, daylight, desecrate, disguise self, dispel magic, freedom of movement, greater dispel magic, greater teleport, hallucinatory terrain, haste, hold monster, invisibility, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, major image, mass charm monster, mass sanctuary, mass suggestion, mirror image, Nystul's magic aura, planeshift, polymorph self, sanctuary, slow, solid fog, suggestion, undetectable alignment, wall of fire, wall of ice; 3/day—legend lore, prismatic spray, quickened solid fog, true seeing, word of balance; 1/week—geas, forbiddance, weighed in the balance. Caster level 17th, DC 18 + spell level.

Argenachs also have the ability to call reinforcements. Once per day, they can gate in 2d4 hydramachs and 1d3 cuprilachs with a 75% chance of success, or 1d6 ferrumachs and 1 additional argenach with a 50% chance of success.
Jaerom Darkwind

02-15-06, 11:00 PM
Aurumach
Large Outsider (Extraplanar, Rilmani)
Hit Dice: 20d8 + 160 (250 hp)
Initiative: +9 (Dex)
Speed: 40 ft. (8 squares); fly 120 ft. (good)
Armor Class: 41 (+12 +4 gold full plate armor, +9 Dexterity, +10 natural armor), touch 19, flat-footed 32
Base Attack/Grapple: +20/+31
Attack: +3 gold vorpal greatsword +34 melee (3d8+19/19-20)
Full Attack: +3 gold vorpal greatsword +34/+29/+24/+19 melee (3d8+19/19-20), or +3 gold vorpal greatsword +34 whirlwind (3d8+19/19-20); or unarmed +31/+26/+21/+16 melee (2d10+11), or unarmed +31 whirlwind (2d10+11)
Face/Reach: 10 ft./10 ft.
Special Abilities: Aura of dispassion, golden aura, lay on hands 160, spell-like abilities, summon weapon
Special Qualities: Damage reduction 20/magic and mithral, fast healing 10, mystic armor, rilmani traits, spell resistance 30
Saves: Fort +20, Ref +19, Will +21
Abilities: Str 32, Dex 28, Con 26, Int 27, Wis 28, Cha 26
Skills: Bluff +31, Concentration +31, Diplomacy +29, Disguise +31, Heal +33, Intimidate +31, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (nature) +31, Knowledge (nobility and royalty) +31, Knowledge (the planes) +31, Knowledge (religion) +31, Listen +32, Sense Motive +32, Spellcraft +31, Spot +32, Use Magic Device +31
Feats: Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Environment: The Spire
Organization: Solitary
Challenge Rating: 20
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 21-40 (Large), 41-60 (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 only when it leans too far to one side or the other.

Aurumachs know no peers among the rilmani and are the equal of the most powerful fiends or angels. The rilmani have no particular order, hierarchy, or system of government—aurumachs function as advisers and mentors to the entire race. Even though an aurumach isn’t recognized as a king or overlord, her suggestions are sufficient to make any lesser rilmani leap to do her bidding.

The aurumachs’ll almost never be found away from the Spire. As leaders and organizers, it’s not their job to intervene personally, and only the most dangerous situations’ll make them change their policy. Aurumachs don’t make any special effort to avoid visitors, but a cutter’d have to have a tiefling’s own luck to find one—it’s said that there’s only a hundred aurumachs on all the Outlands.

Aurumachs leave the Outlands only to deal with the gravest of threats to the balance of the universe. They are remorseless and coldly efficient when such a cause pulls them away from the Spire; cutters who meet them at these times’d be wise not to get on the aurumach’s bad side.

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. An aurumach stands about 10 feet tall and weighs about 500 pounds.

Combat
Although they’re the size of ogres, aurumachs are far faster and more graceful than even the most agile humans. Though like argenachs, they prefer to settle problems with diplomacy, an aurumach can be armed and ready for a fight in an instant. They will often use illusions and enchantments to confuse and fragment enemy forces, and prefer to let their auras soften up opponents before attacking them directly.

An aurumach’s natural weapons are treated as magical and golden for the purpose of overcoming damage reduction.

Aura of Dispassion (Su): An aurumach can radiate a 20-foot-radius calming aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a calm emotions spell (caster level 20th) and then become shaken for 20 rounds. A creature that successfully saves cannot be affected again by the same aurumach’s aura for 24 hours. Other rilmani are immune to the aura. The save DC is Charisma-based.

Golden Aura (Su): As a standard action, an aurumach can surround herself with a potent aura of alignment energies that extends 10 feet. Manifesting as a golden glow that surrounds her and gives light as a lamp, the aura has two primary effects. First, it cancels spells as a globe of invulnerability and stops all attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, if targeted at creatures within the area, or if their paths take them through the area).

Second, it strikes out at creatures attacking the aurumach with the power of the alignment antithetical to their own. Any non-neutral creature that enters the aura immediately takes 3d6 points of damage of the alignment type opposed to its own. A creature with two non-neutral alignment components takes double damage. In addition, offending creatures suffer an additional effect based on their alignment, as listed below. Chaotic: The creature is staggered for 1d6 rounds.
Evil: The creature is blinded for 1 round.
Good: The creature is sickened for 1d4 rounds
Lawful: The creature is dazed for 1 round.Creatures who remain within the aura are affected every round at the beginning of the aurumach’s turn. A successful Fortitude save (DC 28) halves the damage and negates the effect. The save DC is Charisma-based.

Lay on Hands (Su): An aurumach can heal wounds (her own or those of others) by touch. Each day she can heal up to 160 points of damage. The argenach may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Mystic Armor (Su): When threatened by any attack, a semitranslucent suit of +4 golden full plate appears on an aurumach’s body just in time to help defend against the attack and then vanishes immediately thereafter. The aurumach can will the armor to remain for longer than this if she wishes. Since it vanishes between uses, this armor does not affect an aurumach’s speed, Dexterity, weight carried, or skill checks.

Rilmani Traits: Darkvision 60 ft., low-light vision; immunity to electricity; acid and sonic resistance 20; +4 vs. poison; telepathy 100 ft.; held in the balance.

Spell-Like Abilities: Constant—detect chaos, detect evil, detect good, detect law, greater arcane sight, tongues, true seeing; at will—banishment, clairaudience/clairvoyance, cloudkill, cone of cold, consecrate, darkness, daylight, desecrate, freedom of movement, greater teleport, hallucinatory terrain, haste, hold monster, improved invisibility, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, major image, mass charm monster, mass suggestion, mirror image, Nystul's magic aura, planeshift, polymorph self, prismatic spray, regeneration, restoration, slow, solid fog, undetectable alignment, wall of fire, wall of force, wall of ice, wall of iron, word of balance; 3/day—geas, legend lore, mind blank, resurrection, time stop; 1/day—limited wish, shapechange, weighed in the balance; 1/year—wish. Caster level 20th, DC 18 + spell level.

Aurumachs also have the ability to call reinforcements. Three times per day, they can gate in 2d4 ferrumachs or 1d3 argenachs.

Summon Arms (Sp): Though she typically travels unarmed, an aurumach can summon her +3 golden vorpal greatsword as an immediate action. It can likewise be dismissed as an immediate action, and vanishes if separated from her person.