Diablo 2: The Lord of Terror (Inactive)

Game Master Groundhog

Loot sheet


Camp Stock:
Charsi, the blacksmith
Magic Armor: +1 Fullplate, +1 Wooden Armor, +1 Agile Halfplate,
Magic Shields: +1 Buckler, +1 Tower shield,+1 Light Wooden shield, +2 Radiant Tower Shield
Magic Weapons: +1 longbow, +1 punching dagger, +1club, +1 flaming shortspear
Armor: Mwk Agile Breastplate(2), Breastplate, Mwk Chainmail, Chain Shirt(2), Mwk Field Plate, Mwk Fullplate, Mountain-pattern Armor, Mwk O-Yoroi Armor, Mwk Padded Armor, Parade Armor, Scale Mail, Mwk Steel Lamellar Armor, Studded Leather, Mwk Studded Leather, Mwk Wooden Armor
Shields: Klar, Mwk Heavy Steel Shield, Mwk Tower Shield
Weapons: Mwk Club, Cutlass, Dagger, Dogslicer, Garotte, Mwk Halberd, Heavy Crossbow, Javelins(10), Mwk Lance, Light Hammers(4), Light Mace, Mwk Longbow, Orc Hornbow[Str+4], Pilum(10), Scythe, Composite Shortbow[+2str], Throwing Axes(4), War Razor, Weighted Spear, Mwk Whip
Other: Arrows, Bolts & Bullets, Flint & Steel

Akara, High Priestess of the Sightless Eye
Potions & Oils: Cure Light Wounds(6), Cure Moderate Wounds(3), Lesser Restoration(4); Cleric spells lvl 0-3 can be ordered.
Wondrous Items: Belt of Giant's Strength +2, Bonebreaker Gauntlets, Lesser Hamsa Talisman, Plague Rat Belt, Spellguard Bracers, Sun Falcon Pectoral
Other: Antitoxin, Everburning Torch, Healer's Kits, Holy Symbols(wooden & silver), Holy Water, Spell components(except for components that only apply to (evil) spells), Spellcomponent Pouches, Wizard's Spellbooks(blank), Ink for scribing spells.

Gheed
Armor: Mwk Hide Armor, +1 Horn Lamellar Armor, +1 Scale Mail, +1 Studded Leather, Mwk Studded Leather
Shields: Mwk Heavy Wooden Shield
Weapons: +1 Heavy Crossbow, +1 Tri-bladed Katar, +1 Light Mace, Mwk Longsword, +1 Composite Longbow[Str+1], Mwk Composite Longbow[Str+4]
Wondrous Items: Daredevil Boots, Handstraps of Roofjumping, Miser's Mask, Flawed Pink Rhomboid Ioun Stone, Poisoner's Gloves, Stone Familiar
Rings: Ring of Jumping, Ring of Maniacal Devices, Splendorous Ring
Scrolls: Scroll of Hold Animal, Scroll of Daze Monster, Scroll of Cause Fear, Scroll of Cat's Grace, Scroll of False Life, Scroll of Resist Energy, Scroll of Magic Missile
Potions: Cure Moderate Wounds, Oil of Darkness, Darkvision, Invisibility, Magic Fang
Other: Acid Flasks, Alchemist's Fire, Alchemist's Lab, Mwk Silver Flute, Light Horse(combat trained), Lute, Smokesticks, Sunrods, Tanglefoot Bags, Thieve's Tools, Mwk Thieve's Tools, Thunderstones, Tindertwigs, Spell Components(any), other Adventuring Gear


Houserules:
-Max hp at first level. Roll at subsequent levels, but if you get less than half max, increase results to half max.
-You are effectively human. That said, you may choose to take the racial abilities of any core, featured or uncommon race. Your type remains humanoid(human), your size remains medium, and if the race has abilities that rely on extreme physical features (more than two arms, wings, natural attacks etc.) you don't recieve them. You also lose don't get low-light or darkvision if the race would normally get these.
-Generally speaking, you may ignore racial requirements altogether.
-Feat-tax returns are used. Further, Improved Grapple becomes part of Improved Unarmed Strike. Swashbucklers lose their Swashbuckler's Finesse ability and gain Weapon Focus. Unchained Rogues gain Weapon Focus. Class features that would normally let you choose a single kind of weapon now instead lets you choose a single weapon group.
-Crafting feats are not allowed, with the notable exceptions of Brew Potion, Craft Construct, Craft Wand and Scribe Scroll. Treasure will be esssentially random, and merchants will have limited, random stock of magic items. This means that you probably won't have as much control over your gear as you're used to in a typical pathfinder adventure. That said, I can assure you that there will be plenty of treasure for everyone.
-Firearms are not allowed, although the Bolt Ace archetype of the Gunslinger is playable.
-We will be using group initiative to make combat go faster. Specifically, each group will roll one roll with the average of their initiative bonus. Whichever side wins goes first. Improved Initiative now grants +2 to your group's roll, rather than +4 to your individual bonus.
-We will use XP, following the slow xp track. Bonus xp will be handed out for combat attendance. Perfect attendance recieves 150% xp(effectively following the "normal" xp track), complete botting recieves 100%.
-There will be Diablo-style waypoints, but no scrolls of town portal. Resurrection is likewise harder to come by - you'll have to pay for components and spellcasting services, at the very least.
-We will keep track of light & Carrying Capacity. Do not worry overmuch about food & water.

Class Changes: Paladins gain Tower Shield Proficiency.
Rogues(unchained & normal) and Ninjas gain proficiency with Tribladed Katars.
The Holy Guide archetype's Weal's Champion uses may be expended in place of smite evil uses where relevant.
Bolt Ace archetype gunslingers do not gain the Gunsmithing feat,
nor do they start with a battered firearm.

Feat Changes: Feat Taxes, as mentioned.
Improved Grapple is now part and parcel with Improved Unarmed Strike.
Bladed Brush may be applied to the entire spears weapon group, applying to all two-handed spears. In this case, prerequisites become Weapon Focus: Spears. This is potentially useful for Maguses.