Alrihty, This is pretty much a PBP of the original Diablo game in pathfinder form. I am looking for 4-6 players that are willing to play and post at least once a day. I have seen plenty of games die from not dedicated players in the past.
You are starting off at level 3, a 20 point build.
All the classes are allowed with the exception of the gunslinger since guns do not exists. Any race can be used however they are skinned as human since Humans are all that exists with the exceptions of the demons.
NOTE: UMD is going to be a class skill for everyone in the game due to the heavy use of scrolls.
Two traits max and a starting gold amount of 3000 Gold. And no evil alignment. If you worship a deity let me know the name as I am working on renaming all of them to match the universe.
Knowledge of Diablo lore is not needed as there is always Wikipedia to help with that.
There are two kinds of magical weapons in armor in this game, the kind that you would normally find in chests and such, and then also unique items that are given from bosses and from performing quests. Those you can not identify no matter how hard you try. Those you take to Dekard Cain in town and he does it for free.
Weapons degenerate over time and will need repair there are two ways of doing this, you can simply use mend or take it to the local blacksmith. Taking it to the local blacksmith costs a small fee but it is more beneficial because there is a small chance that he will make it better then before. Mend on the other hand will make the weapon weaker then it originally was and after several uses of men, the weapon will become fragile. If not taken to the blacksmith, it will break on a nat 1 and armor will break on a confirmed critical hit.
The magical items consist of two kinds of potions, scrolls and Staffs. The staffs will take place of a wand.
The potions are healing potions, and then Resotre magical potions(much like a pearl of power.)
There is cure light potions and cure mod for recovery
The Magical ones are Simple magic [ 1d4 level 1 spells returned] and Advanced [1d4 level 1 and 1d4 of any other level spells]
The cost is 50 for the simple ones and 150 for the advanced ones.
The scrolls avalaiavle to purchase are Town portal [allows the party to return to town] and cure light wounds. In the dungeon on the other hand you can find scrolls with attack and aid spells on hand.
The staffs that are available in town is cure light wounds, light, and fire bolt. These are rechargeable by the local witch for a small fee of 100 gold for 25 charges, 150 for 50.
Post your character concept that you are thinking, and get an alias up ASAP with a backstory. If I need to pick I will but I hope not to.
Post any question on what I might have forgotten and i will answer them.
So I was thinking "what are good classes to play?" and I thought "No one's done a melee class yet, cause the Oracle isn't that upfront."
I'm thinking of playing a Human(Half-Orc) Barbarian.
I know it's cliche, but seriously, Diablo started a few cliches. Think of this character as an tribute to one of the greatest cliches ever.
|Lanfear Xinskarr The Hydra|
Cole Vedic, human fire specialist wizard, reporting for game duty.
Full background included in his profile. Short version, he's Cain's apprentice and was in the church library when the gate to hell opened. He was badly burned but managed to escape.
He's listed as only 1st level right now, but I'll have him fully upgraded by the end of the night.
HI GM I present to you Lanfearon Lannister.
Lanfearon puts you in mind of a prowling lioness. She has almond shaped sapphire blue eyes, a byproduct from the alchemistry infused in her. Her midnight black hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones. Her bright silver body armor is of an medieval heritage which is a full-body field armor that combines both silver and steel components into a suit of mail with a steel backing. It includes a cloak made of grey wolf fur, as well as arm, shoulder, and thigh guards.It has a slight modification has been made to cater to her unique body build.
She has 4 arms, 2 of which is attached at the torso. Her lower right and left hand rest on the jagged pommel of 2 Silver Saw Tooth Sabres attached on her belt with the ease of a seasoned veteran ready to whip it out in a flash. She has 2 more Silver Saw Tooth Sabre strapped across her back for easy access for her 2 upper arms to draw it.
Aluria has a slightly haughty attitude towards others due to her devotion to Demon hunting. She believes she is superior to most people and are, as such, duty-bound to use her superiority to help those less fortunate. She carries a commanding presence when she speaks and she has a bright beautiful voice when she sings.
Despite all she is fiercely loyal to her friends and believes in rising up for what she think is right. She has a very strong independent streak and has a natural leadership flair.
Female half-elf Alchemist 2/ Inquisitor 1(Sin Eater)
LG Medium humanoid (half-elf)
Male half-elf Alchemist 2/ Inquisitor 1
NG Medium humanoid (half-elf)
Init +3 ; Senses Perception +7 (+2 sight-based, +2 sound-based)
AC 19, touch 12, flat-footed 17 (+7 armor, +2 dex)
hp 24 (3d8+6)
Fort +7, Ref +5, Will +3
Defensive Abilities Elven Immunities
Spd 20 ft/x4
Melee Mwk Silver Sawtooth Sabre +4 1d8+4 19-20/x2 Two Hand Primary
Melee Mwk Sawtooth Sabre +4 1d8+2 19-20/x2 Two Hand Secondary
Melee Mwk Sawtooth Sabre +4 1d8+2 19-20/x2 Two Hand Secondary
Melee Mwk Sawtooth Sabre +4 1d8+2 19-20/x2 Two Hand Secondary
Special Attacks Mutagen
Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 7
Base Atk +1, Cmb +5Cmd +17
Melee Attack Bonus: +5
Melee Attack Bonus: +3
Armor Proficiency (LIGHT/MEDIUM/HEAVY)
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battles- You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round..
Ability Score Racial Traits- They gain +2 Strength.
Elven Immunities- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Half-elves receive a +2 racial bonus on Perception checks.
Ancestral Arms- Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency(Sawtooth Sabre)
Language- Common, Draconic, Elven
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack roll.
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Alchemist Special Abilities
Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Inquisitor Special Abilities
Favored Class(Inquisitor)- +1 Skilpoints
Judgement- Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Stern GazeInquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate andSense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Monster Lore- The inquisitor adds her Wisdommodifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of target.
Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).
Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.
At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.
In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.
At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.
Appraise +4, Bluff +2, Climb +8, Craft (alchemy) +6, Diplomacy +2, Disable Device +3, Disguise +2, Fly +3, Knowledge (planes) +4, Perception +7, Spellcraft +4, Stealth +3, Survival +5, Swim +5, Use Magic Device +2
Mwk Silver Sawtooth Sabre(x3),
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook,
Lanfearon was born to an alchemist in a relatively unknown village. Her father Randel Lannister a human married her mother Ristil Austil an elf. Due to his love for Aluria, he decided to leave the city so as to spare her future society discrimination due to her mixed heritage. Aluria shows great promise and potential in alchemy as he father taught her the mysteries of chemicals. Her father told her that he is on a verge of a huge alchemy discovery that can help enhance the quality of many disabled lives.
One night on a full moon, a certain resident of the village is rumored to be possessed. It was not known what happened but after the resident was warded in the local hospital chaos took place on the next full moon. Soon the chaos was on the streets as demons burst into Aluria's living room and started attacking Ristil's household. Alarmed, Ristil reminded of Aluria's breath mastery training and beckon her to enter into a state of death. Crying, Aluria controlled her emotions as she began to slowly cutoff her breath as her vision faded. The demons killed the entire village and proceeded to run into the wild sparing the only survivor of the village whom they thought was dead.
When Lanfearon awoke, the carnage was terrible. A certain demon hunter sent from the Church of Iomedae came to the village and took her back to the church. Lanfearon took the remnants of her father's belongings including his journal containing his research.
At the church, Lanfearon continued to delve in her studies determine to find out more about these demons. She completed her father's research and decided that she will try it on herself. As a result, Lanfearon grew 2 limbs below her upper 2 limbs on her torso.
So it was decided Lanfearon be sent as she will be groomed to be a Inquisitor for the church. Along with her knowledge of alchemy and 4 limbs, she was an obvious choice. Lanfearon learned the fighting style of the Saw-Tooth Sabre and her unique body build allow her to be particular effective with this weapon. Her trainers saw to it that she was trained with 3 Saw Tooth Sabre and a light shield. When the contract expired after 3 years of intense weapon training, the Church presented her with 4 Saw-toothed Sabres.
After 20 years of training and preparation, Lanfearon took the scrolls from the High Priest mandating her to rid the world of demons. She was named Demonbane.
Lanfear, I hate to be the bearer of bad news, but I'm afraid the Vestigial Arm discovery doesn't work the way you think it does.
You could use it to dual-wield two handed weapons, or wield a shield, a sword and a reach weapon all at once, or even use a different weapon in each hand like you are currently doing, but-
-you can't get more attacks than normal. With two weapon fighting, you still only get 2 attacks even though you are wielding 4 weapons. You just pick which two of the four to use during your attack action.
If you do a quick search of the boards, you'll find lots of threads that cover the subject.
I just thought of this, a staff of light does not cast light on something, instead the gem on the top of the staff will light up illuminating the area surrounding it.
A healer very good...that way the party is not dropped >:3
Also, rookie GM here, so if I do make mistakes feel free to point them out.
it says here
The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting).
if I am using two weapon feat it counts as part of the attack, if I am.not using the feat then I cannot use my extra hands to attack as it does not give me extra attack or action.
you are right. front the designer.
The intent is that you have an extra arm for holding stuff, not to turn you into a double-greatsword-wielding maniac.The vestigial limb is also not giving you any extra actions. For example, a normal character can use twf to attack with a manufactured weapon in one hand and one unarmed strike, whether that's a punch, kick, or headbutt. He doesn't get multiple extra unarmed strikes per round just because he has an arm, two legs, and a head free. Therefore, you don't get any extra attacks just because you now have a vestigial arm, or two vestigial arms. You're still limited by the normal limitations of the attack sequence.
Well no worries, I will be going 2 handed weapon on 2 arms with a shield in 1 and a whip in another.
|The Dread Pirate Hurley|
Is this game closed to new interest? Because if not, I TOTALLY WANT IN! Aside from that, regarding classes: while the original game only featured the Warrior, the Sorcerer (who was actually likely related to the Vizjerei mage clans), and the Rogue (who we later found out was a member of the Sisters of the Sightless Eye monastic order), Diablo II takes place basically right after the events of the original, to the extent that you actually see the Dark Wanderer at the beginning of Act III. This indicates that all the Diablo II classes, while not included in the original game, were contemporary in the setting. Also, there isn't really a pantheon of gods; the Angiris Council, composed of the five Archangels, rules Heaven and commands its armies. Please note, you as the GM are completely free to disregard the established canon; I just thought it prudent to mention these things at this time.
EDIT: I'm in Central Timezone, if it matters at all.
Considering there are only four players and we have not gotten past introductioins, I am open to having one more person join. As for the other stuff, yeah I recall all that, just was sick the past few days and kinda threw it all together, should we get far enough to get into Diablo 2 I might edit around certain things.
|The Dread Pirate Hurley|
Sweet! I don't have everything yet, but here's what I've got so far.
Race: Halfling (skinned as human, of course). I'll trade Sure-Footed for Fleet of Foot for the 30' movement, and maybe switch out some of the other racial traits.
That's all the crunch I've got worked out at the moment. I can get the rest worked up in the next day or so.
"I'll just be drinking water tonight, barkeep. I don't drink when I'm on a job. Say what? The well's been poisoned? How about a glass of milk, then? What do you mean the cows "left"? Did one of them pick up an axe and lead the rest of them to freedom? Sheesh, what's a guy got to do to stay sober around here?"
Tainted water and mysterious bovine abductions. And who says small towns are boring? I mean, sure, it's a backwater capital of some principality, but it's got a king, right? What the hell is a king doing in a dump like Tristram, anyway? I'll tell you what: he's been corrupted. I don't know how he managed it, but that snake Lazarus has everything to do with it, I guarantee, or my name isn't Jim-Bob Malkowitz. Well, actually it isn't, but it's a good a guarantee as any other you're gonna find. This is my story, so quit your complaining! If you don't like it, go find some other dark and gritty high fantasy story with a smarmy, roguish, devilishly handsome protagonist! They're a silver piece a dozen!
"Well, ya might as well slide me over an ale. No use fighting it; tonight's a drinkin' night. I do my job just as well hammered as any other nail. What's the job, you ask? Feh. Mind your own business, and maybe you won't have to find out."
I'm in Tristram on business; what else could it be? It's not like Tristram's a totally-happening vacation hot-spot. I don't know who I pissed off to deserve this; whatever it was, I hope it was worth it. I mean, I guess Natalya might still be mad about the lightning trap incident, but how was I supposed to know it considers bad hair-dos to be agents of corruption? If anything, I did her a favor; the pixie cut looked great on her! In fact, I think it'll catch on. But I don't think that warrants being sent to some backwater town like Tristram, do you? Women! Sheesh.
Anyway, the job: Usually the Viz-Jaq'taar keep to policing rogue mages. We're pretty good about keeping to ourselves, especially since there aren't a whole lot of other groups that are likely to go out and get corrupted by demons; it's pretty much just the mages for that. Sort of an occupational hazard. Power, corruption, you know the drill. But this one's different. To my knowledge, Lazarus was never a Vizjerei. If he was, he left to be a man of the cloth a long time back. No skin off my nose; I mean, everybody's got their own road less traveled, am I right? Now don't get me wrong, the Zakarum always seemed a little too culty in my opinion, but I never thought I'd actually be hunting one of their priests. Maybe he started messing with some forbidden tomes or something; that's how it always starts, right? Probably some innocent 'know your enemy' thing. I get it, no big deal. But it's never that simple, is it? First you start with the dusty tomes, and then you start messing with the incantations and the rituals, just research stuff, you know, nothing harmful, right? Then WHAM! Next thing you know, you're corrupted. I mean, it's really probably got more to do with the ink fumes and the bad lighting; I've seen a few cloister studies in my time, and being cooped up in one of those for a few years is enough to drive anybody nuts. But nuts is one thing; to end up on my list, you've got to be completely insane. I'm talking megalomaniacal, schizophrenic, virgin-sacrificing, demon-summoning, squirrel-loving BONKERS.
So, here I am, sitting in a third-rate tavern, waiting for the sun to rise over my way-too-sober-for-this behind, so I can get this over with and go kill the corrupted bastard. The locals tell me the Archbishop was last seen fleeing into the labyrinth beneath the church. There was something about horrors in the dark, maybe something about demons, but that's nothing too unusual in this line of work. But seriously, what's with this town? Who builds a labyrinth under their friggin' church?! That's just asking for trouble, if you ask me. Crazy Zakarumites.
Oh look, there are some other adventurous-looking types walking in. Just my luck. Seriously, how cliche is this one going to be? Dark night? Check. Poorly-lit tavern? Check. Well-armed group of strangers mysteriously arriving in town at the same time? Check. There's gonna be a party to Tristram tonight, or my name's Jim-Bob Malkowitz.
|The Dread Pirate Hurley|
Here's the sheet. I won't be able to mimic the game's assassin perfectly, but it should be fun trying. There's really no way to make the Martial Arts skill work, but the Shadow Disciplines will be easiest. I'm not sure if I'm going to bother with trapmaking, it depends on how combat goes and how you feel about them. The best way to do it would probably be through the magic traps rules, with Craft Wondrous Items and scrolls. I've put points into Craft (traps) just in case.
Interestingly, there's no real way to enforce the mage-hunting aspect of the fluff mechanically, but the Diablo Assassin didn't really play that up much anyway.
could you fit in one more GM,
From the far north and the land perpetual ice and snow.
She is cold and hard like the lands she cames from.
Aylya is as cold as the ice she was born on, but inside is a hart of poure fire, The Other lives there the "PanserBjørne" a crashing mashing force of nature who who Rendering Bone from flesh, ripping meat from arms and legs. The bear most have its hunt. And evil is its pray. Aylya knows who she is, know the horrific nature she has with in her and keeps it under control. The great bear is old and wise and has time on its hands. Genital when needed the bear will always seek to help.
In Form: Aylya is small, petite Elf female, so slender she seems like she will blow away in the wind. Her Skin is pale blue and her hair white. But Aylya has another self one she has always and has always been with her, when she manifests her other self, she becomes truly terrifying spirit of THE GREAT "PanserBjørne", the armored bears of myth. A mouth full of sharp teeth, Front paws with opposable thumbs and razzer sharp claws, all of which are magic, on two legs she stands some 16 feet tall, all the wile covered in interlinking plates of magic natural armor, this is the Eidolon she Melds with, sharp of tooth and claw rage and raw power. This is in stark Juxtaposition with her other self, "the Bear" he is harsh, cruel and unkind, Brutal And Fearsome in form and the Elf maid, small and weak but both hunters of Evil.
"PanserBjørne" synthesist Eidolon Level 3
You know what would also be a good picture for you?
This. Now, it's just just a suggestion, and I feel like it might not be what you're looking for, but it is a signifficantly better quality than your picture. Granted, my image is more for an air elementalist, not an ice, but it looks like what you're looking for.