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Seeing as how I think most people have beat the game here, killing various monsters and enemies, I am curious, if you could create 1 perfect or favorite enemy character or monster, what would it be? Add abilities, relative stats, name, strategy, type etc. I know some people like to have "improved" enemies from patches, but if you could make your own...(say if SOA or TOB for clarification).
(And if anyone wants to take ideas off here and make critters from IEEP, by all means.) |
MY ideal version of a Dragon. ;) [img]tongue.gif[/img]
Immunity to level 1-5 spells. Hell, if a Transmuter can be immuned to level 1-7 spells, and Liches can be immuned to level 1-5, this should be alright for Dragons too. Base 75% to all Magic, Magic Damage and Elemental Resistances Assuming a Red Dragon, 127% Fire Resistance. Edit as necessary for other types of Dragons. Dragon Stomp: -------- The Dragon slams its' foot onto the ground, creating a shockwave around the Dragon. Any creature within a 30' radius of the Dragon must save vs breath or be stunned for 2d2 rounds. Creature is stunned for 1d2 rounds if save is successful. Wing Slice: -------- More precise than a Wing Buffet, this enables the Dragon to target one target with its' wing. The target must save vs breath or suffer 4d8 slashing damage. Target suffers 2d8 damage with a successful save. Wing Slice also has a 10% chance to score a vorpal hit. Target may save vs death to prevent the vorpal hit. Dragon Squash: -------- Dragon may use its' foot to attempt to squash any melee combatant. Target must save vs breath with a -2 penalty or suffer instant death. A successful save negates the attack. Default Attack: -------- 2d4 slashing damage + 2d4 crushing damage, excluding STR bonuses Immunity to Time Stop, Fear, Confusion, Charm, Hold and Stun: -------- I am pretty sure I have more to add, but this is something I would like to see. |
Timinius
Half-Elven Blade Neutral Evil Male Level 13 and Up Str: 15 Dex: 19 Con: 16 Int: 18 Wis: 10 Cha: 17 Rival Bhaalspawn looking to kill you for your power by first framing you then eventually capturing and killing you to gain a reward for your head. About 5 quests are involved with him, the first being to clear your name, the second to capture him alive, the third to find out how he escaped his prison, the fourth to track him down but end up only killing his gang (all individual villians as well), the fifth your party is transported away until you have won the duel with him, in which he dies and you get his gear. |
Quite the dragon you've got there, Dundee! ;)
Looks fine to me, except for the Dragon Squash - which is waaay too powerful without Death Ward, completely useless with it, and Dragon Stomp - which is overpowered - it's like a "Enhanced-Mass-Celestial-Fury-Blow". [img]smile.gif[/img] I would add some physical resistances in there, too. ADD: Oh, and if you're looking for a tough, tough, tough PC Vs. Dragon fight, check out the Ritual MOD (By Weimer). The toughest battle in the game, SoA AND ToB. I challenge Odin Magnus to face HIM on Insane. [img]tongue.gif[/img] [ 11-01-2002, 11:41 AM: Message edited by: Alson ] |
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>>>>> Mage meets Dragon Mage thinks he can take Dragon Mage Casts Lowers Resistance at Dragon Dragon Casts Stone Skin Mage Casts Time Stop Dragon immune to time stop and charges Mage Mage Casts Horrid Wilting Dragon gets MR to HW Dragon Wing Slices Mage in two Mage Dead ;) |
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The physical resistance is the same as the elemental resistance, 75%. This is supposed to reflect the toughness of Dragons' scale. Quote:
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The Tactics Mod. Install the Ritual component, and... SPOILER! * * * * * * * * * Fail to disrupt the Ritual. Now, go back and face Ponty's wrath! :D Good luck. You'll need it. ;) |
Got it. I notice a lot of the options overlap with the Sola Mod though. I only installed the Ritual one, but I was wondering which ones were not included in the Sola Mod.
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Check out the latest Sola release.
Weimer decided to split all the combat-enhancing components from the Sola mod. Don't worry, though - if you install a "Tactics" component that is already installed as a "Sola" component, it'll uninstall it, and update it. [img]smile.gif[/img] Keep us posted about Odin Magnus Vs. Worthy Opponent. :D |
I would like to see the Tarrasque (maybe as pennance for saying you were a horde of rampaging Tarrasques in bg1) there's something nigh unbeatable... I'll have to look up his stats tho.
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OH, and Dundee. According to D&D, Immunity to Timestop is something only available with the direct intervention of a god. Not that it isnt a very scary addition to a dragon. |
The dragon described above could also be immune to +1 or 2 weapons and lower. Or make the dragon completely invincible, unless you find a special rod, like the quest with all the beholders.
And timestop cant be negated. The description tells of everyone but you is frozen in a timebubble and you are in a non-timebubble *in* the timebubble. So the enemy would need a non-timebubble active at the same time of the start of the spell, otherwise its worthless. |
Tarrasque:
300 hitpoints. -5 thacO. -3 AC. Attacks per round: 2 1d12 claw attacks. 1 5d10 vorpal bite attack. 2 1d10 horn attacks. 1 2d12 tail attack. Fear gaze. Creatures with 8+ hit dice/levels gets a saving throw. Stuns creatures of 2 hit dice/levels or lower automatically. Special trample attack for 4d10 damage. Regenerates one hit point per round. Immune to non-magical weapons and missiles. Immune to fire. Has an innate ability similar to Cloak of Mirrors (AKA Cloak of Cheese). Permanent and undispellable. (It is a property of it's hide). Immune to area of effect spells. Immune to psionics. A seriously bad mofo, but no spellcasting abilities at all. |
luckily he hibernates most of the time, every couple hundred years wakes up and wreaks havok for a couple a weeks and goes back to sleep
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The perfect enemy, eh? One that can defeat me! :D
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The name Tarrasque is not a TSR invention. It was originally the name of a weird dragon/fish hybrid from French folklore.
The starcraft Torrasque though, is clearly inspired by the D&D monster. |
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here's that full stat's on this bad boy.
Tarrasque CLIMATE/TERRAIN: Any land FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: See below DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: See below ALIGNMENT: Nil NO. APPEARING: 1 ARMOR CLASS: -3 MOVEMENT: 9, Rush 15 HIT DICE: 300 hp (approx. 70 HD) THAC0: -5 NO. OF ATTACKS: 6 DAMAGE/ATTACK: 1-12/1-12/2-24/5-50/1-10/1-10 SPECIAL ATTACKS: Sharpness bite, terror SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: G (50' long) MORALE: Champion (15) XP VALUE: 107,000 The legendary tarrasque, for there is fortunately only one known to exist, is the most dreaded monster native to the Prime Material plane. The creature is a scaly biped with two horns on its head, a lashing tail, and a reflective carapace. Combat: The tarrasque is a killing machine and when active (see below) eats everything for miles around, including all animals and vegetation. Normal attacks are with its two forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness, severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks (1d10 points of damage each). Once every turn, the normally slow-moving tarrasque can rush forward at a movement rate of 15, making all horn attacks cause double damage and trampling anything underfoot for 4d10 points of crushing damage. The mere sight of the tarrasque causes creatures with less than 3 levels or Hit Dice to be paralyzed with fright (no saving throw) until it is out of their vision. Creatures of 3 or more levels or Hit Dice flee in panic, although those of 7 or more levels or Hit Dice that manage to succeed with a saving throw vs. paralyzation are not affected (though they often still decide to run away). The tarrasque's carapace is exceptionally tough and highly reflective. Bolts and rays such as lightning bolts, cones of cold, and even magic missiles are useless against it. The reflection is such that 1 in 6 of these attacks actually bounces directly back at the caster (affecting him normally), while the rest bounce off harmlessly to the sides and into the air. The tarrasque is also immune to all heat and fire, and it regenerates lost hit points at a rate of 1 hit point per round. Only enchanted weapons (+1 or better) have any hope of harming the tarrasque. The Tarrasque is totally immune to all psionics. Habitat/Society: It is fortunate that the tarrasque is active only for short periods of time. Typically, the monster comes forth to forage for a week or two, ravaging the countryside for miles around. The tarrasque then seeks a hidden lair underground and lies dormant, sleeping for 5d4 months before coming forth again. Once every decade or so, the monster is particularly active, staying awake for several months. Thereafter its period of dormancy is 4d4 years unless disturbed. The ratio of active to dormant states seems to be about 1:30. Ecology: Slaying of the tarrasque is said to be possible only if the monster is reduced to -30 or fewer hit points and a wish is then used. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely. Legend says that a great treasure can be extracted from the tarrasque's carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1,000 gp base value each). The underbelly material, mixed with the creature's blood and adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield, and the dwarves aren't likely to do it for free. It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature of the tarrasque leads the few living tarrasque experts to speculate that the elemental princes of evil have something to do with its existence. In any case, the location of the tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly grows over all remnants of its presence. It is rumored that the tarrasque is responsible for the extinction of one ancient civilization, for the records of their last days spoke of a ``great reptilian punisher sent by the gods to end the world.'' Note: Creatures with a minus THAC0 can only be hit on a 1. [ 11-02-2002, 06:50 PM: Message edited by: Morgeruat ] |
Oh yeah i remember the Torrasque he keeps getting re-spawned by the zerg in the Last stage of the Terran Expansion campaign. hey btw. anyone know any good portrait site ???
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An arch-mage, with the AI of an intelligent player.
Really, just think about it. [ 11-03-2002, 06:14 AM: Message edited by: DrakenKorin ] |
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As for Portrait Sites, these are the ones I know of, Kirith Portrait Portal ADD] Oh wait, I just realised you are not talking about the Custom Campaign, but the actual last mission for Terran. Man... I used supply depots to block the Torrasque and pelted it to death with extreme bunker fire. [ 11-03-2002, 09:20 AM: Message edited by: Dundee Slaytern ] |
Another good portrait site is www.blackmagicgames.com .That has the Icewind Dale portraits for use in Baldur's Gate which is good because I think they are far better than the Baldur's Gate ones, I found a good one there for my dwarf beserker. They also have a number of custom portraits. As for my perfect enemy that would be Odin Magnus. NOW that would be a fight although admittedly my beserker would lose. ;)
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oh yeah i remember doing that in a custom game,......... i played starcraft for 3 years with the A.I believing that im the ultimate pro & then when i finally play online i get massacred by everyone there :(
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The Tarrasque brings forth cool ideas: mix Starcraft Broodwar with BGII. To big to undertake but to cool to negate.
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Koxxus Avnifminn Half-Demon Wizard Chatic Evil(or Good if u prefer) Str 15 Dex 17 Con 15 Int 21 Wis 19 Chr 17 Abilities: Chain Contingency-TimeStop,Improved Aclarity, SpellTrap Spell Trigger-Spell Shield, StoneSkin, Improved Mantle Then carry on to cast the vast arsenal of spells with the aid of Improved Aclarity, including Gatex2, Summon Djinni, Efreeti, Hakashear, and Fallen Solar. Then continue with Abi's Wilting, Comet, Meteor Swarm, Dragon Breath after Fireshield Red and Protection f.t. Elements. Another Time Stop. Then Lower Resistance, Greater Malison, FoD, Chain Lightning, D. Fireball, Skull Trap, Mordenkainen's Sword, Maze, Imprisonment, a few Sunfires...what else...Oh yeah, SpellStrikes for those mage challengers, and a few Skeletons, Elelemtals, beasts...anything alse I missed? [img]tongue.gif[/img] |
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