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JD's 2E fantasy: LOTR stuff

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Re: JD's W&W Builds (Damodar, Orcs)

Postby JoshuaDunlow » Thu Oct 22, 2009 3:14 pm

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Cave-Trolls (PL 7/75pp/Minion5)
Cave-trolls were seen in Moria. One was described as having dark greenish scales and black blood. Their hide was thick enough that when Boromir struck one in the arm his sword was notched and did no damage. However, Frodo Baggins was able to impale the "toeless" foot of the same troll with the enchanted sword Sting.
Offensive Level: 7
Defensive Level: 5.5

Abilities [-6pp]: Strength 26 (+8), Dexterity 10 (+0), Constitution 18 (+4), Intelligence 8 (-1), Wisdom 8 (-1), Charisma 8 (-1)
Saves [6pp]: Toughness +4/+8, Fortitude 6 (+10), Reflexes 0, Willpower -1
Combat [20pp]: Base Attack +3 * [+6 Melee], Base Defense +3 *, Initiative +0, Grapple +21, Knock Back -4
* Includes Size Modifiers
Attack (dc): Unarmed +6 (dc 23), Giant Club +6 (dc 26)
Skills [6pp]: Athletics 2 (+12), Intimidate 11 (+14), Languages 2 (Troll, Black speech, Orc), Notice 5 (+4), Survival 6 (+5)
Feats [8pp]: All out Attack, Attack Focus (melee) 3, Endurance, Improved Grapple, Power Attack, Startle
Powers [41pp]:
Troll Physiology 8 [Passive Container; Innate]
· Super Senses 2 [Dark Vision]
· Growth 8 [Flaws: Permanent]
· Protection 4 [Extra: Impervious]
· Super Strength 1
· Immovable 1
Equipment [0ep]: Giant Club (+3 damage, mighty, Improved Crit)



Stone-Trolls (PL 7/58pp/Minion4)
Stone-trolls were Trolls who turned into stone during daylight, like the Trolls in The Hobbit. They could speak, and used a debased form of Westron (presumably rendered into Cockney English in Tolkien's "translation" of Bilbo's diary).
Offensive Level: 6.5
Defensive Level: 4

Abilities [-8pp]: Strength 24 (+7), Dexterity 10 (+0), Constitution 17 (+3), Intelligence 6 (-2), Wisdom 8 (-1), Charisma 8 (-1)
Saves [6pp]: Toughness +6, Fortitude 6 (+9), Reflexes 0, Willpower -1
Combat [16pp]: Base Attack +2 * [+5 Melee], Base Defense +2 *, Initiative +0, Grapple +21, Knock Back -4
* Includes Size Modifiers
Attack (dc): Unarmed +5 (dc 22), Giant Club +6 (dc 25)
Skills [6pp]: Athletics 2 (+12), Intimidate 11 (+14), Languages 2 (Troll, Black speech, Orc), Notice 5 (+4), Survival 6 (+5)
Feats [8pp]: All out Attack, Attack Focus (melee) 3, Endurance, Improved Grapple, Power Attack, Startle
Powers [36pp]:
Troll Physiology 7 [Passive Container; Innate]
· Super Senses 2 [Dark Vision]
· Growth 7 [Flaws: Permanent]
· Protection 3 [Extra: Impervious]
· Super Strength 1
· Immovable 1
Equipment [0ep]: Giant Club (+3 damage, mighty, Improved Crit)
Drawback [6pp]: Turn to Stone [Vulnerable to sunlight, Very Common/Major]


Now mind you these are your average trolls, and could be more powerful by up to 2 power levels. There are some other kinds of trolls which include, which may or may not be fleshed out later.
  • Hill-trolls are described as having killed Arador, Chieftain of the Rangers of the North and grandfather to Aragorn. Tolkien described the trolls of that region, including the three from The Hobbit, as stone-trolls, suggesting that hill-trolls might be a sub-class or alternate term for such. However, the Army of the West fought "hill-trolls" of Gorgoroth that could move in sunlight at the Black Gate, inferring that these hill-trolls, at least, were Olog-hai rather than stone-trolls.
  • Mountain-trolls were mentioned once, wielding the great battering ram Grond in shattering the gates of Minas Tirith. From their name they are generally assumed to live in the mountains, and their choice as the creatures to wield Grond is sometimes taken to suggest that they were particularly strong even for trolls.
    Snow-trolls are mentioned only in comparison to Helm Hammerhand. When Helm went out clad in white during the Long Winter to stalk and slay his enemies, he was described as being like a snow-troll. It thus seems implied that these trolls were white in colour and lived in cold climates, but otherwise nothing is known of them.
  • Olog-hai were "strong, agile, fierce, and cunning" trolls created by Sauron, not unlike the Uruk-hai, and were able to withstand sunlight while under the sway of Sauron's will. They seldom spoke and were said to know no language other than the Black Speech, in which Olog-hai means "troll-folk" (singular Olog "troll"). Because of their cunning, they were thought by some to be giant Orcs, rather than trolls. They appeared towards the end of the Third Age and could be found near Dol Guldur and in the mountains around Mordor. In the Battle of the Morannon, there appear "hill-trolls" of Gorgoroth which are implied to be Olog-hai in one of the Appendices to The Lord of the Rings (the term is not used within the story proper). These were described as being taller and wider than men, and their hide or armour was described as a mesh of horny scales. They had black blood. Peregrin Took slew the leader of these trolls at the Battle of the Morannon; and after the destruction of the One Ring and the fall of Sauron, the surviving trolls scattered as if mindless.

During the Battle of the Pelennor Fields, there is a reference to "men like half-trolls", also called troll-men, but it is unclear whether these men actually had some trollish ancestry or were simply compared to trolls (for some readers, the first interpretation is supported by the similar and interchangeable terms "orc-men" and "half-orcs", referring to crossbreeds created by Saruman).
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Re: JD's W&W Builds (Damodar, LOTR Orcs & Trolls)

Postby JoshuaDunlow » Fri Oct 23, 2009 12:31 pm

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Haradrim were the people of Harad, also called Southrons.For many years the Haradrim were the greatest enemy of Gondor. Several times they invaded the north. Finally The Gondorians were able to capture Harad, though it was later freed. During the War of the Ring the Haradrim were allied with Sauron. It was a Haradrim warrior who wounded Faramir. At the Battle of the Pelennor Fields the Haradrim, mounted on mumakil, were a great threat to the Rohirrim who had come to aid the people of Minas Tirith.

Haradrim Archers (PL 4/49pp/Minion 4)
Abilities [14pp]: Strength 12 (+1), Dexterity 16 (+3), Constitution 13 (+1), Intelligence 10 (+0), Wisdom 13 (+1), Charisma 10
Saves [8pp]: Toughness +4/+3 flat, Fortitude 2 (+3), Reflexes 4 (+7), Willpower 2 (+3)
Combat [14pp]: Base Attack +3 [+4 with ranged], Base Defense +4 [+2 flatfooted], Initiative +3 , Grapple +4, Knock Back -2
Attack (dc): Unarmed +3 (dc 16), Long Bow +4 (dc 19), Scimitar +3 (dc 19), Long Dagger +3 (dc 17)
Skills [6pp]: Acrobatics 4 (+7), Languages 1 (Haradrim; BlackSpeech), Intimidate 4 (+4), Notice 9 (+10), Ride: Mamuk 5 (+8)
Feats [7pp]: Attack Focus (Melee) 1, Defensive Attack, Defensive Roll 1, Improved Aim, Mamuk Balance, Point Blank Shot
Equipment: Long Bow ( +3 , mighty, improved critical), Studded Leather Armor (+2 toughness), Scimitar (+3 damage, mighty, 19-20 critical), Long Dagger (+1, mighty, improved critical)


Haradrim Footmen (PL 4/44pp/Minion 3)
Abilities [15pp]: Strength 14 (+2), Dexterity 13 (+1), Constitution 15 (+2), Intelligence 10 (+0), Wisdom 13 (+1), Charisma 10
Saves [9pp]: Toughness +5, Fortitude 3 (+5), Reflexes 4 (+5), Willpower 2 (+3)
Combat [10pp]: Base Attack +3, Base Defense +2/+3 with shield [+1 flatfooted], Initiative +1 , Grapple +5, Knock Back -2
Attack (dc): Unarmed +3 (dc 17), Scimitar +3 (dc 20), Long Dagger +3 (dc 18), Pole Arm +3 (dc 20)
Skills [5pp]: Athletics 5 (+6), Climb 4 (+6), Languages 1 (Haradrim; BlackSpeech), Intimidate 5 (+6), Notice 4 (+5)
Feats [5pp]: All out Attack, Defensive Attack, Endurance, Improved Critical (scimitar, or pole arm), Power Attack
Equipment: Chain Mail (+3 toughness), Scimitar (+3 damage, mighty, 19-20 critical), Long Dagger (+1, mighty, improved critical), Pole Arm (+3 damage, mighty, extended reach), Small Shield /Buckler (+1 shield/block)

New Feat:

Mamuk Balance (works just like the sea legs feat introduced in the warriors and warlocks book, except its meant to work while atop a Mamuk)


Image
In the Third Age of the Sun in South Harad, there lived beasts of vast bulk that are thought to be ancestors of elephants. Yet the elephants that now inhabit the world are much smaller in size and might than their great ancestors. According to The Red Book they were between 50 and 100 feet (15 and 30 meters) tall with four gigantic tusks and two lesser ones in the face. The Haradrim often used war paint on their mûmakil, to make them more fearsome. The war paint used could differ from the individual Haradrim tribes.

War Oliphaunt or Mumak (PL 9/79 or 195pp/Minion 6/7)
Offensive PL: 9
Defensive PL: 5.5
Abilities [-8pp]: Strength 34 (+12), Dexterity 10, Constitution 24 (+7), Intelligence 2 (-4), Wisdom 13 (+1), Charisma 7 (-2)
Saves [13pp]: Toughness +11 (+4 Impervious), Fortitude 7 (+14), Reflexes 3 (+3), Willpower 3 (+4)
Combat [36pp]: Attack Bonus +5 [Includes -8 size modifier], Defense +0 (-8 size modifier), Initiative +0, Grapple +32, Knock Back -5
Attack (dc): Stomp +5 (dc 27), Spiked Tusks +5 (dc30), Trip Wire dc (18)
Skills [2]: Intimidate 2 (+8), Notice 6 (+7), Stealth 0 (-16)
Feats [1]: Endurance
Powers [45 with Spiked Tusks, 61 with Barbed Wire Tusks]:
Mamuk Physiology 11 (Passive Container; Innate)
· Additional Limbs 1 (Trunk)
· Growth 14 ["Colossal" Power Feats: Innate; Flaws: Permanent]
· Protection 4 [Extra: Impervious 4]
· Super Strength 1
Weapon Modifications
· Strike 3 [Spiked Tusks: (Mighty)] or
· Trip 8 [Barbed Wired Tusks; Area (Line; but reversed 10' wide x 5' long per rank in a straight line)]
· Linked Power: Strike 1 [Power Feats: Mighty]
Drawbacks [-8]: No Hands, Cannot Speak,
Complications: Easy to Spook (with arrows )
Last edited by JoshuaDunlow on Tue Jun 08, 2010 6:50 pm, edited 1 time in total.
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby Woodclaw » Fri Oct 23, 2009 1:11 pm

Great work, I really dig these LotR builds. My only doubt is about the Troll PL which looks a little low to me, but probably it's just me. About the mumak, shouldn't his protection have the Weak Point drawback, at least once in the books was stated that the eyes are their most vulnerable spot (for obvious reasons).
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby JoshuaDunlow » Fri Oct 23, 2009 3:02 pm

Woodclaw wrote:Great work, I really dig these LotR builds. My only doubt is about the Troll PL which looks a little low to me, but probably it's just me. About the mumak, shouldn't his protection have the Weak Point drawback, at least once in the books was stated that the eyes are their most vulnerable spot (for obvious reasons).


Yes the power level is low on purpose, this is meant to stat up generic average trolls. More powerful trolls are about 1 or 4 power levels higher.

As for the Mamuk, i think everyone's eyes are a vulnerable spot. So i don't see the point in making a drawback for that, if everyone has that weakness.
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby Thorpacolypse » Fri Oct 23, 2009 8:35 pm

Woodclaw wrote:Great work, I really dig these LotR builds. My only doubt is about the Troll PL which looks a little low to me, but probably it's just me. About the mumak, shouldn't his protection have the Weak Point drawback, at least once in the books was stated that the eyes are their most vulnerable spot (for obvious reasons).


I actually thought the trolls were about right. I was wondering about the PL of the orcs. Those seemed a little high to me if Legolas and Grimli were PL7.
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby JoshuaDunlow » Fri Oct 23, 2009 10:40 pm

Actually i rechecked my math, the lesser orcs are actually PL 4. The white hand orcs were adjusted to PL 5. Any less than this, and i think this would destroy my own visions of these beings.
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby Woodclaw » Sat Oct 24, 2009 12:55 am

Thorpacolypse wrote:I actually thought the trolls were about right. I was wondering about the PL of the orcs. Those seemed a little high to me if Legolas and Grimli were PL7.


JoshuaDunlow wrote:Actually i rechecked my math, the lesser orcs are actually PL 4. The white hand orcs were adjusted to PL 5. Any less than this, and i think this would destroy my own visions of these beings.


I agree with Josh here, orcs behind PL4 won't be a credible threat. Anyway keep in mind that the members of the Fellowship are Heroes, while the bulk of the orcs they encountered were probably minions.
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby JoshuaDunlow » Sat Oct 24, 2009 12:57 am

Woodclaw wrote:
I agree with Josh here, orcs behind PL4 won't be a credible threat. Anyway keep in mind that the members of the Fellowship are Heroes, while the bulk of the orcs they encountered were probably minions.


Yes indeed :) Next up are the "Fell" beasts, Hell Hawks. Which are what the Nazgul ride.
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby JoshuaDunlow » Sat Oct 24, 2009 10:26 am

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Hell Hawks (PL 8/82pp/Minion 6)
In book V, chapter 6 "The Battle of the Pelennor Fields" in The Lord of the Rings, Tolkien describes it thus:

"[...] it was a winged creature: if bird, then greater than all other birds, and it was naked, and neither quill nor feather did it bear, and its vast pinions were as webs of hide between horned fingers; and it stank. A creature of an older world maybe it was [...]"

Offensive PL: 7
Defensive PL: 7.5

Abilities [-16pp]: Strength 26 (+8), Dexterity 14 (+2), Constitution 20 (+5), Intelligence 2 (-4), Wisdom 6 (-2), Charisma 6 (-2)
Saves [8pp]: Toughness +9/+8 flat, Fortitude 2 (+7), Reflexes 6 (+8), Willpower -2
Combat [18pp]: Base Attack +0 (+5 in Melee), Base Defense +5 [+2 flatfooted], Initiative +2, Grapple +25, Knock Back -4
* Includes Size Modifiers

Situational: +1 to attack or defense while in the air
Attack (dc): Unarmed +5 (dc 23), Terrifying Cry (dc 18 Fear Control), Foul Reek (dc 15 Nauseate)
Skills [6pp]: Intimidate 8 (+6), Notice 8 (+ 4), Survival 6 (+4)
Feats [14pp]: Attack Focus (melee) 6, Defensive Roll 1, Endurance, Favored Environment (Air) 1, Fearsome Presence 4, Improved Trip (Tail)
Powers [61pp]:
Hell Hawk Physiology 12 [Passive Container; Innate]
· Additional Limbs 1 [Tail]
· Flight 3 [Drawback: Power loss (Wings)]
· Growth 10 [Huge; Flaws: Permanent]
· Emotion Control 8 [Terrifying Cry; Extra: Perception; Flaw: Fear Only, Sense Dependant (hearing)]
· Fell Hide [Protection 2; Impervious]
· Nauseate 5 [Foul Reek; Extra: Aura (explosion); Flaws: Sense Dependant (Smell)]
· Super Strength 1
Drawbacks [9pp]: No Hands, Mute, Power less (flight; Wings)
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby Thorpacolypse » Sat Oct 24, 2009 5:42 pm

Woodclaw wrote:
Thorpacolypse wrote:I actually thought the trolls were about right. I was wondering about the PL of the orcs. Those seemed a little high to me if Legolas and Grimli were PL7.


JoshuaDunlow wrote:Actually i rechecked my math, the lesser orcs are actually PL 4. The white hand orcs were adjusted to PL 5. Any less than this, and i think this would destroy my own visions of these beings.


I agree with Josh here, orcs behind PL4 won't be a credible threat. Anyway keep in mind that the members of the Fellowship are Heroes, while the bulk of the orcs they encountered were probably minions.


I concur with the PL4-5, I just thought for even minions, PL6 was a bit agressive. But with the Minion rules, you're right, they wouldn't be as much of a threat.
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Re: JD's W&W Builds (Haradrim and Mamuk, Hell Hawk)

Postby JoshuaDunlow » Sat Oct 24, 2009 11:48 pm

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For of the Maiar many were drawn to his (Melkor's) splendour in the days of his greatness, and remained in that allegiance down into his darkness; and others he corrupted afterwards to his service with lies and treacherous difts. Dreadful among these spirits were the Valarauker, the scourges of fire tht in Middle-earth were called the Balrogs, demons of terror.
And in Utumno he gathered his demons about him, those spirits who first adhered to him in the days of his splendour, and became most like him in his corruption: their hearts were of fire, but they were cloaked in darkness, and terror went before them; they had whips of flame. Balrogs they were named in Middle-earth in later days.


Balrogs (PL 12/248pp/Minion 17)
Offensive PL 12
Defensive PL 12

Abilities [49pp]: Strength 28 (+8), Dexterity 15 (+2), Constitution 23 (+6), Intelligence 19 (+4), Wisdom 22 (+6), Charisma 20 (+5)

Saves [18pp]: Toughness +15, Fortitude 8 (+15), Reflexes 6 (+8), Willpower 4 (+10/+15 Mind Shield)

Combat [32pp]: Base Attack +7 (+10 Melee), Base Defense +9 (+3 flat), Initiative +2, Grapple +27, Knock Back -6
* Includes size modifiers

Attack (dc): Unarmed +10 (dc 23), Claws of Steel +10 (dc 24), Fiery Aura (Constant dc 21 fire), Flaming Sword +10 (dc 29), Whip of Flame +10 (dc 27 damage, and dc 18 snare), The Darkness/Flame of Ainur (Dc 22 fear)

Skills [15pp]: Athletics 7 (+15), Intimidation 13 (+20), Knowledge: Arcane 12 (+16) , Knowledge: History 12 (+16), Notice 11 (+15), Search 9 (+15)

Feats [22pp]: All out Attack, Attack Focus (Melee) 3, Crushing Pin, Dodge Focus 2, Fearsome Presence 10, Improved Sunder, Power Attack, Startle, Weapon Bind, Weapon Break

Powers [88pp]:
Demonic “Ainur” Physiology 12 [Passive Container; Innate]
· Growth 6 [Flaws: Permanent (-6 stealth, +3 intimidation)]
· Immunity 11 [Aging, Fire Damage, Heat Extremes, Cold Extremes, Disease, Poison, Fear]
· Mind Shield 5
· Super Strength 3
· Alt: Leaping 3
· Protection 8 [Impervious]
· Super Senses 2 [Dark Vision]
· Strike 1 [Claws of Steel; PF: Mighty, Improved Critical ]

Shape Shifting “A Foul Magic” 3 [PF: 3 Alternate Powers]
Such Shape shifting include the fiery aura they possess, being able to blend into shadows/darkness, and the ability to create the wings of shadow. Which may be nothing more than an expression of their aura, or limited gliding. This subject is highly debatable, but I am one to go with an Aura of Darkness similar to the Light of the Valar.
· Alt: Counter 12 [Nullify (magic)]
· Alt: The Darkness/Flame of Ainur 12 [Emotion Control (Fear; Extra: Perception, Flaw: Fear Only)]
· Alt: Healing 8 [PF: Regrowth; Extras: Total]
· Sample Shape Shifting: Strike 6 [Fiery Aura; Extra: Aura, Duration: Sustained]

Devices [30pp]:
Flaming Sword 3 [Easy to Remove]
· Strike 6 [Flaming Sword; PF: Mighty, Improved Critical 2; Extra: Penetrating]

Whip of Flame 7 [Easy to Remove]
· Strike 4 [Fiery Whip; PF: Mighty, Extended Reach 2 (15‘); Feats: Improved Trip, Improved Disarm]
· Linked: Snare 8 [PF: Tether; Extra: Constricting]

Drawbacks [6pp]:
Vulnerable to the Light of Valar [Moderate (-1 to all checks, attack, defense), Uncommon, Progression 3 (every round)], Weak against the Light of the Valar [Minor (+1 to DC), Uncommon]

Builder’s Notes:
Forget everything you know about Balrogs from the movie, though a stunning creature it bears little resemblance to what Tolkien had traditionally gone for. Even my original build was heavily influenced by the Movie I had to admit, but after doing a lot of digging into many sources, the Balrog began to change. What I have been able to gleam, is that Balrogs are essentially Fallen Maiar. It then became obvious that the Balrog have the power of what qualifies as magic, and at one time did possess the power to shape shift. Even in the little references of the Fellowship. Gandalf found the power of the Balrog a match to his own, or perhaps even greater.

And this ends up my Run on Monsters at least for a little while. This particular build is meant to represent the Balrog in Moria. Unfortunately there is not enough information for me to create a wide variety of dark powers that they would possess, so i am limited to those that i created above.
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Re: JD's W&W Builds (Haradrim and Mamuk)

Postby JoshuaDunlow » Sun Oct 25, 2009 12:07 am

Thorpacolypse wrote:
Woodclaw wrote:
Thorpacolypse wrote:I actually thought the trolls were about right. I was wondering about the PL of the orcs. Those seemed a little high to me if Legolas and Grimli were PL7.


JoshuaDunlow wrote:Actually i rechecked my math, the lesser orcs are actually PL 4. The white hand orcs were adjusted to PL 5. Any less than this, and i think this would destroy my own visions of these beings.


I agree with Josh here, orcs behind PL4 won't be a credible threat. Anyway keep in mind that the members of the Fellowship are Heroes, while the bulk of the orcs they encountered were probably minions.


I concur with the PL4-5, I just thought for even minions, PL6 was a bit agressive. But with the Minion rules, you're right, they wouldn't be as much of a threat.


No worries it gave me a chance to find a few mistakes on the Orcs anyways, :) And your right, with the modified statistics. These make great grunts, while more distinct personalities can have higher PL's.
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Re: JD's W&W Builds (Haradrim and Mamuk, Hell Hawk)

Postby Woodclaw » Sun Oct 25, 2009 1:47 am

JoshuaDunlow wrote:Image
For of the Maiar many were drawn to his (Melkor's) splendour in the days of his greatness, and remained in that allegiance down into his darkness; and others he corrupted afterwards to his service with lies and treacherous difts. Dreadful among these spirits were the Valarauker, the scourges of fire tht in Middle-earth were called the Balrogs, demons of terror.
And in Utumno he gathered his demons about him, those spirits who first adhered to him in the days of his splendour, and became most like him in his corruption: their hearts were of fire, but they were cloaked in darkness, and terror went before them; they had whips of flame. Balrogs they were named in Middle-earth in later days.


Great work pointing out the nature and the true powers of a Balrog, without faling into the obvious or the uber-powerful, is quite difficult, I think you did a very good job with your build.

JoshuaDunlow wrote:Builder’s Notes:
Forget everything you know about Balrogs from the movie, though a stunning creature it bears little resemblance to what Tolkien had traditionally gone for. Even my original build was heavily influenced by the Movie I had to admit, but after doing a lot of digging into many sources, the Balrog began to change. What I have been able to gleam, is that Balrogs are essentially Fallen Maiar. It then became obvious that the Balrog have the power of what qualifies as magic, and at one time did possess the power to shape shift. Even in the little references of the Fellowship. Gandalf found the power of the Balrog a match to his own, or perhaps even greater.

And this ends up my Run on Monsters at least for a little while. This particular build is meant to represent the Balrog in Moria. Unfortunately there is not enough information for me to create a wide variety of dark powers that they would possess, so i am limited to those that i created above.


Well, many creatures of the Middle-Earth possess some kind of natural ability that can be defined as Magic, usually very ancient creatures or objects, like the Durin's Bane, develop by nature or by force such powers. SO the definition of Magic and power are a little wider than the typical D&D game. So pointing out what is "magic" and hwat is simply a innate power of the race is something very difficult (and quite pointless in my eyes since it will took away some of charm of the Middle-Earth).
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Re: JD's W&W Builds (Hell hawk, The Balrog)

Postby luketheduke86 » Sun Oct 25, 2009 3:40 am

Loving all the LotR builds JD! I especially like the Balrog build (my favorite part of the movie and the book). At PL 12 he'd be next to unstoppable to any of the Fellowship with the exception of Gandalf and even then I figured there was ALOT of extra effort involved there. Have you given any thought to doing some Ent builds and if not then can I request it? :D
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Re: JD's W&W Builds (Haradrim and Mamuk, Hell Hawk)

Postby The Ilethryl Knight » Sun Oct 25, 2009 8:53 am

JoshuaDunlow wrote:And this ends up my Run on Monsters at least for a little while.


I've really enjoyed seeing your take on some of the 'nastier' denizens of Middle Earth. I must admit though, I was hoping to see even more of Tolkien's creatures from you. I'd love to see your take on the Ents, but luketheduke86 already mentioned them, so I'll mention another creature - the Great Eagles!

Of course, I'll understand if you'd rather move on to other things for now. If so, let me just say it's been a great run!
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