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RPG Diablo III: Last Stand (Sign up)


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300 Years ago (In Diablo 2) the three borthers, Mephisto, Diablo, and Baal, were destroyed by a legion of fine warriors of various races and classes. A great celebration ran throughout the continent for many days. All was well, and the threat had been eliminated....... or so they thought.

300 Years later, the world has been at great peace. No-one felt any need to train and fight anymore, so although the fighters of the free world did still live in their monastaries and sanctuaries, devoting their life to a particular fighting art, they became much weaker. Meanwhile, Diablo had been regaining power deep in the fires of hell. His brothers at his sides, had been consuming souls along side him, and they had regained all of their power, and then got stronger. Now even the great warriors of 3 centuries ago could not compete with them anymore. They rose again in the town of Lut Gholein, and destroyed the town, and all of it's people, in one swift stroke. Many of the Paladin guards who had sworn to protect the city were lost, but the few who survived, hurried off at great haste to tell all warriors of the terrible travisty that beheld them. The three brothers had returned.

The word went out quickly, and the high chieftains of all the clans agreed to send two of their best warriors to face the travesty. 7 races would be invoved:

[B]Amazons:[/B] While more than competant in hand-to-hand combat, training in the jungles of their native islands has shaped the Amazon's skill with the bow and missile weapons into one of unparaleled excelence. The Amazon is also highly adept in the use of spears and other thrown weapons. (starting weapon = small bow)

[B]Barbarians:[/B] Renowned for their awesome combat prowess as well as their arrogant demeanor, the Barbarians appear to be perpetually girt for battle. Through harsh conditioning, the Barbarians excel in physical combat and tremendous feats of strength. (starting weapon = one handed axe)

[B]Necromancers:[/B] Necromancers have the ability to resurrect most life forms and control the recently deceased as they please. Practitioners of Necromancy use strange potions to curse, poison, and disembowl their enemies. (starting weapon = staff)

[B]Paladins:[/B] Paladins use holy magic as gifted by the high heavens. They must maintain strictly ordered lives, constantly upholding the cause of Virtue and Light. They are particularly effective against the undead, as they know many holy incantations effective against these types of creatures. (starting weapon = short short + buckler)

[B]Sorceresses/Sorcerers:[/B] Athletic, affable, and self-assured. They excel in the use of offensive and defensive magic. Like most mages, they consider melee combat vulgar, and use magic almost exclusively to fight their enemies. (starting weapon = rod)

[B]Assasins:[/B] Assasins do not employ the magic arts directly, rather; they use enchanted items that mimic elemental powers. The Assasins have trained extensively in the use of an exotic group of weapons; sets of metal blades and claws that strap onto the wrists. They have expertly incorporated the use of these weapons into their martial arts. (starting weapon = crude wristblade)

[B]Druids:[/B] The Druids shun the use of traditional magic. They instead practice a form of magic based on their close bond to nature. A Druid has the power to command fire, Earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid him in battle. He can also use his close bond with animals to change the shape of his won body, drawing the strengths and abilities of his animal companions to better serve their cause. (starting weapon = Club + buckler)

There is a short description of the 7 races involved in this ordeal. I need two of each, no more. So it's first come, first serve. Here's what else you need in your profile:

Height: (Barbarians + Druids are naturally taller)
Staring weapon: (All weapons have been described above, please pick the right one according to your race)
Starting ability: (A VERY basic ability that is relevant to your race. For any ideas please feel free to ask)
Staring place: (Just pick either your races sanctuary, or Kurast)

Name: Durumir

Age: 28

Height: 6'6"

Race: Druid

Starting weapon: Club + Buckler

Starting ability: Change into Werewolf (for 40 seconds)

Staring place: Druid Monastary

Bio: One of the Monastaries most proud Druid's, Durumir excelled at his power from a very young age, and quickly earnt the trust of the high councel in Kurast. He now ventures with his partner towards Kurast to start his advanture.
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Guest QuickSilver
Name: seifer
Age: 20
Height: 6''5
Race: druid
Staring weapon: club+ buckler
(Starting ability: firestorm
(Staring place: druid monasary
(Bio: he is a very talented druid, brother of durumir.
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Name: Prince

Age: 34

Height: 6'0"

Race: Necromancer

Staring weapon: Staff

Starting ability: Resurrect

Staring place: Mauseoleum

Bio: A downright evil geezer with connections to the dark side. Even most Necromancers avoid him, due to his strange persona and habits.. Most of his life he has been a Nomad, but has been living in an abandoned Mauseoleum for the last 5 years or so, conjuring up new spells to raise the dead... Not much about his true intentions are known, other than his lust for death and destruction... It were these strange and frightful acts that earned him the position as one of the two chosen from the Necromancers to fight the 3 brothers... Although he's going for quite a different reason..
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Name: Flip

Age: 19

Height: 6'0

Race: Amazon

Staring weapon: Small Bow

Starting ability: Mind bending arrow shot.( Allows shooter to use telekenesis do direct the arrow at a slight angle towards a dodging apponent.
Staring place: Nattative Sanctuary

Bio: Destined to be a skilled sharp shooter, this talented young long range attacker takes interest in other arts rather than distance related attacks. Flip plans to learn the skills of magic along his journey from the Necromancers to combine a lethal skill of Magic and Long Range technology. Healing spells are also very useful during long range combat, and with enough healing involved, a long range battle can be almost definate in perfect strategy.
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Height:Five feet Seven


Starting weapon:Short sword and buckler

Starting ability:Zeal

Starting place:Paladin Temple

Bio:A coveted warrior, Marth-as he is known-is an extremly strong paladin, gifted in the ways of the Light and Zakarum.
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Name: Warlock

Age: 27

Height: 5'11"

Race: Paladin

Staring weapon: Short short and buckler

Starting ability: Zeal

Staring place: Paladin Temple

Bio: A naturally skilled fighter, Warlock is highly skilled in the light arts, and is of course one of the two Paladin warriors chosen.
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19(not real age, but I want to make this more realistic for me)
Raise Skeleton
Necromancer Kurast
Even though she can control the dead and summon nasty spells, shes a good guy. She was taught to be a killing machine, to destroy the planet.but when she heard about Diablo and his brothers returning, she swore to protect it.Her staff can summon demons.
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[color=teal]Name: Li

Age: 27

Height: 6'8

Race: Barbarians

Staring weapon: One handed Axe

Starting ability: Bash

Staring place: Barbarian sanctuary

Bio: Avery strong and fierce warrior there are few that have over come him in battle[/color]
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Just a few things:

1) Red, some good starting abilities for a Barbarian would be:
Bash (Uses his fury to deliver a powerful punch)
Howl (War Cry, weak)

2) Red, unless you like going around fighting your own kind, you would not have had many real battles, because Barbarians do not leave their territory outside Mt Arreat unless it is absolutely nessecary.

3) Chibi Terriermon, Necromancers are not evil anyway. You would not be taught to destroy the planet. Necromancers just see death as a natural part of life, and do not seek or deny it's arrival. That is the only difference between them and anyone else.

4) Also, CT, your starting spell is too strong. Only resurect 1 creature at the start.

5) Zeal is also too strong for a starting ability. For the Paladins, I must request that you change it.
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I'd really prefer it if you had a level 1 spell.......so the paladin options would be Sacrifice, Might, or Prayer.

And because of this, I must ask that the Necromancers change their spells to eitherAmplify Damage, Teeth, or Raise Skeleton.
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NAME: dustin darkborne
STARTING PLACE: the sorceror's forest forgot name lol
BIO: at a young age his parents where kill by a avallance later found by a feline race and brought to the sorcerors guild by the age of 5 for his abiltity to summon fire balls with his mind
at age 10 he was burning the ground he steped on
now at age 14 he is a raging infero surronded by a cold exterior of ice he left his guild in hope to stop the 3 evils from returning to power on the planet.
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