06-18-2003, 01:17 PM | #51 |
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Cerek...thats right up there with the house says "Get OUT!!!" and the stupid people say "We love it...we will buy it" and "I heard a noise...lets split up!" [img]smile.gif[/img] Sir T.... yet another Gaff by the gaffer [img]smile.gif[/img] |
06-18-2003, 07:20 PM | #52 | |
White Dragon
Join Date: April 1, 2001
Location: UK
Age: 43
Posts: 1,893
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Quote:
Sorry for the overreaction... I keep getting flashbacks. [img]smile.gif[/img]
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06-18-2003, 07:55 PM | #53 | |
Symbol of Bane
Join Date: November 26, 2001
Location: Texas
Age: 75
Posts: 8,167
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Quote:
[ 06-18-2003, 07:57 PM: Message edited by: Attalus ]
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06-18-2003, 11:26 PM | #54 |
Ma'at - Goddess of Truth & Justice
Join Date: October 29, 2001
Location: North Carolina
Age: 61
Posts: 3,257
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Sorry for the delay, I've been trying for an hour to find a good picture of a Balrog to include in my write-up. Finally found one, then couldn't get Microsoft Photoshop or Paint to open it.
Oh well, for what it's worth....here is my AD&D 1st Edition version of Tolkien's Balrog...... BALROG – DEMON of TERROR Level: Fights as 40th level fighter Hit Points: 500 AC: -10 Attacks/Round: 5 attacks per round (3 with sword/2 with flail) Magic Resistance: 95% (unaffected by casters level). Immunity to all spells lower than 7th level (Lower Resistance, Malison, etc have No Effect). Balrog Sword: Lava Sword (SoulSear) The blade of this 2-hand sword is made of partially solidified lava wreathed in perpetual flames. It radiates intense heat in a 10ft radius. Each strike from the sword does 5-30 pts (5d6) + 15pts elemental heat dmg + +3 for weapon specialization (grandmastery) + 12 pts for Strength (24). Total damage per hit is 35-60!. Special Purpose: Slay humanoids. Special Power: Drain 5 energy levels on any unmodified roll of 18-20 (no save). Balrog Whip: The fiery tendrils of this weapon are designed to inflict terrible wounds. Each hit does 5-20 (5d4) + 5 pts heat damage + 15pts for Strength and proficiency. In addition, each successful hit has a chance to cause Paralysis in the victim (Save for no effect). The Balrog can entangle their victim on an unmodified attack roll of 15 or better. While entangled, the victim takes an additional 5 pts of heat damage per round and must Save vs Paralysis each round. The victim may continue to fight or try to break free (requires a successful roll to open magically barred doors). If the attack roll is an unmodified 18-20, the victims’ arms are entangled and he/she cannot attack. They must try to break free. They also suffer a –4 to the Save vs Paralysis in this situation. The Balrog can drag an entangled victim into the abyssmal flames in which it immolates itself…causing 25pts of damage per round. Innate Abilities: Requires +5 or better weapon to hit. Generate an aura of fear – 100’ radius. This is similar to the fear aura generated by dragons, but is twice as strong. Generate aura of heat – 50’ radius. The Balrog radiates heat and acrid smoke in a globe around it’s body. Any character within this area will suffer 10pts of damage per round unless magically protected from fire and/or heat. Cause critical wounds, disease, blindness, or deafness by touch (at will). Cause Harm (5 x day) Globe of Protection from Good (200% +4/-4 100’ radius). Dispel magic by gaze. Immune to energy drain. Immune to death spells and death magic. Immune to vorpal, sharpness, or heartseeker attacks. Immune to petrification, paralyzation, and polymorphing. Immune to maze and imprisonment. Regenerates 25 hit points per round. Can summon 2-5 nycodaemons (1 x day)
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[img]\"http://img.ranchoweb.com/images/cerek/cerektsrsig.jpg\" alt=\" - \" /><br />Cerek the Calmth |
06-19-2003, 12:53 AM | #55 |
Lord Ao
Join Date: June 24, 2002
Location: Nevernever Land
Age: 49
Posts: 2,002
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That's damn impressive Cerek! But, Ummmm, that's also more fearsome than the write ups from Deities and Demigods for most GREATER gods.
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06-19-2003, 02:33 AM | #56 |
Zartan
Join Date: July 18, 2001
Location: America, On The Beautiful Earth
Age: 50
Posts: 5,373
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Cool Cerek, I love crocked monsters. That is a doozie though!!
Well, I'll hafta dig up my old crocked 30 fighter/35 mage with his tenth level crocked spells and +7 crocked sword to take this guy on.
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06-19-2003, 05:51 AM | #57 | |
Ma'at - Goddess of Truth & Justice
Join Date: October 29, 2001
Location: North Carolina
Age: 61
Posts: 3,257
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Quote:
Most of the guys in my group had been gaming for a few years before I started. They ALL had characters that were around 30-36. Even with the huge amount of experience required for the UA barbarian to advance in levels, I managed to raise Cerek to 28th level before I quit playing. And even then, these high-level characters aren't going to take the Balrog on one at a time. IT has to be strong enough to face an entire party of that power. AFA the stats for the GREATER gods in the DDG, we determined those were the stats for their Prime Material avatars only. If you actually faced the god himself on his home plane, those stats would be increased ten-fold.
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[img]\"http://img.ranchoweb.com/images/cerek/cerektsrsig.jpg\" alt=\" - \" /><br />Cerek the Calmth |
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06-19-2003, 08:38 AM | #58 |
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Hate to be nit picky (ok not really) but Cerek..was there weapon specialization or grandmastery in the 1st Edition AD&D? I thought that came much later. |
06-19-2003, 09:01 AM | #59 |
Jack Burton
Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
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Actually Magik, weapon specialization was added in the Unearthed Arcana (as well as double specialization... +3/+3 instead of the measly +1/+2 specialization gave, I beleive this is what Cerek meant)
all part of 1st Ed AD&D [ 06-19-2003, 09:02 AM: Message edited by: Morgeruat ] |
06-19-2003, 09:24 AM | #60 | |
Ma'at - Goddess of Truth & Justice
Join Date: October 29, 2001
Location: North Carolina
Age: 61
Posts: 3,257
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Quote:
Weapon-specialization was restricted to straight fighters and rangers. Cavaliers and paladins were allowed "weapons of choice" which exceeded even the generous bonuses granted by "specialization" and barbarians were not allowed to either option (but they had a kettle full of hit points and bonuses to offset that). The most common option for fighters and rangers was to "double-specialize" (as the "double specialization" option only applied to melee weapons), but there were some other weapons that offered interesting bonuses through specialization. For example, a fighter specialized with the bow could fire 4 arrows per round rather than two (after 13th level). One of the most interesting options was the thrown dagger. A fighter specialized in this weapon could throw 5 daggers per round after 13th level. Add the obligatory Haste, and you have a mobile quisinart machine. I created a dwarven fighter that chose this option and went by the name of Dirk! - but my college roommate (VulcanRider) came up with an even better application of this method. He envisioned a Quickling fighter/thief that was "specialized" in the thrown dart. Since Quicklings have a natural movement rate of 96" (which is the effectively the same as being permanently double-Hasted, you can imagine what kind of "firepower" this character could have produced ( [img]graemlins/shooter04.gif[/img] ). He was named - appropriately enough - Gat'lyn [img]graemlins/biglaugh.gif[/img] .
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[img]\"http://img.ranchoweb.com/images/cerek/cerektsrsig.jpg\" alt=\" - \" /><br />Cerek the Calmth |
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