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    posted a message on Necromancer
    I did this today, and just finished after nearly 5 hours of work. I did this drawing for the RP game, in order to fully flesh out my character, Draitch.

    This is a scene depicting Draitch, deep within an ancient tomb, finding the lamp containing the great Djinni Rajj Marid. Enjoy.

    Posted in: Fan Art
  • 1

    posted a message on Classes problematic and war between Good and Evil
    Actually, I was thinking the same thing with the Barbarian, but he can't be chaotic, due to their home city Horrogath having a lot of order. Remember they even had elders that led the Barbarians. It is far from chaos. They seemed like they are a peaceloving society, and aren't nearly as individualistic as one would first think.

    But yeah, I agree on the Assassin now, being Lawful Neutral.

    As for the Sorc, they still have their strict clan structure, but they do tend to act as individuals. So it could go a couple of ways.

    And the Amazon, well, we really don't know enough about their culture to determine what they really are.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on What entirely new character class would you like to see in D3?
    Off Topic:

    Christ!! People, read the title of the thread!! What entirely new character class would you like to see in D3.

    As in come up with something original. No spewing out "anti-paladin", "monk", "ninja". Think about it for more than 2 milliseconds!!

    And the OP also says CHARACTER, as in singular, as in come up with one class. Skills, backstory, and everything that Blizzard would do when designing a character.

    On Topic: Enjoy my Overseer.

    The Overseer


    Origins-
    Within the deep reaches of the desert sands of Aranoch, beyond the reaches of Lut Golein, lies a race of people know as Djinn, or Overseers. These desert dwellers are fiercely territorial, and pride themselves in their solace. Reports of these great magic wielders are few and far between. And, much like their cousins in the eastern forests, the Priests of Rathma, they are greatly misunderstood. The tale of how the Djinn left their brethren begins deep within the eastern forests in a time ancient to us.

    There once was a Priest of Rathma, known now only as Draitch, who stumbled upon a golden lamp emanating great power. Draitch brought the lamp to the Elder Priests of Rathma, in an attempt to study the strange mystic powers emanating from a simple lamp. As legend tells, the great Djinni Rajj Marid came forth from the lamp and killed all of the elders, sparing the young priest Draitch. After the slaughter, the Djinni granted Draitch three wishes. The first wish given was the knowledge of Diseases and Manias, as this was currently a new subject of study to the Priests. The second wish granted was knowledge of the distant lands from which the Djinni came. And the final wish was command over the great Djinni himself.

    The remaining Priests of Rathma banished Draitch, not knowing how the Elder Priests were slaughtered by such a young Priest. Draitch, with no home to return to, traveled to the distant lands the Djinni came from. He crossed the twin seas only to come to an odd and unknown land far from his homeland. This place had very little water, and instead of seas of blue, there were endless seas of tan. The banished priest began the creation of a new clan, the Priests of Rajj. This clan of magic users has since become known to the world as the Djinn or Overseers of Djinni.

    After the Demon Diablo passed through Lut Golein releasing his brother Baal, demonic creatures sprung forth from the desert, terrorizing Lut Golein and the Djinn. The Djinn, furious at the idea of someone taking control of their lands, gathered the Priests of Rajj to retake their Ocean of Sand. After reclaiming their lands, the Djinn set out to destroy the very creature that attempted to overtake their place of residence, Diablo.

    Traits and Abilities
    These men have given up on the old teachings of the Cult of Rathma, and have undertaken on their own studies of the Djinni. Their features have lost the skeletal look of the ancient traditions, and become quite opposite of the Necromancer. These men have trained their bodies to resist the arid elements, and in so doing have taken on a much darker complexion. The abilities of the Djinn are the three wishes granted to them in ancient times; Knowledge over disease and insanity, power over the sands and brimstone, and rule over the powerful Djinni. Although the Priests of Rajj have control over the Djinni, there have been rumors of Djinni breaking into a rampage and “accidentally” harming their commanding Priest.

    Skill Tree- Djinniology

    Level 1 Skills
    Ghul - The weakest of the Djinn’s servants, the Ghul is a creature reminiscent of the ancient path of the undead. This creature is similar in aspects to the undead, yet it is not completely within the realm of the living or the dead. This creature is slow moving yet powerful, and has been known to change to many different grotesque forms.
    Spell Type: Summon creature
    Effect: Medium Hit Points and damage, but very slow moving creature.
    Attack Type: Melee
    Additional Level Adds: Increased damage and Hit Points.

    Djinni Awareness - The first bit of knowledge granted to the Overseer as he becomes aware of some traits that will solidify the Djinni’s foothold on this plane of existence.
    Spell Type: Passive
    Effect: Increases Djinni Hit Point %
    Additional Levels Adds: Increased Djinni Hit Point %

    Level 6 Skills
    Sila - The second line of defense of the Djinn’s servants is the Sila. This creature that seems to be made purely of a harsh white light. This creature is a fast moving spirit that sears the flesh from its enemies, and looking directly upon the Sila can blind any soul not prepared for it.
    Spell Type: Summon creature
    Effect: Weak damage and medium hp, fast moving creature that blinds creatures upon attack or being attacked.
    Attack Type: Melee
    Additional Levels Adds: Increased movement speed, and increased attack speed.

    Djinni Familiarity - The second stage of knowledge, known to the Priests who have begun to make their way into the unknown world. By stepping out into the world, the Priest learns of ways to allow the Djinni to move faster, and less restrained by the bonds of his realm.
    Spell Type: Passive
    Effect: Increased Djinni attack rating and increased attack speed
    Additional Levels: Increased attack rating.

    Level 20 Skills -
    Afrit - A great spirit deemed evil by nature, that creates mass chaos in its midst. This is one of the many reasons that the Djinn are considered ‘corrupt’. The Afrit is second in power, only to the dreaded Marid.
    Spell Type: Summon creature
    Effect: Medium damage and medium hp, average speed of movement that attacks with a jet of black fire from each hand.
    Attack type: Melee
    Additional Levels: Increased damage and hp.

    Djinni Comprehension - Known only to the High Priests of Rajj, this knowledge grants additional strength to the Djinni. This allows greater damage to be done to their enemies, and strengthens the mystic energies that protect the Djinni.
    Spell Type: Passive
    Effect: Additional Djinni Damage and Djinni Defense
    Additional Levels Adds: Increased damage and defense

    Level 30 Skills
    Djinni Expertise - This is the ultimate knowledge, forbidden to youthful students of the Rajj, spoken only of in tales of great Priests that have never strayed from the path of Rajj. This comprehension of the Djinni grants great power to the Djinn.
    Spell Type: Passive
    Effect: Reduced Mana Cost of Djinni, and Increased Mana Regeneration of Overseer.
    Additional levels: Increases the amount of Marids at one time, 1 per 10 levels.

    Marid - The most powerful and feared Djinni, the Marid appears to be a mere human, but its powers suggest otherwise. The Marid has control over the sands, and has been known to mimic the spells of its master. It has been seen creating devastating waves of sand to crush several foes. And has had rumors of being able to spout fire from its skin and summon scarabs to rip enemies to shreds. Only the master Djinn can summon the Marid, but none dare try to tame the Marid for fear of it turning on its master.
    Spell Type: Summon Creature
    Effect: Large damage and hp, average speed that uses 3 spells of the Djinn, Flame armor, Wave of sand, and summon scarab. The flame armor will damage the Overseer if they are too close.
    Attack Type: Melee
    Additional Levels: At level 15, is allowed use of Ocean of Sand, at level 22 Scarab, and at level 30 Sandstorm.

    Snake Ritual - The ultimate goal for a Priest of Rajj is to become one with the Djinni. By training for a lifetime can a Djinn attain the ability to change shape. These great Djinn summon the dark magic within them and change into a being one with the sand, a Giant King Cobra.
    Spell Type: Morphing
    Effect: Character becomes a Giant king cobra, cannot cast any spells, and deals massive amounts of poison and physical damage.
    Attack Type: Melee
    Additional Levels: Additional poison damage and hit points.

    Skill Tree - The Plagues

    Level 1 Skills
    Gnats - Stretch out your staff and strike the dust of the ground, and throughout the land the dust will become gnats.
    Spell Type: Summon Creature
    Effect: Swarm of gnats drains mana and drains stamina. Weak hp and cannot deal damage, just drains.
    Attack Type: Melee swarm
    Additional Levels: Additional drain mana. Increased amount of Gnats, one per level.

    Level 6 Skills
    Blood - With the staff that is in my hand I will strike the water of the Nile, and it will be changed to blood. And the water was as blood, and all those who drank from it felt a sickness stir within them.
    Spell Type: Aura
    Effect: Target loses 1 health every 3 sec
    Radius: 5 meters
    Additional levels: Increased radius
    Additional levels: Additional hit point lost per 3 seconds

    Reptiles - And the Nile will teem with reptiles. There will be lizards and snakes, frogs and salamanders. They will come up into your palace and your bedroom and onto your bed, into the houses of your officials and on your people, and into your ovens and kneading troughs.
    Spell Type: Damage spell
    Effect: Several small creatures are summoned that travel in a narrow arc that deals magic damage. Similar to Creeping Doom in Eastern Sun 3.00
    Additional Levels: Increased damage

    Level 14 Skills
    Boils - Take handfuls of soot from a furnace and toss it into the air and it will become a fine dust over the land, and festering boils will break out on men and animals throughout the land.
    Spell type: Curse
    Effect: Drains 5% life of target creatures and adds it to Overseer’s hp. Does not affect undead.
    Duration: 15 seconds
    Radius: 5 meters
    Additional Levels: Increased radius and duration

    Pestilence - I speak these words of death, and I will bring upon you and your livestock, a terrible plague of disease and destruction.
    Spell Type: Curse
    Effect: Target area becomes poisoned
    Duration: 10 seconds
    Radius: 7 meters
    Additional Levels: Increased radius and damage

    Flies - I will send swarms of flies on you and your officials, on your people and into your houses. You will not be able to eat for the flies will pile on everything.
    Spell type: Summon Creature
    Effect: Flies drain small amounts of hit points and stamina. Flies have moderate hit points.
    Attack Type: Melee swarm
    Additional Levels: Increased flies hit point drain. Increased amount of Flies by 1 per 2 levels.

    Level 22 Skills
    Death of Firstborn - At midnight, I will go throughout the land, and every firstborn son will die. From king, to slave girl, to the firstborn of your livestock, they will all perish.
    Spell type: Aura
    Effect: Dead rest in peace, and knocks back all creatures every 5 seconds. Bosses are unaffected by knockback.
    Radius: 7 meters
    Additional Levels: Increased radius.

    Level 30 Skills
    Locusts - Stretch out your hands over the land so that locusts will swarm over Sanctuary and devour everything. All shall be consumed, vine and wheat and beast and man and blood and flesh.
    Spell type: Summon Creature
    Effect: Locusts drain stamina, mana, and small amounts of hit points. Locusts have moderate hp.
    Attack Type: Melee Swarm
    Additional Levels: Increased amount of Locusts by 1 per 5 base points. Increased drain per level.

    Darkness - Stretch out your hand toward the sky so that darkness will spread over Sanctuary- Darkness that can be felt.
    Spell type: Curse
    Effects: Everyone becomes blind within 2 screens (including Overseer), and enemies lose 20%hp, and 20% defense. Overseer’s summon creatures are immune.
    Duration: 30 seconds
    Additional Levels: Increase duration 5 seconds per additional level

    Fire and Hail - And when he stretched out his staff toward the sky, he brought forth thunder and fiery hail, and lightning flashed down and burned the earth.
    Spell Type: Damage Spell
    Effects: Small meteorites fall from the sky in a similar style to Blizzard in DII. 2 Lightning strikes per casting as well.
    Duration: 10 seconds
    Additional levels: Increased duration and damage.

    Skill Tree- Sand and Brimstone

    Level 1 Skills
    Sand Armor - Even the strongest of Overseer’s needs some form of armor, and they learn this basic defense at their earliest stage of Priesthood. The Overseer summons the sand into a small whirling twister, just large enough to protect him from some forms of damage.
    Spell Type: Summon Armor
    Effect: Creates a whirling shield of sand around the caster. Armor defends against physical and fire damage.
    Additional Levels: Increased damage absorbed.

    Level 6 Skills
    Wave of Sand - It soon becomes necessary for the Overseer to be able to strike back at his enemies. The young Overseers can summon small waves of sand to hurl at their enemies.
    Spell Type: Damage Spell
    Effect: Summons a small wave of sand 2 meters tall and 5 meters wide, that crashes against as many as 3 enemies. Deals Physical damage.
    Additional Levels: Increased damage. Increased width 1 meter per 5 levels, and 1 additional enemy per 5 levels. Max of 6 enemies.

    Sand Creature - Overseers have been known to construct many things from the sands. Thus, granting life to the sand in the form of a demonic creature is known to be one of the Overseer’s favorite weapons.
    Spell Type: Summon Creature
    Effect: Creates a small sand demon, gremlin like in appearance. Moves similar to a pygmy, and attacks with a small spear.
    Attack Type: Melee
    Additional Levels: Increased damage and 1 creature per level. Maximum of 10 creatures.

    Level 12 Skills
    Sand Spire - The Priests of Rajj that have spent several years perfecting the way of the sand, can summon great columns of sand to smash down upon their enemies.
    Spell Type: Damage Spell
    Effect: Summons a column of sand that shoots up from the ground to deal physical damage. Deals moderate damage to one target.
    Additional Levels: Increased damage, and reduced cool down timer per level.

    Flame Prison - Since the Priests of Rajj live in the Ocean of Fire, it is only natural for them to tame the yellow flame. A well trained Priest can learn to construct a wall of fire to surround their enemies, causing great damage to those trying to escape.
    Spell Type: Summon Prison
    Effect: Creates a ring of fire around target. Target isn’t damaged by fire unless trying to run out. The target is then knocked back, and dealt massive fire damage. Three escape attempts will allow the target to leave the Flame Prison.
    Additional Levels: Increased damage. One additional prison per 3 levels.

    Level 22 Skills
    Ocean of Sand - Great devotion to the Djinni Rajj will create a form of understanding for the Priest. They become so versed in the command over the sand, that the Overseer can create a giant wall of sand that can consume entire legions of enemies.
    Spell Type: Damage Spell
    Effect: Creates a tidal wave of sand 6 meters tall and 18 meters wide, and crashes down damaging all enemies within the vicinity of the wave.
    Additional Levels add: Increased damage and decreased mana cost. Decreased cool-down time.

    Scarab - Venturing deep within the sands for extended periods of time will allow the Priest to learn about the greater mysteries of the Ocean of Fire. Among these mysteries is the ability to summon giant scarabs.
    Spell Type: Summon Creature
    Effect: Creates giant scarab. Creature deals physical damage. When Scarab dies, casts charged bolt, 4 bolts.
    Attack Type: Melee
    Additional Levels: Increase scarab damage, and increased charged bolt damage.

    Level 30 Skills
    Flame Armor - After many decades of study, a Priest of Rajj can become a High Priest. When this rank is attained, the Overseer is allowed access to the knowledge of the Great Fire. With this knowledge, the High Priest can enchant his armor with a flame that does not injure himself, but deals great harm to others.
    Spell Type: Summon Shield
    Effect: Overseer’s armor becomes engulfed in a dark orange flame. Increases Overseer’s defense rating by 15%, and deals fire damage to enemies when struck.
    Duration: 60 seconds
    Additional Levels: Increased duration and damage.

    Brimstorm - Once a High Priest, the Overseer will use the knowledge of the Great Fire to enchant the sands around him with fire. This sand can then be summoned into a great hurricane of scorching sand and glass to completely annihilate all life around him.
    Spell Type: Damage Spell
    Effect: Whirling storm of fire and sand. When the storm is cast, it hovers around the Overseer that is then aimed in whatever direction the caster wants. Once directed, the storm goes in one direction, damages creatures in its path, along with destroying any plant life in its way. The storm deals physical and fire damage. Storm travels 2 screens.
    Additional Levels: Increased physical and fire damage.
    Posted in: Unannounced Class
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