Author Topic: Skaven  (Read 35563 times)

Offline oslecamo

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Skaven
« on: December 30, 2011, 09:04:08 PM »
Skaven

"Sometimes - you might think I'm as crazy as a doom prophet - but sometimes I think those rats are watching me. You know, spying like. Pelor preserve me, but I don't like it much. I'd hate to see it if the rodents ever got their way..."

The Skaven are a race of bipedal ratmen that are so rarely seen under the sun that many surface habitants deny their very existence. Yet they're one of the most numerous races, remaining hidden away underneath unsuspecting nations. They're also the only known race to commonly work with warpstone, a mysterious glowing mineral  that's basically crystallized magic and can be used for a variety of powerful effects, but also inevitably corrupts and ruins those who use it. Except for the skaven, which seem to not only be able to resist its harmful effects, they actually thrive on warpstone, as if they always had existed alongside with it. Which is probably true.

Physical Description: The majority of the man-sized vermin are slight of build and, if they abandoned their slinking hunched gait, stand between four to five feet in height, with the largest specimens reaching over six feet. Skaven are covered in close fur, save for their ears, muzzle, hands, and fleshy, worm-like tails. The eyes of the ratmen gleam red in torchlight and their mouths are lined with wicked teeth, particularly their yellowed incisors, which are razor-sharp for ripping and tearing.

Skaven move in rapid stop-start scurries. They exude nervous energy in twitchy, hurried bursts and always seem to be in an agitated state. Skaven metabolism burns at a ferocious rate, peaking with a spike of adrenaline if they feel angry or threatened. This hyper vitality gives rise to the quick reflexes, endless haste and the legendary speed of the Skaven. The drawback to such velocity is that the ratment need to gorge themselves after a long march or battle to refuel their drained bodies. Amongst Skaven this phenomen is known as the Black Hunger, and goes some way to explaining their propensity for feasting upon the fallen (of either side) after combat. The largest individuals can easily devour an entire Skaven body by themselves after an exhausting task. A Skaven suffering the pangs of the Black Hunger and unable to replenish himself will visibly weaken and soon after die.

Relations with other races: Skaven usually see other races as enemies blocking their path for world domination, allies to be backstabbed later, or as source of slaves and food (not much difference in the Skaven's eyes). They take great efforts to hide their true nature from surface dwellers, not only performing their attacks and raids under the cover of night, but also making sure to leave no corpses or equipment of their own behind. In the end, most Skaven attacks on the surface are blamed on lycanthropes, or some kind of rare mutant from some mad wizard's experiment like anthropomorphic animals.

They have more difficulty keeping their nature hidden from other underground races, but even those are left in the dark about the true might of the Skaven race. Skaven will also many times ally with other evil underground races like orcs, kobolds and drows against a common enemy, and end such alliances as soon as they believe they can get away with it.

Alignment: Skaven are creatures or urgency-unless powerfully led they naturally seek the easiest and most immediate solution to problems. If Skaven pause it is only to consider how they can explain their actions to reflect most highly upon themselves, or at least how they can better spin the events to disparage against rivals. Skaven have no sense of either history or posterity. Amidst the scheming and constant warfare, Skaven seek great achievements during their short lives for their own personal benefit. All of this combined leads to Skaven having  a powerful tendency for evil and chaos,

Skaven Lands: Like rats, Skaven can potentially be found everywhere, and if you see one, chances are that there's dozens more hidden nearby. They dig their lairs deep underground, but aren't shy of living on the captured cities of other subterranean races. Dwarven strongholds are a particular sign of prestige.

Skavenblight is the Skaven capital, and also their rumored place of origin. It was once a human city before a mysterious plague decimated its inhabitants and empowered the local rats. Since then corruption and ruin have spread from the city, turning the land around in cursed swamps that none (not even the Skaven themselves) dare to cross and disrupt all divinations and dimensional travel, making the exact location of Skavenblight a mystery to all other races. The Skaven have thus expanded the city underground, creating a sprawling metropolis of endless caverns, to which are connected all other skaven cities across the world.

Other Skaven important cities include Hell Pit,  the stronghold where Clan Moulder breeds most of its new monsters, and the northern Lair-Nests where Skaven dig the dangerous but powerful warpstone, as long as they pay an heavy toll for Clan Rictus that controls.

Religion: Skaven almost exclusively worship the Horned Rat, a powerful demon prince that prophesizes the Great Ascendancy, where all Skaven conquer the world and all other races. The Horned Rat's will is enforced by the Council of Thirteen, composed by the twelve leaders of the twelve strongest Skaven clans, and an empty seat for the Horned Rat itself. It is this council that keeps Skaven working as a whole for world conquest and prevents them from descending into a series of fractured factions or all-out civil war. Betrayal and scheming are still not only commonplace, but actually fully expected (if not even admired) among the Skaven, and the only regrettable thing is to be caught before succeeding.

Skaven have little if no clerics, instead relying on their grey seers and plague monk for their "religious" duties.

Language: Skaven speak Common, Squick-speak (their own language), and rarely learn other languages.

Names: Skaven take short names that are quite similar to the squealing and chittering of rats, like Ikit, Throt, Skweel, Queek, Tretch, Sckorlk and Sknikch.

Adventurers: Although they usually prefer strength in numbers, there's many Skaven willing to take the path of the adventurer, for the opportunity of gaining great personal power in short time, or at least some kind of powerful trading chip to buy themselves a high position in Skaven society.

SKAVEN RACIAL TRAITS
Humanoid Type: Skavens are humanoids.
+2 Dexterity, +2 Intelligence, –4 Wisdom: Skavens are naturally fast and cunning, but cowardly and devoid of empathy or compassion.
Medium: As Medium creatures, Skaven have no special bonuses or penalties due to their size.
•Darkvision 60 feet.
• Skaven base land speed is 40 feet.
Skurry Away: All Skaven embody the adage "he who runs away lives to fight another day". Skaven gain +5 feet to their land speed while using the Withdraw option or under any Fear effect.
Verminous Valor: Skaven consider that scampering to safety while dooming their own allies as something natural. Whenever a Skaven is targeted by an attack, they may as an Immediate action take cover behind an adjacent ally, turning them into the target.
Strength in Numbers:All Skaven gain +1 to Will saves for each adjacent ally of their own size or bigger.
Bite: Skaven possess a Bite natural weapon that deals 1d4+Str mod damage.
Black Hunger: Skaven need to eat a lot to keep their fast metabolisms going. They eat four times as much as a normal medium humanoid. If a Skaven goes 8 hours without eating they become fatigued. If they go 8 hours fatigued they become Exhausted. If they go 8 hours exhausted they must make a Fort save with DC 20 every hour or die, with the DC increasing by 1 every consecutive hour. Such is the hunger of the Skaven that even if they somehow lose the need to eat (like a ring of sustenance, becoming undead/construct), they still need to put fresh food down their throats every 8 hours or be rendered insane (even if they have become immune to mind-affecting) until they eat a good meal again.

Base Classes:
Skaven Warlord
Grey Seer
Plague Priest
Eshin Agent
Master Moulder
Warlock Engineer
Prc:
Eshin Nightlady
Verminlord

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« Last Edit: July 20, 2018, 03:43:41 AM by oslecamo »

Offline oslecamo

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Re: Skaven
« Reply #1 on: December 30, 2011, 09:22:06 PM »
Skaven Warlord


"Now, hear-listen what I have to say. Long-long have we fought for this under-lair and now we stand in the Darf-things throne room. Their king-thing sat here. I, Warlord Viskis, have eaten him. We must take-take the other levels, kill-kill all that remain. Following is MY plan!"-Skaven Warlord Viskis

A treacherous hierarcy of clans dominates Skaven society, with what are known as Warlord clans making up the bulk of the bulging population. At the top of the pyramid of clan power is the Warlord, who must embody a kill-or-be-killed maxim. A Skaven Warlord is often physically larger and more imposing than his brethern, but he must also be a devious tactician to stay ahead of any would-be usurpers. As it is the Skaven cut-throat way to rise by any means possible, a Skaven Warlord  is right to suspect anyone and everyone.

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« Last Edit: April 11, 2017, 08:55:27 AM by oslecamo »

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Re: Skaven
« Reply #2 on: December 30, 2011, 09:31:26 PM »

Grey Seer


The messenger bowed low, pressing its muzzle to the floor
"Speak-speak!”-snarled the Grey Seer
“Unexpected complications, most powerful of potentates”-answered the scurrier just before being roasted alive.
“Bad news can wait, and it's always best to kill the messenger"-Grey Seer Arqueek, after unleashing a warp lighting.



The Grey Seers are also known as the Chosen of the Great Horned One, prophets of the Lord of the Great Below, and the voice of the Horned Rat. They are powerfull sorcerers, capable of channeling eldritch energies in destructive ways. The strongest grey seers ride atop the nightmarish Screaming Bell to unleash untold ruination.

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« Last Edit: December 21, 2012, 03:45:20 PM by oslecamo »

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Re: Skaven
« Reply #3 on: January 02, 2012, 12:50:15 PM »

Plague Priest


”I-I abase myself and undeservedly place-place the resources of clans Pestilens at the disposal of the Council of Thirteen.
Furthermore, should-should the attempts against my life continue-continue, I'll have no option but to release this vial of Yellow Skull Fever here-here in the very heart of Skavenblight.”-Nurglitch, clans Pestilens representative.


Plague Priests are the most degenerate ratmen of the disciples of decay, otherwise known as Clan Pestilens. They lead their foul brethern in the creation of new and virulent diseases-forever searching for the ultimate plague that can weaken all nations so the Skaven can rise up and rule supreme.

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« Last Edit: September 01, 2017, 12:38:29 PM by oslecamo »

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Re: Skaven
« Reply #4 on: November 28, 2012, 06:42:09 PM »
Eshin Agent


"The rats have been awfully noisy lately. Two more guards disapeared whitout trace. Suspected desertions."- Excerpt of the last report from the northern imperial bastion

Whetever Night Runner Raiders,  Gutter Runners killers, infiltrating Assassins, or simply information, Clan Eshin will help for the right price. It is well known among the skaven (if never spoken) that Clan Eshin is the knife in the paws of the Council of Thirteen. Whetever the Lords of Decay have something over the shadowy clan or have merely provided the best bribe, Clan Eshin provides the unseen force with which the Council maintains their reign. The Warlord clans know it is no use pointing paws as spies are everywhere and it is perilous to plot against the plotters.

The constant removal of political opponents whitin the Under-Empire has its drawbacks and often delays greater plans. It is said that the Council of Thirteen maintain a rolling blacklist of 10 000 names marked for swift death. On the list are the world's leaders, be they Man, Elf, Dwarf or any other non-skaven race. Prioritising, however, always seems to require that Warlords of Rebellious Clans or threats to members of the Council top the list. Despite complex schemes to undermine the powers of the world, most resources are instead used to silence internal opposition, quell the over-ambitious and maintain the positions of the Council

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« Last Edit: July 18, 2018, 11:47:29 PM by oslecamo »

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Re: Skaven
« Reply #5 on: November 28, 2012, 06:42:21 PM »
Master Moulder

”Yes-yes Warlord Krizk-for a treaty-pledge of just 200 slaves, 12 claws of warptokens, a Breeder and certain alliances and pledges, one of our very-very finest Clan Moulder Rat Ogres can be yours...”-Throt the Unclean, Master Moulder.

“Take it to the pens, stitch it up quick-quick! This one shows great promise!”- Throt the Unclean, Master Moulder's second head.


Clan Moulder rose to infamy by mastering the art of breeding, mutating and surgically creating monstrous fighting-beasts. It is unknown how they stitch together disparate parts of mutated creatures, for they jealously guard their methods. It is no secret that Clan Moulder is one of the wealthiest of all clans, for the henous creations are sold to the Warlord clans, who are eager to boost their fighting prowess by adding swarms of giant rats, packs of towering rat ogres, or perhaps something even more bizarre.

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« Last Edit: September 17, 2017, 06:09:45 AM by oslecamo »

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Re: Skaven
« Reply #6 on: November 28, 2012, 06:42:37 PM »
Warlock Engineer

”Price for aid of almighty Clan Skryre most agreeable, yes-yes?”- Ikit Claw, Master Warlock Engineer

The notorious Warlock Engineers of Clan Skryre are the artificers of Skaven society, blending arcane sorceries with technology in an insane and mind-blogging mix. For the other other races of the world it is hard to differentiate or define where the science stops and the power of magic begins, altough such delineation never occurs to Skaven. Warlock Engineers see the two elements as one and the same-machines and sorcery blended togheter to create impressive killing power.

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« Last Edit: November 23, 2019, 09:36:39 AM by oslecamo »

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Re: Skaven
« Reply #7 on: November 28, 2012, 06:42:49 PM »
Verminlord



”Vecteek!... Mighty Verminlord, Prince of Ruins and Desolation. Heed the summonings of Grey Seer Thanquol. Harken to the Voice of the Horned Ones Prophet.... Vecteek!... I, Thanquol, servant of the Horned Rat, demand you to pass through this tunnel between worlds! Obey! "

Those few skaven who manage to truly impress the Horned Rat are slowly ascended to an higher form of filth and scheming, the ultimate form for the walking rats.

Prerequisites:
-Skaven Race
- All 6 levels of one of the base Skaven classes.
-Nongood, nonlawful alignment

HD:d8
LevelBabFortRefWillFeature
1+1+2+2+0Rat Demon Body, Protection of the Horned Rat, Growing Rat, +1 Str, +1 Cha
2+2+3+3+0Horned Rat’s Blessing, +1 Con, +1 Int
3+3+3+3+1Icon of Ruin, Horned Rat’s Blessing, +1 Str, +1 Cha
4+4+4+4+1Rat Regalia, Growing Rat, +1 Con, +1 Int, +1 Str
5+5+4+4+1Rat Spell, Horned Rat’s Blessing, +1 Con, +1 Int, +1 Cha
6+6+5+5+1Disgusting Majesty, Horned Rat’s Blessing, +1 Str, +1 Cha, +1 Int, +1 Con
Skills: 6+int modifier per level, quadruple at 1st level, class skills are Apraise(Int), Balance(Dex), Climb(Str), Concentration (con), Craft(any) (wis), Diplomacy(Cha), Disable Device(Int), Disguise(Cha), Escape Artist(Dex), Heal (wis), Hide(dex), Intimidate(Cha), Jump(Str), Knowledge (any) (int), Listen (wis), Move silently (dex), Open Lock(Dex), Search (Int), Spot (wis), Survival (wis), Swim (Str), Use Rope (Dex)

Proficiencies: Simple Weapons, Four Martial weapons of its choice, Light and Medium Armor, Light and Heavy Shields

Features:

Rat Demon Body: At first level the Verminlord’s type changes to Outsider (do not recalculate anything). It gains a natural Gore attack dealing 1d8 base damage that counts as magic if benefical and the [Evil] and [Chaotic] subtypes and all of their attacks count as those alignments.

Protection of the Horned Rat: The Verminlord gains DR/cold iron and magic equal to half its HD plus SR equal to 11+HD, which may be raised or dropped at any time as a free action even if it isn’t its turn.

Growing Rat: At 1st and 4th level the Verminlord grows a size category, gaining an extra +1 Natural armor and +10 feet to their base speed when they do so. Verminlords know well how smaller cowardly creatures move and keep a rat’s flexibility and speed, thus they do not take size penalties to AC, attack rolls or hide checks.

Ability Score Increase:
The Verminlord gains a permanent

+1 to Str at levels 1, 3, 4, 6
+1 to Cha at levels 1, 3, 5, 6
+1 to Con at levels 2, 4, 5, 6
+1 to Int at levels 2, 4, 5, 6

For a total of +4 Str, +4 Cha, +4 Con, +4 Int at level 6.

Horned Rat’s Blessing: At all levels but first and fourth, the Verminlord gains spellcasting as if they had taken a level of sorceror or cleric (no domains).

Icon of Ruin: At 3rd level pick one of the following options.

(click to show/hide)

Rat Regalia: At 4th level pick one of the following. You automatically become proficient with them. If they’re stolen, lost, destroyed or similar, you can summon them at your hand in perfect condition as a swift action.
(click to show/hide)
You may gain a second Rat Regalia by sacrificing either a Tool of Supremacy, a Rare Engine, an Assassin option, an Hellpit Abomination, a Screaming Bell or an Icon of the Horned Rat. If you pick two of the same,  you can attack with both as a standard action, during an Aoo or at the end of the charge with no penalties on the attack rolls.

Rat Spell:
At 5th level pick one of the following options.
(click to show/hide)


Disgusting Majesty:
At 6th level those smaller than the Verminlord that start or end their turn whitin 130 feet must make a Will save with DC 10+1/2 HD+Cha mod or be panicked for 1d12 rounds, shaken even if they save. Creatures that succeed on their save against this cannot be affected again by the same Verminlord’s Disgusting Majesty for 1 minute, unless they’re in melee with the Verminlord in which case they must make the save every round. Even creatures immune to fear may be affected by this, but they gain a +5 bonus on their saves. In addition as a standard action the Vermin Lord may make a basic attack and cast a spell with a casting time of a standard action or less, or as a fullround action full attack and cast a spell with a casting time of a standard action or less, either way all the target(s) of the attack(s) and spell must be smaller than the Vermin Lord.

« Last Edit: February 02, 2018, 08:44:50 PM by oslecamo »

Offline oslecamo

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Re: Skaven
« Reply #8 on: November 28, 2012, 06:43:08 PM »
Reserved just in case. And oh, Plague Priest added!

Offline Concerned Ninja Citizen

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Re: Skaven
« Reply #9 on: November 29, 2012, 02:37:05 PM »
Skaven Warlord:

Verminous Standard: The 12HD ability is written like it's activated but it has no activation action, duration, etc. If it's supposed to be constant, maybe note that in the ability.

Can the banner be used as a weapon?

Fangleader: do the Stormvermin retain the 10s in all stats of the clanrats or do they have better stats?

The Stormvermin come with Fullplate but their Skaven Warlord levels do not grant them proficiency in it until lv 3, so a 4th lv Warlord gets Stormvermin in nonproficient armor. 

Clawleader and Fangleader both contain the phrase "all skills must be spent on [fighter] feats." Should that be "all feats"?

Are Skaven automatically proficient with Warpmuskets/pistols or do they have to take EWP for them?

Tools of Supremacy:

Quote
The Fellblade can be fashioned in the form of any weapon, doubles the bearer's Strenght bonus,

For damage? For attacks? For skills? For the save DC of Verminous Standard?

Quote
has a 50% chance of automatically dispelling any spell/power/similar on the target that would prevent the Fellblade from hiting it.

What happens if you dispel incorporeality?

« Last Edit: November 29, 2012, 03:37:34 PM by Concerned Ninja Citizen »

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Re: Skaven
« Reply #10 on: November 29, 2012, 05:08:43 PM »
Skaven Warlord:

Verminous Standard: The 12HD ability is written like it's activated but it has no activation action, duration, etc. If it's supposed to be constant, maybe note that in the ability.
It says it triggers at the end of your turn.

Can the banner be used as a weapon?
As an improvised one, sure.

Fangleader: do the Stormvermin retain the 10s in all stats of the clanrats or do they have better stats?
It already says they get the elite array of stats base.

The Stormvermin come with Fullplate but their Skaven Warlord levels do not grant them proficiency in it until lv 3, so a 4th lv Warlord gets Stormvermin in nonproficient armor. 
Make them burn a feat in heavy armor proficiency or sell the armor, your choice. :p

Clawleader and Fangleader both contain the phrase "all skills must be spent on [fighter] feats." Should that be "all feats"?
Ah, fixed.

Are Skaven automatically proficient with Warpmuskets/pistols or do they have to take EWP for them?
Scavenge Pile already specifies you automatically gain proficiency with any weapons gained from it.

Tools of Supremacy:

Quote
The Fellblade can be fashioned in the form of any weapon, doubles the bearer's Strenght bonus,

For damage? For attacks? For skills? For the save DC of Verminous Standard?
Yes. That's why it has the heaviest drawback.

Quote
has a 50% chance of automatically dispelling any spell/power/similar on the target that would prevent the Fellblade from hiting it.

What happens if you dispel incorporeality?
Eeer, they simply turn corporeal?

Offline Rakoa

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Re: Skaven
« Reply #11 on: November 29, 2012, 05:28:33 PM »
The Plague Priest is an interesting one, very nice. Only thing I can say after skimming slightly is that under Plague Furnace it should probably not say that the Plague Priest gains options for sitting on the Plague Priest.
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Offline Concerned Ninja Citizen

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Re: Skaven
« Reply #12 on: November 29, 2012, 11:22:59 PM »
Quote
It says it triggers at the end of your turn.

It says when the damage triggers. It doesn't say when the "sudden covering" of enemies with rats triggers.

Quote
Yes. That's why it has the heaviest drawback.

Might want to note "for all purposes" or something similar just to clarify since it is a surprisingly powerful ability, though well balanced by the drawback.

Quote
Quote
What happens if you dispel incorporeality?
Eeer, they simply turn corporeal?

Forever?

Offline Wrex

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Re: Skaven
« Reply #13 on: November 30, 2012, 02:17:36 AM »
Warp lightning seems a bit......weak? d6xCHA mod is terribly small unless you have a massive charisma score, and I don't see why you would bother with warp lightning if you did. Wither is also spectacularly bad, only dealing d6 con for a single round as a 4th level spell?
« Last Edit: November 30, 2012, 02:37:19 AM by Wrex »

Offline sirpercival

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Re: Skaven
« Reply #14 on: November 30, 2012, 07:40:29 AM »
Warp lightning seems a bit......weak? d6xCHA mod is terribly small unless you have a massive charisma score, and I don't see why you would bother with warp lightning if you did. Wither is also spectacularly bad, only dealing d6 con for a single round as a 4th level spell?

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Re: Skaven
« Reply #15 on: November 30, 2012, 08:24:05 AM »
Quote
It says it triggers at the end of your turn.

It says when the damage triggers. It doesn't say when the "sudden covering" of enemies with rats triggers.
I think it's pretty clear they just have to enter and stay inside the range of the ability for it to trigger. If you have a better wording for it I'm all hears.

Quote
Yes. That's why it has the heaviest drawback.

Might want to note "for all purposes" or something similar just to clarify since it is a surprisingly powerful ability, though well balanced by the drawback.
Clarified.

Quote
Quote
What happens if you dispel incorporeality?
Eeer, they simply turn corporeal?

Forever?
The Fellblade can only remove buffs that can be dispelled. If you were naturally incorporeal then it can't remove it.

Warp lightning seems a bit......weak? d6xCHA mod is terribly small unless you have a massive charisma score, and I don't see why you would bother with warp lightning if you did. Wither is also spectacularly bad, only dealing d6 con for a single round as a 4th level spell?
Hmm, good point on Warp Lighting, increased it to 1d12 bolts fired per 4 CL.

As for Wither, you notice it offers no save, doesn't need to hit, is multi-target,   and you can choose to roll up to 2 extra d6 for a total 3d6 penalty on Con? Even if it's just 1 round, that'll still be 1 round on which your enemies are left severly weakened and exposed to your other party members.

Offline Wrex

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Re: Skaven
« Reply #16 on: November 30, 2012, 06:59:05 PM »
Mmm, I'll accept that line of thinking. Ordinarily I would say Bless with Filth would be pretty bad, but you -do- get free poison, so it's fairly useful.


I should note that it seems a bit crippling for the plague priest to recieve such a massive Init Penalty. Why did you think it neccesary? The Clerical casting?

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Re: Skaven
« Reply #17 on: November 30, 2012, 07:26:46 PM »
Yeah, clerical casting+d12 HD+2 good saves+other abilities every level, was feeling kinda too strong compared to the other skaven classes so came up with that penalty.

EDIT: and noticed now bless with filth wasn't clear enough that it's multi-target, fixed.
« Last Edit: November 30, 2012, 07:29:22 PM by oslecamo »

Offline OutlawPhilosopher

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Re: Skaven
« Reply #18 on: December 01, 2012, 03:38:14 AM »
Some thoughts on Grey Seer spells (take with a grain of salt)

Warp Lightning scales rather extremely. At, say, CL 16 with 20CHA (and 26+ seems more likely at this point) it is doing ~130 damage divided pretty much as you wish, which is quite a lot for a 2nd level spell. On the other hand, I guess it's still going to do absolutely nothing against even 5 electricity resistance. I'm not sure if this is the dynamic you're looking for, maybe it is, but it's definitely unusual. Also, the backfire just isn't that scary, doing at most 5xCHA at CL20 with a massively unlikely quintuple 1 roll.

Cracks Call is a giant line area SR(no) reflex save or die without the death or mind-affecting descriptors which also destroys objects and has a 15% chance of forcing rerolled saves. This is probably not more powerful than really broken effects, but is kind of out of line with, say, disintegrate or destruction.

Can the non-13 version of skitterleap target enemies? If so, it's probably borked, being SR(no) and no save.

Vermintide is going to cause distraction DC of 10+1/2CL+CHA vs nauseated, which is, again, probably not broken but quite unusual.

That's all for now.
« Last Edit: December 01, 2012, 03:46:32 AM by OutlawPhilosopher »

Offline Rakoa

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Re: Skaven
« Reply #19 on: December 01, 2012, 06:28:16 PM »
I think that the Plague Priest's Plague Censer ability lacks a duration for the how long the disease lasts, but mentions one. I might be wrong. Also, Philosopher, Skitterleap specifies that the target must be willing.
The Paladin Code: Detect Evil, Smite it, ask questions later.