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Old 10-27-2001, 07:30 PM   #21
Desuma_Malevois
Guest
 

Posts: n/a
Quote:
Originally posted by Neo:
Name:Minsc
Rareness:theres only 1
Exp For kill: 1
intelligence:0
strength:100+
wisdom:0
Hp:500+
Class:Retarded Ranger(uhh...did i ut retarted...i meant retired)
Friends:Squirrels
Immunitys:immune to feeblemind and anything that effects the brain because you dont get any dumber than that
Companians:Boo(a useless squeaking little mouse thing

These Creatures are very dumb and like to hit there head on stone thinking they can burrow threw it......when they find gold they think it is food and eat it. When they see you they get mad and bend the bars on cages.they have very little if any magic powers they are gay and suck big fat donkey dicks
Y'know Neo, I thought your post was kinda funny up until that last bit. I'll admit that my own sense of humor can be pretty strange at times, but what in the world do you have against donkeys?



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Guerilla gourmet, and former proprieter of the KFA.
 
Old 10-27-2001, 07:33 PM   #22
SecretMaster
Apophis
 

Join Date: October 19, 2001
Location: New York
Age: 37
Posts: 4,666
Shiktar
Climate:Graveyards, undead areas,ect
Frequency:Moderate
Organization:One
Activity Cycle:Leader Decicsions
Diet:Human flesh
Intelligence:17
Wisdom:17
Charisma:18
Strength:14
Dex:19
Constitution:8
Thaco:3
Special Attacks:Level Drain, Protecter Cry, Large Repretorie of Mage and Cleric Spells.
Defense:Immune to elven weapons, and +1 and lower.
Shiktar are a banished female elf, who has commited their lives to necromancy and dark arts. After being banished, they transform themselves into undead, and leading groups of undead. They are extremely high leveled mages.

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Tis your lives to waste
-Drizzt do Urden
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Old 10-27-2001, 08:00 PM   #23
Warby
Zhentarim Guard
 

Join Date: August 30, 2001
Location: England
Age: 39
Posts: 345
Psi-Morph or Greater Mimic

Can be very powerful very though

Takes form of one nearest character and has there abilities(To a degree). Causes confusion and fear in character selected.

If greatr command in on character the morph will fail resulting in it changing into either:

-Mind Flayer
-Beholder
-and other powerful creatures excluding Dragons

Thats seems a pretty original Idea to me. I havn't really read the others yet so sorry if I'm just copying.

Warby
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Old 10-28-2001, 05:37 AM   #24
Shagrat The Half Orc
Guest
 

Posts: n/a
How About a kewl ending monster for neverwinter nights

"Daxtylixurzik'cag'ambrixilacktr'sylicta...(name trails on for another 5 lines)", mostly known as the (Ancient Triple Headed Cyclops)

Climate: Humongous piles of Charred belongings(Cyclops never leaves behind body parts or bones) of people thought to have witnessed it found in a huge maze of tunnels miles beneath the earth, only living person who witnessed the beast is Elminster, one survivor out of an army of 800, he still bears the physical and mental scars of the horrible slaughter. It is thought that elminster didn't escape on his own accord, but rather was chosen to live by the Ancient Hydra for reasons unknown, some say that Elminster is controlled telepathically as a familiar by the brilliant third head of the hydra so that the hydra can affect politics on the surface world. Elminster gives very few details about the event, as

Frequency: only 1 known to exist

Organization: 1 body 3 heads, equivalent to one defender (the body) attached to three attackers(the heads). When the one defender(the body) is killed all three heads perish and cannot attack any more

Activity Cycle: Moves around and hides in deepest, darkest holes below the earth

Diet: Any living thing that has the has the audacity and misfortune to run into it near one of its many hiding places beneath the earth

Intelligence: Head one 3, head two 3, head three 31 (head three thought to be brains of operation, heads one and two being only mindless drones)

Thaco: Head one -24, Head two -24, head three -15

Ac: -18

Special Defense: Immunity to +5 and lower weapons, gets save throw 100 % of the time if save throw is given, 95% magic resist, 92 percent magic dmg resist, 250 % fire resist, 70 percent cold/lightning/acid resist, 289 HP, regenerates 3 HP every 2 seconds

Special Attack:

Head one-"Hellish Devouring"- (special attack which kills person instantly if below 110 HP,person must be with 20 feet of hydra, no save throw, 3 of these attacks usable per day),

Head two-"Acidic Hell Spray"-(special attack, head spits acid in an area 20 feet in diamater, save vs. acid at -8, person who fails save vs throw is blinded for 4 rounds and takes 20 dmg instantly and suffers 2 points of acid dmg every 3 seconds for next 60 seconds, 3 attacks per day),

Head Three is equivalent to a lvl 41 mage and can cast up to lvl 12 spells, spell casting times for head three are reduced by 5, "Favor of the Gods"- ability that heals the Hydra to full, heals it of every possible ailment, regenerates all abilities and spells, only down side is that this ability is used up for good, one time use., "Call of Elminster"-This ability summons elminster for 4 rounds to fight alongside of the beast, perhaps a favor given to the beast by elminster in return for sparing the wizards life, noone knows,usable only once, not regenerated with Favor of Gods ability, "Divine Sacrafice"-Final automatic contingency attack made by hydra, when it dies a person other than your main character is sucked into the hellish abyss along with the hydra and removed from the game permanently, person's belongings r in his place where he died, the next add on to Neverwinter Nights can be all about rescuing this character from his hellish fate and getting him back in the party

Whenever any of the three heads makes a regular melee attack against a person they must make a save vs spell at -10 or suffer an additional 30 points of fire damage, also everyone within 10 feet of the person who was attacked must make a save vs spell or suffer 15 points of fire dmg

Hehe, u can tell i was really bored and had a lot of time on my hands when i wrote this, Please send me feedback, what do u think of "Daxtylixurzik'cag'ambrixilacktr'sylicta...(name trails on for another 5 lines)"

[This message has been edited by Shagrat The Half Orc (edited 10-28-2001).]

[This message has been edited by Shagrat The Half Orc (edited 10-28-2001).]

[This message has been edited by Shagrat The Half Orc (edited 10-28-2001).]
 
Old 10-28-2001, 11:08 AM   #25
Synthos
Manshoon
 

Join Date: October 19, 2001
Posts: 157
CLIMATE/TERRAIN: Underdark
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore, fungivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 10 or special
MOVEMENT: 1
HIT DICE: 1+1 to 2+2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (18 diameter)
MORALE: Unreliable (2?4)
XP VALUE: 175
Also called the coffin shell creature, a carapace is an aggressive,
mobile fungus native to the Underdark. It adapts itself on contact
with almost any vertebrate creature, from reptiles to mammals to
fish, creating a symbiotic exoskeleton. It does not attach itself to
invertebrates, such as insects, spiders, or octopi. In its natural
state, the carapace looks like a soft, gray spongy mass about a foot
in diameter, though it can extend tendrils from its central mass to
snare a host, then pull itself into contact with the host?s body.
Combat: The carapace lies hidden in beds of other fungi or
clings to cavern walls and ceilings. In its natural state, the cara-pace
has an Armor Class of 10. Whenever the carapace success-fully
strikes a target, or is struck by the unprotected living flesh
of a predator or attacker, it creates a sticky, gluey bond between
the two creatures. Unless the fungus is dispatched within the
next round, the bond solidifies, and the carapace begins to
spread its mass out over the host?s skin. Attacks that physically
damage the spreading carapace inflict equal damage on the host
creature, though it can be destroyed without harm to the host by
a cure disease spell.
If the carapace is not removed within a certain time that
depends on the size of the host, it hardens into a protective horn-like
shell that improves the host?s Armor Class by 2 (for instance,
a giant snake with AC 6 would become AC 4). The carapace can
cover any size creature, given enough time, since it transforms
some of the host?s mass as well as spreading its own. The process
takes a single day for tiny creatures (size T), two days for small
creatures (size S), four days for man-sized creatures (size M), a
week to 10 days for large creatures (size L), at least two weeks for
huge creatures (size H), and up to a month for gargantuan crea-tures
(size G). When this process is complete, the host creature
permanently loses one point of Constitution. The host?s joints are
not stiffened, as the carapace adapts to the host?s body structure.
Once the host is entirely covered, the carapace cannot be
removed without damaging the host?s body. At this point the
carapace has become fully integrated with the host?s skin and has
no independent existence. A cure disease spell is no longer effec-tive
against it. After the carapace has covered the entire skin of
the host, the host body becomes noticeably thinner and paler; this
is when many of the host?s companions first notice any change.
The hardened carapace gives the host some benefits: it can regen-erate
the host at 1 hit point per round for up to a day in exchange
for another point of Constitution. It will do so to keep its host at
least half the host?s full hit points. (If the total number of hit
points regenerated by the carapace in one day is less than or
equal to the host?s Constitution, no Constitution is lost if the
number of regenerated hit points is less is rolled on 3d6).
The carapace absorbs poisons and mental attacks, making the
host immune to poisons, mind-affecting spells, and psionic
attacks. If the host is psionic, the carapace absorbs the host?s
PSPs as well. A hardened carapace is immune to fire, further
protecting the host.
Habitat/Society: The carapace, in its soft form, uses its limited
mobility to move about searching for hosts. It can crawl on walls
and ceilings and attach itself to almost any surface. It is attracted
by body heat and motion, and avoids direct sunlight and nega-tive
energy. When not attached to a host, the soft form of the
carapace can subsist for months on a diet of less-dangerous
fungus and slime-molds. When such fungi are abundant, a soft
carapace slowly grows to the 2+2 HD size, then divides into two
1+1 HD carapaces. In its soft state, the carapace is vulnerable to
spells effective against fungi, such as the 7th-level priest spell
sunray, and to subterranean creatures that eat fungi, such as
giant slugs, purple worms, and burburs.
A hardened carapace slowly leeches away the bones of the host,
becoming the host?s exoskeleton in a process that is not particu-larly
painful. As the carapace slowly fuses with the host?s spinal
and brain tissue, the host?s alignment shifts irreversibly to neutral,
though the host?s lawful or chaotic tendencies are unaffected.
Once the host dies, the host tissue within the carapace is con-sumed
by the growth of new spongy carapace fungus. When the
host?s body is entirely consumed (which may take several
weeks) the dead outer carapace splits, revealing one or more
new soft carapaces. The host body breeds a new carapace per 3
feet of height or body length.
Ecology: The carapace is a symbiont, thought to have been cre-ated
by a slime-lord of the tanar?ri long ago. Only the most des-perate
Underdark creature might join with a carapace, but slave-warriors
among the derro and aboleths are sometimes forced to
become their hosts.
?From DRAGON Magazine #227
Carapace
14


This would be kickass. That's all i need to say

------------------

Quote:
"Est Sularis Oth Mithas"-->Honour Is My Life
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Old 10-28-2001, 11:25 AM   #26
Synthos
Manshoon
 

Join Date: October 19, 2001
Posts: 157
In a nutshell what a carapace does is it mold with your body and has these affects:
-You lose one point of constitution
-Alignment shifts to neutral (though lawful and chaotic tendancies are unaffected)
-You gain a +2 bonus to armor class
-You are immune to psionics and mental attacks
-You are immune to poisons
-You are immune to fire
-You regenerate 1HP/Round until half of max hit points. If the total hit points regenerated are more than the host's constitution a point of constitution is lost permanently.
-If the host dies and is not raised in less than a few days, the host is not raisable and the carapace produces one or two new carapaces.


This would be awesome in Baldurs Gate, although the regenerating rule is a little strict, you could change that for instance, it will only regenerate as much as your constitution in one day or something, that's better than losing all your constitution Also the alignemnt change is bad for paladins and rangers..


------------------

Quote:
"Est Sularis Oth Mithas"-->Honour Is My Life
[This message has been edited by Synthos (edited 10-28-2001).]
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