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Well what is it. Also, could you give some background info on the elemental to please. This doesn't have to be limited to the games. I like the earth elemental from bg2 though. I thought he looked big and bulky and strong too, just like a healthy earth elemental should.
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Earth elemental is my favorite. The only background information I have is that they are allie's of the svirfnebli gnomes of the underdark.
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My favorite elementals are fire elementals. They were useless in Icewindale but they're good in BGII. Earth elementals come in with a close second. I don't know much about them either. They are the allies of the svirfnebli , (Hope I spelled that right.) and there are two earth elemental gods. They're identical and one is good and the other is evil. I don't know anything else.
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Elementals are fundamentaly educated at elementry level in the rudiments of elemental existance. This is a testament to elemental bereavement amongst other things.
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hey aurican, put a guest book on your site. the items look good.
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I can try, how do I add a guestbook?
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Quote:
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Air Earth
CLIMATE/TERRAIN: Any air Any land FREQUENCY: Very rare Very rare ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Any Any DIET: Air Earth, metal, or gem INTELLIGENCE: Low (5-7) Low (5-7) TREASURE: Nil Nil ALIGNMENT: Neutral Neutral NO. APPEARING: 1 1 ARMOR CLASS: 2 2 MOVEMENT: Fl 36 (A) 6 HIT DICE: 8, 12, or 16 8, 12, or 16 THAC0: 8 Hit Dice: 13 8 Hit Dice: 13 12 Hit Dice: 9 12 Hit Dice: 9 16 Hit Dice: 5 16 Hit Dice: 5 NO. OF ATTACKS: 1 1 DAMAGE/ATTACK: 2-20 4-32 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: +2 weapon or better to hit +2 weapon or better to hit MAGIC RESISTANCE: Nil Nil SIZE: L to H (8' to 16' tall) L to H (8' to 16' tall) MORALE: 8-12 Hit Dice: 8-12 Hit Dice: Champion (15-16) Champion (15-16) 16 Hit Dice: 16 Hit Dice: Fanatic (17) Fanatic (17) XP VALUE: 8 Hit Dice: 3,000 8 Hit Dice: 2,000 12 Hit Dice: 7,000 12 Hit Dice: 6,000 16 Hit Dice: 11,000 16 Hit Dice: 10,000 Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm. Combat: While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental's mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict. The most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone. This whirlwind lasts for one melee round, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone. Earth elementals can be conjured in any area of earth or stone. This type of common elemental appears on the Prime Material plane as a very large humanoid made of whatever types of dirt, stones, precious metals, and gems it was conjured from. It has a cold, expressionless face, and its two eyes sparkle like brilliant, multifaceted gems. Though it has a mouth-like opening in its face, an earth elemental will rarely speak. Their voices can be heard in the silence of deep tunnels, the rumblings of earthquakes, and the grinding of stone on stone. Though earth elementals travel very slowly, they are relentless in the fulfillment of their appointed tasks. An earth elemental can travel through solid ground or stone with no penalty to movement or dexterity. However, these elementals cannot travel through water: they must either go around the body of water in their path or go under it, traveling in the ground. Earth elementals prefer the latter as it keeps them moving, more or less, in a straight line toward their goal. Combat: Earth elementals will always try to fight on the ground and will only rarely be tricked into giving up that advantage. Because of their close alliance to the rock and earth, these elementals do 4-32 points of damage (4d8) whenever they strike a creature that rests on the ground. Against constructions with foundations in earth or stone, earth elementals do great damage, making them extremely useful for armies sieging a fortification. For example, a reinforced door, which might require a few rounds to shatter using conventional methods, can be smashed with ease by an earth elemental. They can even level a small cottage in a few rounds. An earth elemental's effectiveness against creatures in the air or water is limited; the damage done by the elemental's fists on airborne or waterborne targets is lessened by 2 points per die (to a minimum of 1 point of damage per die). |
Elemental, Fire/Water
Fire Water CLIMATE/TERRAIN: Any dry land Large areas of water FREQUENCY: Very rare Very rare ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Any Any DIET: Any combustible Any liquid INTELLIGENCE: Low (5-7) Low (5-7) TREASURE: Nil Nil ALIGNMENT: Neutral Neutral NO. APPEARING: 1 1 ARMOR CLASS: 2 2 MOVEMENT: 12 6, Sw 18 HIT DICE: 8, 12, or 16 8, 12, or 16 THAC0: 8 Hit Dice: 13 8 Hit Dice: 12 12 Hit Dice: 9 12 Hit Dice: 9 16 Hit Dice: 5 16 Hit Dice: 7 NO. OF ATTACKS: 1 1 DAMAGE/ATTACK: 3-24 5-30 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: +2 weapon or better to hit +2 weapon or better to hit MAGIC RESISTANCE: Nil Nil SIZE: L to H (8' to 16' tall) L to H (8' to 16' tall) MORALE: 8-12 Hit Dice: 8-12 Hit Dice: Champion (15-16) Champion (15-16) 16 Hit Dice: 16 Hit Dice: Fanatic (17) Fanatic (17) XP VALUE: 8 Hit Dice: 2,000 8 Hit Dice: 2,000 12 Hit Dice: 6,000 12 Hit Dice: 6,000 16 Hit Dice: 10,000 16 Hit Dice: 10,000 Fire elementals can be conjured in any area containing a large open flame. To provide a fire elemental with an adequate shell of Prime Material flame, a fire built to house an elemental should have a diameter of at least six feet and reach a minimum of four feet into the air. On the Prime Material Plane, a fire elemental appears as a tall sheet of flame. The fire elemental will always appear to have two armlike appendages, one on each side of its body. These arms seem to flicker back into the creature's flaming body, only to spring out from its sides seconds later. The only facial features of a fire elemental are two large glowing patches of brilliant blue fire, which seem to function as eyes for the elemental. Like all common elementals, fire elementals rarely speak on the Prime Material plane, though their voices can be heard in the crackle and hiss of a large fire. Combat: Because they resent being conjured to this plane, fire elementals are fierce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes. In combat, a fire elemental lashes out with one of its ever-moving limbs, doing 3-24 points of damage. Any flammable object struck by the fire elemental must save versus magical fire at a -2 or immediately begin to burn. Fire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non-flammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a fire elemental. Also, because their natural abilities give them some built-in resistance to flame-based attacks, creatures with innate fire-using abilities, like red dragons, take less damage from a fire elemental's attack. The elemental subtracts 1 point from each die of damage it does to these creature (to a minimum of 1 point of damage per die). Water elementals can be conjured in any area containing a large amount of water or watery liquid. At least one thousand cubic feet of liquid is required to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just as well. The water elemental appears on the Prime Material Plane as a high-crested wave. The elemental's arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and flow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes. Like all other common elementals, water elemental rarely speak on the Prime Material Plane, but their voices can be heard in the crashing of waves on rocky shores and the howl of an ocean gale. Combat: In combat, the water elemental is a dangerous adversary. It prefers to fight in a large body of water where it can constantly disappear beneath the waves and suddenly swell up behind its opponent. When the elemental strikes, it lashes out with a huge wave-like arm, doing 5-30 points of damage. Water elementals are also a serious threat to ships that cross their paths. A water elemental can easily overturn small craft (one ton of ship per hit die of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stopped by an elemental will be slowed by a percentage equal to the ratio of ship's tons over the hit points of the attacking elemental. Though the water elemental is most effective in large areas of open water, it can be called upon to serve in a battle on dry land, close to the body of water from which it arose. However, the movement of the water elemental on land is the most restricted of any elemental type: a water elemental cannot move more than 60 yards away from the water it was conjured from, and 1 point of damage is subtracted from each die of damage they inflict out of the water (to a minimum of 1 point of damage per die). |
Will this be enough?
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