Diablo 2: The Lord of Terror (Inactive)

Game Master Groundhog

Loot sheet


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Here is the submission for Johnnycat. All the info should be in the alias. Feedback is appreciated


Reusing an old Alias for this submission (ScegfOd's Conjurer) xD
I also noticed we're following the plot of Diablo 2.
I've played #1, but if you want a backstory, I'll need some help figuring out details xD


Frank, let me know what you're thinking for backstory and I can help you out. PM me if you'd like. Diablo II picks up weeks or months from the end of Diablo; it's a direct sequel and is effectively contemporary (unlike Diablo III, which takes place 20 years after the events of Diablo II).

Frankly, you could create a backstory as if you were a character for Diablo, but showed up late to the party. By the time you got there, the dungeon was delved and the monster slain. I might be taking this tack myself.

The Diablo Wiki has plenty of lore information. For a conjuration wizard, I'd recommend starting with the Vizjerei article. The Vizjerei are a mage clan from the East, and the Diablo Sorcerer was one of them.


ScegfOd wrote:

Here's the Crunch for Frank E, the Wizard.

If you want to see how I spent exactly 50gp, I have a spreadsheet XD
Also I'm not done with the backstory, but I realized it might not matter.
lemme know if you care to read a backstory xD
** spoiler omitted **...

Why I do care. Apps must have *some* backstory. Not tons, but some.

Decimus Observet wrote:

There is a revised version of the Elephant in the Room Feat Tax rules available complete with feat trees.

Yes; we're not using those, though. I have some differing opinions.

Frank E. wrote:

Reusing an old Alias for this submission (ScegfOd's Conjurer) xD

I also noticed we're following the plot of Diablo 2.
I've played #1, but if you want a backstory, I'll need some help figuring out details xD

The immediate area is a medieval-northern-europeish temperate area called Khanduras. It's where game #1 was set, too. It's nominally a kingdom, but there isn't really a king, so anarchy rules. The events of the last game left the place a political wreck, and the influx of monsters since then hasn't helped matters.

Edit: Also what Rasmus said.


@Groundhog What are your thoughts or suggestions for dealing with locks and traps? Setting traps was one of the main skill trees for assassins, but that doesn't necessarily translate well to Pathfinder combat rules. Will overcoming trapped doors barrels sarcophagi treasure chests be featured?

I can take a trait to get the Trapfinding ability, but what I'm really worried about is buying the thieves' tools set. It's 30 gp for the set, which leaves me with very little for other gear, and I don't know if you've made provisions for mundane things like that to be available to purchase in the Rogue Encampment. But who knows. Maybe Gheed really will be my best friend in this forsaken camp.


Rasmus of the Viz-Jaq'taar wrote:

@Groundhog What are your thoughts or suggestions for dealing with locks and traps? Setting traps was one of the main skill trees for assassins, but that doesn't necessarily translate well to Pathfinder combat rules. Will overcoming trapped doors barrels sarcophagi treasure chests be featured?

I can take a trait to get the Trapfinding ability, but what I'm really worried about is buying the thieves' tools set. It's 30 gp for the set, which leaves me with very little for other gear, and I don't know if you've made provisions for mundane things like that to be available to purchase in the Rogue Encampment. But who knows. Maybe Gheed really will be my best friend in this forsaken camp.

It's dependent on what Groundhog chooses, but there is the Well-Provisioned Adventuer trait.


Decimus here, introducing Fredric Fulk, Knight of Westmarch and Paladin of the Light.

Overview:

Fredric is a non-standard paladin. Lots of teamwork "auras" and light-based abilities, though no spell-casting. Uses shield and sword to fight. He should be a solid force multiplier.

Appearance:

Fredric is brown of hair and fair of skin, with the well-toned body of a warrior born. He is even stronger than his already impressive physique would suggest.

Personality:

Fredric will smash the growing evil at any cost.

Background:

Born in Kingsport, Fredric grew up in the faith of Zakarum, and entered the service of the Light. He proved an exceptional talent, "Touched by the Light" as his mentors described him. He has been sent to the monastery to investigate reports of fell deeds and monsters...

Mechanics:

Fredric Fulk
Male Human* Paladin 1 (Holy Guide, Holy Tactician, Warrior of the Holy Light)
Lawful Good Humanoid (human)*
Init +2; Senses Perception +0

* With racial traits of angel-blooded aasimar

Favoured Class: Paladin

--------------------
Defense
--------------------
AC 13 (16 shield, 20 vs ranged), touch 12, flat-footed 11 (13) [10 + 2 Dex +1 Armour +3 shield (+4 vs ranged)]
hp 12 (1 HD; 1d10 +1 Con +1 Favoured Class)
Fort +3, Ref +2, Will +1

Acid resistance 5, cold resistance 5, and electricity resistance 5 (celestial resistance racial trait)

--------------------
Offense
--------------------
Speed 30 ft.

Melee

Longsword +5 1d8 19-20/x2 S

Heavy Steel Shield +5 1d6 x2 B Shield Bash

Ranged

Sling +2 1d4 x2 B 50 ft. (-1 to hit with stones, included)

--------------------
Statistics
--------------------
Str 18, Dex 15, Con 12, Int 11, Wis 8, Cha 17
Base Atk +0; CMB -1; CMD 13

STR 18 (+4) [10 points, +2 racial bonus]
DEX 15 (+2) [7 points]
CON 12 (+1) [2 points]
INT 11 (+0) [1 points]
WIS 8 (-1) [-2 points]
CHA 17 (+3) [7 points, +2 racial bonus]

Feats
L1: Shield Focus

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield
you are using by 1. This bonus increases to +5 against
ranged attacks (not including spell effects, natural
attacks, or massive ranged weapons).

Traits
Defensive Strategist - Religion

Your study has trained you in defensive strategy.
Prerequisite(s): must worship associated deity

Benefit(s): You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.

Shield-Trained - Religion

You were trained to use shields as weapons.

Benefit(s): Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.

Languages
Common, Celestial

Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Class Skills: A holy guide gains Knowledge (geography) and Survival as class skills.

Skill Ranks per Level: 2 + Int modifier.

Armour Check Modifier: 0 (-2 with shield)

Acrobatics +2 |+2 Dex
Appraise +0 |+0 Int
Bluff +3 |+3 Cha
Climb +4 |+4 Str
+Craft +0 |+0 Int
+Diplomacy +3 |+3 Cha
Disable Device* +2 |+2 Dex
Disguise +3 |+3 Cha
Escape Artist +2 |+2 Dex
Fly +2 |+2 Dex
+Handle Animal* -- |+3 Cha untrained
+Heal -1 |-1 Wis
Intimidate +3 |+3 Cha
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* -- |+0 Int untrained
+Knowledge Geography* -- |+0 Int untrained
Knowledge History* -- |+0 Int untrained
Knowledge Local* +4 |+0 Int
+Knowledge Nobility* +1 |+0 Int
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* +3 |+0 Int +1 rank +2 racial bonus
+Knowledge Religion* -- |+0 Int untrained
Linguistics* -- |+0 Int untrained
Perception +0 |-1 Wis +1 rank
Perform +3 |+3 Cha
+Profession -1 |-1 Wis
+Ride +2 |+2 Dex
+Sense Motive -1 |-1 Wis
Sleight of Hand* +2 |+2 Dex
+Spellcraft* -- |+0 Int untrained
Stealth +2 |+2 Dex
+Survival -1 |-1 Wis
Swim +4 |+4 Str
Use Magic Device* -- |+3 Cha untrained

Special Qualities
Languages: Aasimars begin play speaking Common and Celestial.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Angel-Blooded Aasimar have a +2 racial bonus on Heal and Knowledge (planes) checks.

Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Gear
Squire's Outfit ___

Longsword 15g
Sling ___

Reinforced tunic 1g
Heavy Steel Shield 20g

Signal Horn 1g
Hip Flask 1g
Grooming Kit 1g

Paladin's Kit 11g

Weight 30 lbs. This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Starting Gold: 50g
Total Starting Equipment Cost: 50g

Current Wealth: 0g

--------------------
Special Abilities
--------------------
Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Weal’s Champion (Su)

Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.

At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).

This ability replaces smite evil.

Future Special Abilities (for reference):

--------------------
Future Special Abilities (for reference)
--------------------
Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Battlefield Presence (Su)

At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.

This ability replaces aura of courage.

Tactical Acumen (Ex)

At 3rd level, a holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level.

This ability replaces divine health and divine bond.

Favored Terrain (Ex)

At 3rd level, a holy guide chooses a favored terrain from the ranger favored terrains table. This otherwise functions like the ranger ability of the same name.

This ability replaces the mercy gained at 3rd level. Every time a holy guide would be able to select another mercy, he can instead select another favored terrain and increase his bonuses for one existing favored terrain, just like a ranger.
Teamwork Feat (Ex)

At 6th level, a holy guide gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, He can expend one use of smite evil to grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the holy guide possesses. Allies do not need to meet the prerequisites of this bonus feat. Evil creatures do not gain the benefit of this teamwork feat, even if the paladin considers them allies.

This ability replaces the mercy gained at 6th level.

Channel Positive Energy (Su)

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Power of Faith (Su)

At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.

At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.

At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).

At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.

Guide the Battle (Ex)

At 8th level, the paladin can direct her allies into an advantageous position once per round as a move action. Each ally (if physically able to) can move 5 feet without expending an action. This movement does not provoke attacks of opportunity. The allies must be able to see or hear the paladin in order to make this movement and cannot be flat-footed. At 15th level, her allies can make this 5-foot move and ignore difficult terrain.

This ability replaces aura of resolve.

Mercy (Su)

At 9th level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Confused: The target is no longer confused. Source PZO9446
Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PZO9446
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PZO9446

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PZO9446
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PZO9446
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PZO9446
Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Weal’s Wrath (Su)

At 11th level, a tactician can expend two uses of her weal’s champion ability at once to enhance its effects. This functions as weal’s champion, except the bonus she provides to her allies lasts until each creature she strikes is slain, her weal’s champion ability expires, or the paladin herself is slain or knocked unconscious, whichever happens first.

This ability replaces aura of justice.

Shining Light (Su)

At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.

This ability replaces aura of faith.

Aura of Righteousness (Su)

At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Masterful Presence (Su)

At 20th level, a tactician gains the ability to grant a different bonus feat to each ally affected by her battlefield presence. In addition, all critical threats made by her and her allies against creatures affected by her weal’s champion ability are automatically confirmed (no confirmation roll is needed).

This ability replaces holy champion.


Rasmus of the Viz-Jaq'taar wrote:
... but what I'm really worried about is buying the thieves' tools set. It's 30 gp for the set, which leaves me with very little for other gear...

I dunno that the DM would allow it, but you can also get 900 gold with the Rich Parents trait

Rasmus of the Viz-Jaq'taar wrote:
Frank, let me know what you're thinking for backstory and I can help you out...

Thanks!

I was originally thinking of a someone studying to become an artificer of sorts (also hoping to find a way to make teleporting merchant convoys reasonable…) when SHTF and he … was volunteered to go xD

I definitely like the “showed up late for the party” idea. Especially since Frank wouldn’t have hurried until halfway through his journey when he realizes how bad things are and actually wants to help

Does that sound like a reasonable start?

I think I'll go to do a bit of reading now...


Here's some preliminary stuff for Rasmus. It's also in the alias, but I thought I'd post it here for convenience sake. Crunch is almost done, except for equipment. I'm aiming to appropriately capture the dark fantasy tone of Diablo, but through a character with a more modern voice. Similar to the Rat Queens comic series if you've read it, or a bit like Deadpool does Diablo. I'm prepared for you to hate it if it's not in line with what you're going for.

Rasmus of the Viz-Jaq'taar

Backstory/Writing sample:
"Who am I? Who am I? Sit down and shut up. I'm asking the questions around here, or my else name's Jim-Bob Malkowitz.

And before you ask, no, my name's not Jim-Bob Malkowitz. The name's Rasmus. Friends call me Spooner. See, there was this thing with a spoon, right? It's a long story, it's sorta involved, you had to be there. Anyway, you can call me Raz. What's your name? Warriv? Alright then, Warriv, if that is your real name, I've got some questions for you.

See, Warren, I'm new in the neighborhood. It took three caravans and an ocean voyage to get in the neighborhood, but I'm here now. Long trip, right? See, I came all the way down here to this turgid, backwater kingdom because we got word that something was going down in Tristram. Something real bad. Yeah, you know what I'm talking about, don't you, Warner? See, my organization, the people I work for, we're on the side of the angels, if you know I mean. Not like the actual angels or anything. What I'm saying is we do bad things to bad men who do bad things. And word is there was a very bad man in Tristram who did some very bad things. And that's a problem for me.

Listen Hogwart, I'm going to level with you here. I'm a hardcore, mage-hunting, demon-killing machine. I'm a bad mamma-jamma, as they say in Kurast. A seasoned field operative. So when we hear that there's some increased demon activity out in yonder backwater western kingdom, I'm on the next boat over. No big deal, I'm thinking. It's probably just some knucklehead rogue Vizjerei with a "quaint and curious volume of forgotten lore". Happens all the time. They go digging around the wrong library, find some forbidden knowledge, next thing you know they're off summoning little red demons or whatever. You know, I don't blame them, I really don't. I've seen those cloister studies, the ink fumes alone would drive anyone to the edge.

I digress. You know, I've always wanted to say that. I'm glad I get to say it with you, Wendall. I digress. So I show up in Ye Olde Feudal Monarchy, and what do I find? Demons. They're everywhere! Monsters, too. And people are saying somtheing nasty went down in Tristram. I'm hearing things about dead kings, crazed archbishops, human sacrifice. It's not a pretty picture. And I hear people talking about a demon. A big one. Yeah, you know who I'm talking abou- NO! We don't say his name! What's with you people? This ain't some minor lieutenant like Gorbacz the Vile-Tongued. This is serious business! You all should be terrified! I'm a hardened veteran, and I'm shaking in my boots! Figuratively, of course. You don't just go around name-dropping the Lord of Terror like he's in every minstrel's latest song, is what I'm saying.

Speaking of, the latest minstrel songs are saying that some group of adventurers took out Big D not too long ago. But I've got a hunch that the job isn't quite finished yet. I mean, look around you, Waylan. You think, if they'd managed to finish him off, there'd be all these demons and monsters everywhere? But that's just a hunch, and I've got real work to do. I'm not talking about slaying demons, oh no. Much worse. Paperwork. Being a professional mage assassin isn't as cool as it sounds. Oh who am I kidding, it's exactly as cool as it sounds. But what they don't tell you about is the paperwork. See, there's this whole investigation process, right? I've got to sit all you witnesses down and take statements, and then there's the reports, and on and on. I'm a busy guy, is what I'm saying. I've got demons to slay and reports to file. So how's about helping me out here, huh? Help me help you.

We'll take it from the top, Wayne. You say you're a caravan driver, yeah? Tell me a little more about that..."

* * * * *

Rasmus is an initiate in the Viz-Jaq'taar, an ancient order of assassins formed in the aftermath of the Mage Clan Wars with the sole purpose of eliminating rogue mages. After the Mage Clan Wars, the Vizjerei realized that their order had become corrupted, and in order to prevent further disaster, they would have to police themselves. Thus was founded the Viz-Jaq'taar, the Mage-Slayers, an elite force charged with ensuring that such corruption never again takes hold among the Clans. Their agents are peerless fighters, training their bodies and honing their combat skills to an artform. In order to ensure they remain above the corruption with which they are tasked to hunt and destroy, they are forbidden from studying the arcane arts. Instead harnessing mystical energies from within, they seek out rogue mages that have succumbed to demonic temptation and end their threat to the Clans and to Sanctuary.

Despite his outward bluster, Rasmus is a newly-minted assassin having only just recently completed his training (which began practically at birth). Tristram was supposed to be an easy first assignment, a walk in the proverbial park. A chance to get comfortable, to spread his wings. He's in for a bit of a surprise.

@Frank That's not a bad start. There's an NPC you meet at the very start of the game, Warriv. He's actually a caravan driver who gets stuck in the first game zone because the route is closed due to demons, and he ferries you to the second game zone. You mentioned merchant convoys, so that might be a lead.


Rasmus of the Viz-Jaq'taar wrote:

@Groundhog What are your thoughts or suggestions for dealing with locks and traps? Setting traps was one of the main skill trees for assassins, but that doesn't necessarily translate well to Pathfinder combat rules. Will overcoming trapped doors barrels sarcophagi treasure chests be featured?

I can take a trait to get the Trapfinding ability, but what I'm really worried about is buying the thieves' tools set. It's 30 gp for the set, which leaves me with very little for other gear, and I don't know if you've made provisions for mundane things like that to be available to purchase in the Rogue Encampment. But who knows. Maybe Gheed really will be my best friend in this forsaken camp.

Gheed can definitely get access to a few shady things here and there, be it onyx or thieves' tools. For starters, you might just have to live with the fact of -2 to disable device, but you'll be able to get tools before long, either as a random drop or by purchase. Likewise, possible bards will find some form of instrument available for purchase.

Frank E. wrote:
Rasmus of the Viz-Jaq'taar wrote:
... but what I'm really worried about is buying the thieves' tools set. It's 30 gp for the set, which leaves me with very little for other gear...

I dunno that the DM would allow it, but you can also get 900 gold with the Rich Parents trait

The DM would definitely allow it, if anyone wants to go that route. Well-provisioned Adventurer, too.


Groundhog wrote:
...Gheed can definitely get access to a few shady things here and there, be it onyx or thieves' tools...

Speaking of getting onyx, there's a feat that helps with hard to get material components: Forest's Blessing

It also gives +1 to lulz when used for casting evil spells :P

Rasmus of the Viz-Jaq'taar wrote:

Here's some preliminary stuff for Rasmus. It's also in the alias, but I thought I'd post it here for convenience sake. Crunch is almost done, except for equipment. I'm aiming to appropriately capture the dark fantasy tone of Diablo, but through a character with a more modern voice. Similar to the Rat Queens comic series if you've read it, or a bit like Deadpool does Diablo. I'm prepared for you to hate it if it's not in line with what you're going for.

Rasmus of the Viz-Jaq'taar

** spoiler omitted **...

I like how you switch the name every time you refer to him in the spoiler xD

Also, I like the idea that Frank was actually just looking to set up shop past the first area and gets caught up in saving the world xD


Here's my first crack at

Frank E’s backstory:

Frank was… different as a child. He didn’t really like to play with the other children, “their games are all dumb and boring” he’d say. He was bullied for “saying mean things” as well as for his interest in “not dumb stuff”. At least Frank learned how to dodge and run away. Anyway, it turns out that he wasn’t a jerk. Well, not just a jerk, at least. He was more than a little smarter than the people he grew up with.
Luckily, Frank’s curiosity got the better of him one day when he decided to play with a book belonging to a member of the Vizjerei Mage Clan. The wizard wasn’t happy. While interrogating asking Frank about what he was doing, the wizard figured out that the boy would probably be well suited to practice the arcane arts. After some negotiations with Mr and Mrs Edmund, Frank E was adopted into the clan. Frank’s days of being a misfit were over!
Frank’s days of being different from the other mages had begun. It turned out that most of his peers wanted to study the elements in order to fight directly. Frank wanted to make things. He also sought magics that would help him avoid direct confrontations. Fortunately, he was in the right place at the right time and found the perfect school of magic to study: Conjuration.
After his long years of studying, Frank heard that there weren’t so many sorcerers in the west. He went to Khanduras hoping to open up the one of the first magic shops there. He made friends with a caravan driver named Warriv, but while they were traveling down the road together, they found a big surprise up ahead...

Also, while writing this I realized that he has a +5 to int checks. Normal humans have +0 and animals have -4 or -5.
Wow xD


I did indeed go over budget. I missed that. I'll just take a lighter armor instead.


I copied the incorrect version of shield focus, updating alias profile to match.


Fredric Fulk wrote:
I copied the incorrect version of shield focus, updating alias profile to match.

You have two religion traits?


Dreadguard Lienhol wrote:
Fredric Fulk wrote:
I copied the incorrect version of shield focus, updating alias profile to match.
You have two religion traits?

*checks*

Yup, cheers for the spot. That'll teach me to write up characters when tired! I'll fix the alias text and repost here with some more fleshed out background.


Here's Fredric v1.1, though I've debated holding off on Shield Focus and taking either Improved Shield Bash or Two-Weapon Fighting at 1st level. Stll, at the moment he should be fine mechanically.

Overview:

Fredric is a non-standard paladin. Lots of teamwork "auras" and light-based abilities, though no spell-casting. Uses shield and sword to fight. He should be a solid force multiplier.

Appearance:

Fredric is brown of hair and fair of skin, with the well-toned body of a warrior born. He is even stronger than his already impressive physique would suggest. He very clearly wears symbols of his affiliation to the Knights of Westmarch and of his devotion to the Light.

Personality:

Fredric will smash the growing evil at any cost. He is headstrong with a forceful personality, but a cunning mind suited to squad tactics. He can be quite charming when something isn't trying to kill him.

Background:

Born in Kingsport, Fredric grew up in the faith of Zakarum, and entered the service of the Light. He proved an exceptional talent, "Touched by the Light" as his mentors described him. He was trained to fight spiritual and physical battles, able to endure much and hand out more.

He has been sent to the monastery of the Sisterhood of the Sightless Eye to investigate reports from the area of fell deeds and monsters...

Mechanics:

Fredric Fulk
Male Human* Paladin 1 (Holy Guide, Holy Tactician, Warrior of the Holy Light)
Lawful Good Humanoid (human)*
Init +2; Senses Perception +0

* With racial traits of angel-blooded aasimar

Favoured Class: Paladin

--------------------
Defense
--------------------
AC 13 (16 shield), touch 12, flat-footed 11 (13) [10 + 2 Dex +1 Armour +3 shield]
hp 12 (1 HD; 1d10 +1 Con +1 Favoured Class)
Fort +3, Ref +2, Will +1 (or +5 vs charm and compulsion)

Acid resistance 5, cold resistance 5, and electricity resistance 5 (celestial resistance racial trait)

--------------------
Offense
--------------------
Speed 30 ft.

Melee

Longsword +5 1d8 19-20/x2 S

Heavy Steel Shield +5 1d6 x2 B Shield Bash

Ranged

Sling +2 1d4 x2 B 50 ft. (-1 to hit with stones, included)

--------------------
Statistics
--------------------
Str 18, Dex 15, Con 12, Int 11, Wis 8, Cha 17
Base Atk +1; CMB +5; CMD 17

STR 18 (+4) [10 points, +2 racial bonus]
DEX 15 (+2) [7 points]
CON 12 (+1) [2 points]
INT 11 (+0) [1 points]
WIS 8 (-1) [-2 points]
CHA 17 (+3) [7 points, +2 racial bonus]

Feats
L1: Shield Focus

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Traits
Defensive Strategist - Religion
Your study has trained you in defensive strategy.
Prerequisite(s): must worship associated deity

Benefit(s): You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.

Irrepressible - Faith
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.

Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Languages
Common, Celestial

Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Class Skills: A holy guide gains Knowledge (geography) and Survival as class skills.

Skill Ranks per Level: 2 + Int modifier.

Armour Check Modifier: 0 (-2 with shield)

Acrobatics +2 |+2 Dex
Appraise +0 |+0 Int
Bluff +3 |+3 Cha
Climb +4 |+4 Str
+Craft +0 |+0 Int
+Diplomacy +3 |+3 Cha
Disable Device* +2 |+2 Dex
Disguise +3 |+3 Cha
Escape Artist +2 |+2 Dex
Fly +2 |+2 Dex
+Handle Animal* -- |+3 Cha untrained
+Heal -1 |-1 Wis
Intimidate +3 |+3 Cha
Knowledge Arcana* -- |+0 Int
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* -- |+0 Int untrained
+Knowledge Geography* -- |+0 Int untrained
Knowledge History* -- |+0 Int untrained
Knowledge Local* +4 |+0 Int
+Knowledge Nobility* +1 |+0 Int
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* +1 |+0 Int +1 rank
+Knowledge Religion* -- |+0 Int untrained
Linguistics* -- |+0 Int untrained
Perception +0 |-1 Wis +1 rank
Perform +3 |+3 Cha
+Profession -1 |-1 Wis
+Ride +2 |+2 Dex
+Sense Motive -1 |-1 Wis
Sleight of Hand* +2 |+2 Dex
+Spellcraft* -- |+0 Int untrained
Stealth +2 |+2 Dex
+Survival -1 |-1 Wis
Swim +4 |+4 Str
Use Magic Device* -- |+3 Cha untrained

Special Qualities
Languages: Aasimars begin play speaking Common and Celestial.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Gear
Squire's Outfit ___

Longsword 15g
Sling ___

Reinforced tunic 1g
Heavy Steel Shield 20g

Signal Horn 1g
Hip Flask 1g
Grooming Kit 1g

Paladin's Kit 11g

Weight 30 lbs. This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Starting Gold: 50g
Total Starting Equipment Cost: 50g

Current Wealth: 0g

--------------------
Special Abilities
--------------------
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Weal’s Champion (Su)
Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.

At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).

This ability replaces smite evil.

Future Special Abilities (for reference):

--------------------
Future Special Abilities (for reference)
--------------------
Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Battlefield Presence (Su)
At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.

This ability replaces aura of courage.

Tactical Acumen (Ex)
At 3rd level, a holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level.

This ability replaces divine health and divine bond.

Favored Terrain (Ex)
At 3rd level, a holy guide chooses a favored terrain from the ranger favored terrains table. This otherwise functions like the ranger ability of the same name.

This ability replaces the mercy gained at 3rd level. Every time a holy guide would be able to select another mercy, he can instead select another favored terrain and increase his bonuses for one existing favored terrain, just like a ranger.

Teamwork Feat (Ex)
At 6th level, a holy guide gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, He can expend one use of smite evil to grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the holy guide possesses. Allies do not need to meet the prerequisites of this bonus feat. Evil creatures do not gain the benefit of this teamwork feat, even if the paladin considers them allies.

This ability replaces the mercy gained at 6th level.

Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Power of Faith (Su)
At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.

At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.

At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).

At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.

Guide the Battle (Ex)
At 8th level, the paladin can direct her allies into an advantageous position once per round as a move action. Each ally (if physically able to) can move 5 feet without expending an action. This movement does not provoke attacks of opportunity. The allies must be able to see or hear the paladin in order to make this movement and cannot be flat-footed. At 15th level, her allies can make this 5-foot move and ignore difficult terrain.

This ability replaces aura of resolve.

Mercy (Su)
At 9th level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Confused: The target is no longer confused. Source PZO9446
Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level. Source PZO9446
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy. Source PZO9446

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Source PZO9446
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20). Source PZO9446
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PZO9446
Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Weal’s Wrath (Su)
At 11th level, a tactician can expend two uses of her weal’s champion ability at once to enhance its effects. This functions as weal’s champion, except the bonus she provides to her allies lasts until each creature she strikes is slain, her weal’s champion ability expires, or the paladin herself is slain or knocked unconscious, whichever happens first.

This ability replaces aura of justice.

Shining Light (Su)
At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.

This ability replaces aura of faith.

Aura of Righteousness (Su)
At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Masterful Presence (Su)
At 20th level, a tactician gains the ability to grant a different bonus feat to each ally affected by her battlefield presence. In addition, all critical threats made by her and her allies against creatures affected by her weal’s champion ability are automatically confirmed (no confirmation roll is needed).

This ability replaces holy champion.


This is Wanderer82, tagging in with my amazon (ranger). It works well that the other amazon is an archer/warpriest, and i am a melee dominant, switch-hitting ranger, so we fill two different capacities.


It's good to see completed ads coming in!


Reposting here:

Almaia:

CG Human (Dwarf) Kineticist 1

STR 10
DEX 18
CON 18
INT 10
WIS 10
CHA 8

HP 11
AC 17 (10 base +3 armor +4 dex) T 14 FF 13
BAB 0
Init +6

Fort +6
Ref +6
Will +0

Speed 20'

Electric Blast: +4 to hit (Touch AC; 5 w/PB); 1d6+2 damage (1d6+3 w/PB); 20/x2 crit

Skills: Acrobatics r1 +8, Intimidate r1 +3, Perception r1 +4, UMD r1 +3

Feats: Point Blank Shot

Traits: Spellcaster's Anathema (+1 trait bonus to attack arcane spellcasters), Reactionary (+2 to Initiative)

Alternate Racial Features: Surface Survivalist (treat wind and cold effects as one step less severe)

Class Features: Elemental Focus (Air), Simple Blast (Electricity), Gather Power, Infusions (Extended Range), Burn (1/rnd; 7 max)

Equipment: Studded Leather, 25 gp


Apparently, much of the update to my profile didn't save, so I just redid it for review. Had fun tying my archetype into the theology of Diablo's world setting. Groundhog happy to take any feedback or questions.


@Groundhog

Is the alternative Aasimar ability Halo okay? It replaces darkvision but can create light for various effects.


Fredric Fulk wrote:

@Groundhog

Is the alternative Aasimar ability Halo okay? It replaces darkvision but can create light for various effects.

Yes, that's perfecly fine.


Submitted Characters:

Hurley: Rasmus of the Viz-Jaq'taar, "Halfling" Ninja "Assassin".
Vrog Skyreaver: Almaia, "Dwarf" Kineticist "Sorceress". - Lacks fluff, also, Point Blank Shot is no longer a thing due to houserules.
Jereru: Nikou, "Half Orc" Arsenal Chaplain Warpriest of Zerae "Amazon"
ScegfOd: Frank Edmund, Human Wizard
Johnnycat93: Lienhol the Dreadguard, "Half Orc" Siegebreaker Brawler Fighter
Decimus Observet: Fredric Fulk, "Aasimar" Holy Guide Warrior of the Holy Light Holy Tactician Paladin "Paladin" - Note that Irrepresible won't stack with Divine Grace, both being Untyped charisma bonuses.
Wanderer82: Bryna Human Divine Tracker Ranger "Amazon" - just as a random aside, the chance of finding more totem spears than the one you started with is rather small.

There's still plenty of time to get the rest of the characters submitted.


@Groundhog

Okay. I replaced Irrepressible with Birthmark, which gives a trait bonus.

I've edited the text near the save summary to emphasis the bonuses from the Halo and Immortal Spark racial traits.

I've also replaced shield focus with improved shield bash, to get the later shield feats sooner.


I know it took me a bit longer than I had hoped, glad to see that interest really picked up. I didn't create an alias yet, but here he is.

Gorhoff:

Gorehoff
Male Human Brawler 1
CN Medium humanoid
Init +4; Senses: Perception +4
Languages: Common
DEFENSE
AC 15 (armor +3, DEX +2), touch 12, flat-footed 13
CMD 18
HP 12
Fort (2) +4, Ref (2) +4, Will (0) +0
Defensive Abilities None Immunities None Resistances None
OFFENSE
Speed 30 ft
Melee Main hand cestus 1d4+5 (19-20 x2 B or P), Off hand rope gauntlet 1d4(x2 B or S) (1 attack) +7 Unarmed Main hand (1d6+5 x2)
(2 attacks) – Don’t at first level
Ranged
Special Actions Martial Flexibility 4/4
ACP-1
STATISTICS
Abilities Str 20 (+5), Dex 14 (+2), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 10 (+0)
Base Attack +1; Melee Touch +6; Ranged Touch +3
[/b]CMB +6
[b]Feats
Power Attack (F),Improved Unarmed Strike/Improved Grapple (Brawler), Deft Maneuvers (1), Weapon Focus (close) (Human)
Traits Outlander (Exile), Dangerously Curious
Skills Acrobatics (1) +6 Climb (1) +9, Perception (1) +4

SPECIAL ABILITIES
Brawler’s Cunning,Martial Flexibility,Martial Training,Unarmed Strike
FAVOURED CLASS
1: Brawler (+1 HP) [/b]
COINS
PP – 0
GP – 10
SP – 1
CP – 5
EQUIPMENT
Carrying Capacity: Light – 133 lbs; Medium – 266 lbs; Heavy = 400 lbs; Current – 51.5 (Light)
Weapons – Rope Gauntlet (2sp 1 lb), Cestus (5gp, 1 lb), Dagger (2 gp, 1lb)
Armour – Studded Leather 25gp
Alchemical
Amunition
Other Combat Gear[b] – Caltrops (1gp,2 lbs),
[b]Scrolls

Potions
Wands
Other Magic Items
Mundane Gear – Backpack (2gp 2lbs), Belt pouch (1gp, .5 lbs), Bedroll (1sp, 5lbs.), Torch 5/5 (5cp, 5lbs), Trail rations 5/5 (2.5gp, 5 lbs), Waterskin 2/2 (2gp, 8lbs) Pesants outfit (Free, 2 lbs)
Gorhoff grew up in sleepy town where nothing exciting happened. Until he accidently got into the local sorcerer’s tent and played around with his wands. It did not go so well, and he set the tent alight. It was the last straw for the boy who seemed to be Dangerously Curious and he was Exiled. He traveled around, but never had much in the way of wealth. He learned to defend himself with his fists. Now with monsters overrunning Khanduras, Gorhoff sees an opportunity to maybe make some money and possibly even restore his name in the eyes of his people.


@Groundhog I was under the impression that untyped bonuses were supposed to always stack with everything. Does this mean 'untyped' will be a type of bonus and it won't stack? Or will it stack as long as the untyped bonus references something different to scale off of?


Groundhog is right that two untyped bonuses don't stack according to FAQ. That is, you can't gain the same bonus twice (like taking divine grace and an oracle mystery).

In this case though, divine grace has you calculate your saves using your charisma in place of your wisdom while irrepressible adds a bonus equal to your charisma so I think they do stack.


1 person marked this as a favorite.

No; there's a pretty stupid faq that says that, unless they explicitly have a type such as dodge, competence or deflection, the same stat added to a roll twice won't stack. Doesn't matter if one of them replaces the original or not, the example given being a nature oracle with nature's whispers taking two levels of paladin only gaining charisma to reflex once, explicitly despite nature's whispers replacing dexterity and divine grace being added on top.

One may argue that it's a silly rule, but I have no doubt that it is correct.

The FAQ is an exception to the "untyped bonuses always stack" thing.


Wow neat, I didn't know that xD
So you can get sacred, insight, and profane bonuses that all scale with your charisma mod to something, but not two untyped things that scale with Cha? xD


Pretty much, yeah.


I get the feeling that it doesn't come up often, but that's weird annoying interesting xD


1 person marked this as a favorite.

A Gnome Paladin 7/Oracle 1 with the Lore Mystery's Sidestep Secret and Osulyth(that's not how it's spelled) Guile is almost practical, and can have Charisma instead of dex, as a deflection bonus from cha, and as a dodge bonus from the feat.

But it's niche.


Understood that it would be unlikely to be found, but could I commission a smith to make one? If not, I will likely use a different spear. I thought it made sense both as a tribal religious weapon, and liked the fact that it did both piercing and slashing.


Not really. Maybe a masterwork one, at best, but magic items, while plentiful, will be randomly generated, even merchant stock. There's bound to be something with the right handedness and weapon group for everyone, but focusing on one specific weapon won't really be feasible.


Thankfully the Feat Tax Breaks help us out by making it easier to focus on weapon groups instead of individual weapons.

Speaking of, I'm pretty stoked about the kunai. Thrown weapons that do bludgeoning and piercing? I'm looking forward to shattering a few skeletons from range (all 10 ft of it XD)!


lol

Sadly, Frank will just be tossing clubs at things immune to Color Spray *whistles*


Dang it, I knew I was forgetting something. Uggh, 3rd try:

Almaia:

CG Human (Dwarf) Kineticist 1

STR 10
DEX 18
CON 18
INT 10
WIS 10
CHA 8

HP 14
AC 17 (10 base +3 armor +4 dex) T 14 FF 13
BAB 0
Init +6

Fort +6
Ref +6
Will +0

Speed 20'

Electric Blast: +4 to hit (Touch AC; 5 w/PB); 1d6+2 damage (1d6+3 w/PB); 20/x2 crit

Skills: Acrobatics r1 +8, Intimidate r1 +3, Perception r1 +4, UMD r1 +3

Feats: Toughness

Traits: Spellcaster's Anathema (+1 trait bonus to attack arcane spellcasters), Reactionary (+2 to Initiative)

Alternate Racial Features: Surface Survivalist (treat wind and cold effects as one step less severe)

Class Features: Elemental Focus (Air), Simple Blast (Electricity), Gather Power, Infusions (Extended Range), Burn (1/rnd; 7 max)

Equipment: Studded Leather, 25 gp

Backstory:

Almaia is a member of the Horadrim, an archaic and mostly unknown group of scholars who study the Prime Evils in an attempt to defeat them and their followers.

Almaia was apprenticed to one of the few remaining Horadrim masters, learning lore about the Prime and Lesser Evils. Although Almaia was a poor student, she was dedicated to the eradication of evil, so ultimately she was allowed to remain in her master's tutelage.

Almaia has been sent to the Rogue Encampment to face her destiny by her master.


Submitted
Hurley: Rasmus of the Viz-Jaq'taar, "Halfling" Ninja "Assassin".
Vrog Skyreaver: Almaia, "Dwarf" Kineticist "Sorceress".
Jereru: Nikou, "Half Orc" Arsenal Chaplain Warpriest of Zerae "Amazon"
ScegfOd: Frank Edmund, Human Wizard
Johnnycat93: Lienhol the Dreadguard, "Half Orc" Siegebreaker Brawler Fighter
Decimus Observet: Fredric Fulk, "Aasimar" Holy Guide Warrior of the Holy Light Holy Tactician Paladin "Paladin"
Wanderer82: Bryna Human Divine Tracker Ranger "Amazon"
Uthraed: Gorhoff, Male Human Brawler

Expressed Interest
Daedalus the Dungeon Builder.
Ouachitonian: Mentioned a "Sylph" swashbuckler
Yokaiboy: Mentioned a necromancer
Joshua Hirtz: Mentioned an Invested Regent Monk
Teiidae.
Peet: Mentioned a necromancer
Gramork: Mentioned a barbarian


BTW, I keep forgetting to ask about one thing:

diablo.gamepedia.com wrote:
...Belial, the lord of Lies, and Azmodan, the Lord of Sin, engaged in a civil war between themselves.

Reading that reminds me of the war between demons and devils xD

Have you given it any thought, Groundhog? (I'm just curious)


I plan on largely not dealing with it. You're after the servants of diablo, the rest is outside the scope of the story.


Okay, I found some Diablo 2 stuff online that says that the Necromancers of Sanctuary are Priests of Rathma. So I'm going to go with that. The Rathma philosophy seems to be about preserving balance between light and dark and they prefer to keep the world free of non-mortal influence. So despite their raising of undead they seem to be neutral.

Priests of Rathma

Can I just choose domains here and make things up for this religion?


Okay, here's the background for my Necromancer, Pallan Dromus:

Background:
A generation ago, when King Leoric of Khanduras went mad and was killed by his own people, and the corrupt Bishop Lazarus led the people of Tristram underground to be slaughtered by demons, many evil creatures were freed to ravage the land. A brave wanderer eventually faced this evil and defeated it, but in the mean time many villages of Khanduras suffered. The village of Carnhem, not far from Tristram, was one such. At night a band of marauding demons appeared and burst into the villagers' homes at night, slaughtering them in an orgy of violence. The only survivor was Pallan, a young boy whose mother hid him in a root cellar underneath their hut.

When Diablo had been defeated, the weary people of Khanduras paid little attention to the fallen village of Carnhem. A few conscientious souls came to the village to care for the dead, and they gathered the bodies into a great pyre, and then set fire to the village as well. After what had happened, no one wanted to live there.

Pallan emerged as he discovered that the house in which he hid was on fire - he had stayed in the cellar the whole time, never having been told to come forth. The locals were already leaving when he came out, and Pallan was confronted with a great pile of burning bodies. The bodies of everyone he had ever known.

He sat there for a time, watching the fire, until it had burned down to the embers, and there was naught left but charred bones. He decided he wanted to bring out the bones of his parents, for reasons he could not quite understand. He began poking through the pile of bones, looking for his parents' skeletons, and he pulled them out piece by piece, laying them out on the grass as if they were sleeping.

At this point, a wandering necromancer named Zanthan of Gol came by. Looking to investigate the reports of demonic activity, he had come too late to do anything for Tristram or Carnhem. But he saw the dirty young child assembling a pair of charred skeletons beside the remains of a huge pyre, and his curiosity was piqued.

"What have you got there, boy?" asked Zanthan. "Building skeletons in your spare time?"

The boy said nothing, but looked at Zanthan mournfully.

"Hmm... Bones of someone you care about perhaps?" Asked Zanthan. The boy nodded.

"You know, one bone looks a lot like another. When bones are gathered into a pile like that, there's no way of telling which is whose."

The boy shook his head. "That's Pa, and that's Ma. I know it."

Zanthan shook his head. "Well, lad, there's one way to be sure. If you use magic to animate a skeleton, only the bones from one creature can be a part of it. If you've mixed them up, the spell won't work."

The boy eyed Zanthan warily. Zanthan produces a small wand from his sleeve, annd spoke a few words. A surge of dark power flowed forth, and then suddenly, the bones of Pallan's father rose up and stood before them.

"Well, what do you know," Zanthan remarked.

Realizing that in order to identify which bones were which the young boy had to have a gift with necromancy, Zanthan decided to bring the child back with him to Necropolis, the city of the necromancers. There, Pallan studied in the ways of the Priests of Rathma and the arts of necromancy. When he was fully grown and had advanced to the rank of Acolyte, he decided to leave the city and return to the land of his birth, to watch over the land and preserve the balance of the cycle of life that had been violated in his childhood.

====================================================================

I'm recycling an old character profile so the crunch is not done yet.


Okay, crunch is done for Pallan Dromus, Necromancer and priest of Rathma.


Groundhog wrote:

No; there's a pretty stupid faq that says that, unless they explicitly have a type such as dodge, competence or deflection, the same stat added to a roll twice won't stack. Doesn't matter if one of them replaces the original or not, the example given being a nature oracle with nature's whispers taking two levels of paladin only gaining charisma to reflex once, explicitly despite nature's whispers replacing dexterity and divine grace being added on top.

One may argue that it's a silly rule, but I have no doubt that it is correct.

The FAQ is an exception to the "untyped bonuses always stack" thing.

For the record, when an ability score adds a bonus to something, it is not an untyped bonus. If your charisma adds a bonus to something, it is a charisma bonus. If your strength adds a bonus to something, it is a strength bonus, and so on. Which is why they don't stack with themselves.


The almost druid-esque fluff of diablo necromancers is one of the cooler things about the setting, IMO. And yeah, you picking domains for it is fine.

And please, no age categegory stat changes. You can fluff your character as old or young as you like.

Edit: Reading your fluff, I think there might be a timeline issue there - Diablo was defeated roughly a month ago. I do like the concept though.

Peet wrote:
Groundhog wrote:

No; there's a pretty stupid faq that says that, unless they explicitly have a type such as dodge, competence or deflection, the same stat added to a roll twice won't stack. Doesn't matter if one of them replaces the original or not, the example given being a nature oracle with nature's whispers taking two levels of paladin only gaining charisma to reflex once, explicitly despite nature's whispers replacing dexterity and divine grace being added on top.

One may argue that it's a silly rule, but I have no doubt that it is correct.

The FAQ is an exception to the "untyped bonuses always stack" thing.

For the record, when an ability score adds a bonus to something, it is not an untyped bonus. If your charisma adds a bonus to something, it is a charisma bonus. If your strength adds a bonus to something, it is a strength bonus, and so on. Which is why they don't stack with themselves.

Eh, it's very clear to me that the original intent was for a stat bonus not to be a bonus type the way for example sacred or luck is a bonus type. Otherwise, the paladin would read a lot differently. It doesn't make sense to say "add your charisma as a bonus to attack rolls" if the type of that bonus is a charisma bonus. But whatever.


Groundhog wrote:
...I think there might be a timeline issue there - Diablo was defeated roughly a month ago. I do like the concept though.

Is that so? Hmmm... I always thought there was supposed to be a generation or so between games. Time for Tristram to recover from the stuff that happened in Diablo I (so it could get destroyed again in Diablo II).

Is there any other "badness" that might have happened a generation ago? Preferably something demonic or magical?


Peet wrote:
Groundhog wrote:
...I think there might be a timeline issue there - Diablo was defeated roughly a month ago. I do like the concept though.

Is that so? Hmmm... I always thought there was supposed to be a generation or so between games. Time for Tristram to recover from the stuff that happened in Diablo I (so it could get destroyed again in Diablo II).

Is there any other "badness" that might have happened a generation ago? Preferably something demonic or magical?

As always, I am not the GM; anything the GM says to contradict what follows should be preferred unambiguously.

Actually, Tristram is destroyed in Diablo II immediately following the events of Diablo and doesn't recover; if you've played Act I, you know what I mean.

The lore of Diablo talks some about the mythological past and the ancient past, but not about the near past. You're pretty well free to make up your own stuff there, as long as it doesn't overshadow or contradict the present problems.

As for the necromancer's 'religion', they are Priests of Rathma in the sense that Rathma was the first of their order, not their deity. The closest thing they have to a deity is Trag'Oul (Trang'oul according to in-game spelling, contradicted by all published novels), some sort of dragon that exists beyond this world. The necromancers are also one of the few groups that might have a more concrete view of the cosmology of Sanctuary, the Burning Hells, and the High Heavens. Otherwise, yeah, they're very actively True Neutral, in the sense that they want to keep both the BH and the HH from interfering in Sanctuary.

There's some quasi-canonical fluff I've read that their skeletons aren't full skeletons, but golems made from bone shards in the ground, but I think that was just a half-hearted handwaving to answer somebody's question about why there are full skeletons buried in the ground literally everywhere.


Peet wrote:
Groundhog wrote:
...I think there might be a timeline issue there - Diablo was defeated roughly a month ago. I do like the concept though.

Is that so? Hmmm... I always thought there was supposed to be a generation or so between games. Time for Tristram to recover from the stuff that happened in Diablo I (so it could get destroyed again in Diablo II).

Is there any other "badness" that might have happened a generation ago? Preferably something demonic or magical?

Prior to the beginning of Diablo I there was the war with Westmarch and the corruption of King Leoric by Diablo. There's only a period of 6 years between the time Tristram is ruled by King Leoric, the first rise of Diablo, his defeat, and his subsequent rise that leads into the second game.

Timeline

We are in 1264. Diablo I takes place in 1263.


That said, if you want something demonical or magical for your backstory, you could easily have a local mage who found a book of summoning spells and lost control and/or got corrupted and started practicing human sacrifice.

That sort of thing could easily see a village burned to the ground, even without being part of a large scale thing.

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