Planetouched, Rigamar

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Personality: Aasimar are the scions of goodness. Tieflings are the spawn of evil.Rigamar are the constructs of order.

Those exposed to the energies of law, either through bloodline, or through living on a lawful plane for several generations, may become Rigamar. They somehow start to become planar in nature, their mannerisms, physical appearance, and personality all being Lawful in nature. The children of Lawful outsiders (including celestials and fiends) may become Rigamar, almost as easily as athey are Tieflings or Aasimar.Rigamar are ordered creatures. Most are decidedly lawful in alignment, with the majority tending to pure law, and away from the "taint" of goodness or evil. However, this is only a tendancy, somehting that usually happens because of the strength of order in their bloodlines. They enjoy patterns, logic games, and questions that they can find the answer to. They are often quite rapacious in their hunger for new knowledge.

By: Jacob DriscollImported from a previous version of Planewalker.com
Physical Description: Rigamar may have metallic bones, faceted eyes, antennae poking from beneath their head, an abdomen where their tailbone would be, perhaps a buzzing or clicking tone to their voice, or a whirring noise when they move. They may have gears in place of joints. They might have a metallic tint to their hair, or be completely bald. Their qualities are always highly varied, if not ever entirely unexpected.
Relations: Rigamar, like Aasimar and Tieflings, are among the castoffs of the planes. They are those who have fallen far from their heritage, or those who have become a bit wierd because of their locality. They tend to have more relations with other family members than Tieflings, though they tend to be unemotional and calculated.

Rigamar don't get on well with Bariaur, Githzerai, or pretty much anything from the chaotic side of the ring. Thier relations with the upper and lower planar are strained at best. Of course, they get on rather famously with modrons, formians, and other lawfully-aligned creatures, sometimes including archons and devils in their friends (and often at the same time).

Rigamar probably get along best with Dwarves, in a Material Plane setting, since dwarves tend to lawful, organized behaviour. They find elves, halflings, and gnomes quite perplexing, and there's no easier way to peeve off a rigamar than to perplex it.

Alignment: Lawful Good
Lands: Rigamar don't have their own lands. Like most Planetouched, they reside in areas that accept them -- mostly, the Lawful planes. Societies of Rigamar may spring up along that side of the Great Ring, since they often band together for support and mutual benefit -- they like the city, and hate the lonely wilderness.
Religion: Rigamar faiths, varied and disparate as they are, can usually be classified as one thing: ritualized. They take a methodical, calculated approach to even the most free-form faiths.
Language: Rigamar speak the language of those around them -- mostly common, but also the language of the Formians or the Modrons, the Baatezu or the Archons. Strangely, they find themselves able to learn usually alien languages of numbers, clicks, and other abstractions with relative ease. Language comes easy to one versed in the inherent order in worlds.
Names: The names of Rigamar depend, in large part, upon where they've been raised.
Male Names: The names of Rigamar depend, in large part, upon where they've been raised
Female Names: The names of Rigamar depend, in large part, upon where they've been raised
Family Names: The names of Rigamar depend, in large part, upon where they've been raised
Adventurers: Rigamar often adventure for the same reason many planetouched do -- to find themselves, and their place in the multiverse. Some have more far-reaching or eternal goals, such as bringing order to Sigil, or something equally impossible. Many find their order and rigemented lifestyles furter justified after being exposed to some of the wilder parts of the multiverse.
Racial Traits: Rigamar have the following racial traits:* +2 Intelligence, +2 Wisdom, -2 Charisma: Rigamar are able to find logic easily, but find themselves also easily lead.* Medium-Sized: Rigamar suffer no special penalties and gain no special bonuses based on size.* Base Speed: Rigamar base speed is 30 feet.* Resistances: Rigamar have fire, cold, and sonic resistance 5. Having the pulse of lawful outsiders gives them a measure of proof against elements.* Calm Emotions (Sp): Rigamar can cast Calm Emotions once per day as cast by a sorcerer of their character level. A Rigamar can reduce the chaos in others' minds.* Skills: +2 racial bonus to any one Knowledge and Search checks. Rigamar know a lot, and can find things that stick out from the ordered background.* Darkvision: Rigamar have darkvision out to 60 feet.* Outsider: Rigamar are Outsiders, not Humanoids. They are treated as Outsiders, which, among other things, means that the various "person" spells (Charm Person, Hold Person) do not affect them, but things that affect extraplanar creatures (Mace of Smiting, Sword of the Planes, Banisment) affect Rigamar as well. Also, when they die, they cannot be Raised or Resurrected, as their bodies are partially made of planar energy. Only a Miracle or Wish can bring them back.* Automatic Languages: Common, Mechanus, Arcadian, Archeronian. Rigamar know the language of the ordered planes.* Favored Class: Monk. Rigamar take well to the trained lifestyle.* Level Adjustment: +1. Rigamar are slightly more powerful than most races, and thusly are considered character level 1, and start with 1,000 XP. Thus, they don't gain any levels until they reach 3,000 XP, at which point they can take a level in a normal class, and become level 1. If the "Level One Multiclass" rule from the DMG is used, +1 ECL characters can be apprentice-level in their favored class.
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