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Thread: creature competition | This thread is pages long: 1 2 3 · «PREV |
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Legendary_Hero
Known Hero
Stronghold Warchief
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posted November 18, 2007 02:25 PM |
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Good creature very balanced but maybe you should make the Holy wrath deal less damage(you have double attack) and the Lay hands is just a waste of turn it's better to attack(and the Paladins have it anyway)but awesome creature and quite unique
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Don't look back because you will...die?
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Homer171
Promising
Supreme Hero
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posted November 18, 2007 03:27 PM |
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Yeah you are right Double Damage vs Undead and Demonic might be too much. 1.5 x damage would be good i think. It's true that Lay Hands aren't that needed for Crusader (maybe i tough if there is not Paladins in play). I will change that ability to Enraged.
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Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.
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Legendary_Hero
Known Hero
Stronghold Warchief
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posted November 18, 2007 03:48 PM |
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1.5x good you are thinking like me
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Don't look back because you will...die?
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted November 25, 2007 12:18 AM |
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we dont have enough entries we need at least 3
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted November 25, 2007 08:43 AM |
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Edited by Mytical at 08:48, 25 Nov 2007.
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Deep within the jungle, primal screams are heard. In dark places even the elves, who are one with the forest, fear to dread lurks things no mortal should see. Since before written history, a sect of viscious beings have held absolute mastery of the the darkest deepest jungles. Some practice a magic so dark, that even the Necromancers fear to invoke it. They are the Lacaonru, which translates to 'the cold ones'.
Lacaonru are amphibious, but walk upright like a humanoid. From birth they are taught to hunt and fight, by the time they can walk they already know how to hold a spear. Even their youngest will fight in battle, and the experienced Lacaonru are even more savage.
They worship Keitika, the Goddess of Blood and Pain. She may or may not be real, but they do get some blood magic from somewhere. They fear summoning or destructive magic (see creature). Light and Dark they are not fearful of.
Level 6
Town Swamp
Tinonru - Young warriors who are still learning the ways of Keitika. Blood Rite, Savagry, Range, Range Penalty, no melee penalty. They use crude bolos which can not go very far, will slow an enemy down (-1 speed for 2 turns, non-cumulative but can be refreshed). Blood Rite : For every 10 of them that die they do an additional 1 point of damage for the rest of the combat (cummulative). Savagry : If they destroy a stack, they get 3 extra attack for the rest of combat (cummulative).
Shashey - There are two paths a grown Lacaonru can take. Warrior or Bloodpriest. The ones who choose warrior become Shashey "The Blood Drinkers". They no longer carry the tools of childhood, so loose their ranged attacks. Along with Blood Rite and Savagry they gain the Blood Drink ability. Whenever they attack a stack, they gain +1 to attack and the enemy looses 1 attack. This occurs before any retaliation. They can have a maximum of +7 to attack regardless of number of units they attack. Does not work on mechanical, elemental, or undead creatures.
Bloodpriest - Though those that become priests of Keitika become 'soft', they are the real reason the Lacaonru are feared by any that know of them. They too have shed the tools of childhood (the bolos). What they have gained instead is a powerful form of magic unique to them ((which will be explained in a bit)). Melee penalty, Caster, Blood Magic.
Blood Magic : The spells they are capable of casting do not take mana (and thus anything that drains mana will not function against them). Instead they may sacrifice their own hitpoints to power their spells (which are unique). For each 1 'mana' they must sacrifice 3 hitpoints.
Bloodpriest spells : They can mimic other creatures abilities with their magic, granting other units (or themselves) other combat abilities. Acidic Blood : 5 mana - Grants target unit the same ability as the foul hydra's acid blood. Frightful Presence - 7 mana :same as nightmare's fear effect. Restore Health - 0 Target a friendly stack and they will loose 2 hitpoints for every 1 the bloodpriest regains. They can only restore the hitpoints they have sacrificed for bloodmagic this way. They can also cast spells that mimic other units specials, with a few exceptions. Lay on Hands, Ressurection, Vorporal Sword, Harm Touch. The more powerful the effect the more 'mana' it costs, thus the more hitpoints that are needed. They can not activate any ability that will take them to 0 hp or lower. Their spellpower is only 1/2 what the same number of other level 6 creatures would posses.
((Also, would like to note that if you like creating things that there is a competition going on right now. Check my signiture for link. ))
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Message received.
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted November 29, 2007 07:53 PM |
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Aye i'll rally the judges (me and ted)
results will be posted within a half week
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