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..."
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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 crystalized magic and can be used for a variety of powerfull 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 actualy trive 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, particulary 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 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 diference 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 lychantropes, or some kind of rare mutant from some mad wizard's experiment like antropomorphic animals.
They have more dificulty 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 achievments during their short lives for their own personal benefit. All of this combined leads to Skaven having a powerful tendecy 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 powerfull demon prince that prophecizes 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 twleve 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 regretable thing is to be caught before suceeding.
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: Altough they usually prefer strenght in numbers, there's many Skaven willing to take the path of the adventurer, for the oportunity 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 TRAITSHumanoid Type:Medium:Skurry Away: Verminous Valor:Strenght in Numbers:Bite: 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 whitout 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 every hour or die. 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) untill they eat a good meal again.
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Skaven Classes(only available to Skaven characters)
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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
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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 oftern 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.
Adventures: Leadership must be savagely taken. To gain power, a Skaven Warlord must seize control proving himself a top fighter and devious adversary. By adventuring, a Skaven Warlord has plenty of oportunities to prove his might, collect trophies, and perhaps even strike temporary alliances with others to take down a rival.
Characteristics: Altough not as mighty as a orc chieftain or as devious as a drow captain, Skaven Warlords are an unique combination of martial prowess to crush their oponent during combat, leadership trough fear to keep his minions in line during combat, and political scheming to set rivals against each other.
Religion: Skaven Warlords don't have much time for religion, but they usally offer prayers for the Horned Rat.
Background: Skaven Warlords usually have risen quickly trough the ranks, or not risen at all. Those skaven that not only grow big and strong but also bully their lither brothers, are quickly assigned to important milirary positions, and from there is a matter of staying alive while making sure others around you die first.
Other Classes: Skaven Warlords are more than happy to work with other classes and the variety of support they can offer, as long as the Skaven Warlord himself can be in a leadership position. If anything, they distrust sneaky allies, which they always suspect will try to cut their throats as soon as they turn their backs, but the Skaven Warlord has no problem with them cuting other's throats.
Role: Skaven Warlords provide a frontline force that triples as group support and clever manipulator.
HD:d10Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +0 | Pawleader, Scavenge Pile |
2 | +2 | +3 | +0 | +0 | Clawleader, Verminous Honor |
3 | +3 | +3 | +1 | +1 | Stormvermin, Verminous Standard, +1 Str |
4 | +4 | +4 | +1 | +1 | Fangleader, Cornered Rats, +1 Con |
5 | +5 | +4 | +1 | +1 | Rat Chieftain, +1 Str |
6 | +6 | +5 | +2 | +2 | Rat General, Tools of Supremacy, +1 Con |
Skills:6+int modifier per level, quadruple at 1st level, class skills are Balance(Dex), Bluff(Cha), Climb(Str), Intimidate(Cha), Jump(Str), Hide(Dex), Knowledge (any) (int), Listen (wis), Search(int), Sense Motive(wis), Spot (wis), Swim (Str)
Proficiencies: Simple and Martial Weapons, Light and Medium armor, Light and Heavy Shields
Features:Pawleader:At first level the Skaven Warlord only has the authority to order around a number of slaves equal to twice his Str mod or Skaven Warlord level, whicever's lower (minimum 2, maximum 12), the lowiest members of skaven society. Treat those as skaven commoner 1 with 10 on all stats (before racial modifiers), no feats or skills, and just 1 HP, such is the poor conditions they're treated. They come with the simple weapon they're proficient with, but it's in such a poor state that it has no market value whatsoever. They're fanatic towards the Skaven Warlord, and if they die, new ones will appear as replacement from the surrounding lands in 24 hours. That's because the only alternative a skaven slave has to working to death in some underground city is to serve as soldier to a Skaven Warlord, in the faint (but possible) hope of surviving and being promoted.
Scavenge Pile:Skaven society produces a series of unique equipment that are standard among their elite and leaders members. At 1st level the Skaven Warlord gains one of the following options (he's automatically proficient with any weapons gained from this).
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Warpmusket- Skaven often use the highly unstable magical energies of warpstone to create devilishly deadly weapons. The warpmusket is a two-handed masterwork ranged weapon with a range increment of 100 feet and x4 crit multiplier that fires bolts of chaotic energy dealing 2d6 damage per shot and counts as magic for bypassing DR and hiting incorporeal oponents. Firing a warpmusket provokes attacks of oportunity just like a bow. It recquires no ammo, but on an attack roll of natural 1 the weapon releases a burst of energy that damages the user as if he had hit himself!
Any non-skaven that uses a Warpmusket takes 1 point of Con and Wis drain for each shot fired, even if they're immune to ability drain.
Warplock Pistols-As the Warplock Musket, but is a one-handed weapon, deals 1d8 damage per shot and has a range increment of 30 feet, and doesn't provoke an attack of oportunity for firing in melee. Also the skaven gets two of these.
Poison Contract- The fine powders and unctuous lotions purchased from Clan Eshin can turn a scratch into a deathblow. At every nightfall the Skaven is contacted by a Clan Eshin member that offers it a choice of venoms and toxins. The Skaven Warlord can get up to 1000 GP per HD worth of poisons from this contact whitout paying anything, but they're cheap versions and will become useless if not used whitin 24 hours (and thus have no market value). This contact can also be used to purchase regular poisons with gold or other goods. In addition the Skaven no longer risks poisoning himself when applying poisons to his weapons.
Tail Weapon- Altough a Skaven's tail is not strong enough to inflict any damage by itself, some Skaven learn how to wield a weapon with it. This could also be a mechanical clan Skyre attachment or an evolved mutation, the results are the same-another appendage wielding a weapon. This grants the Skaven one extra attack on a fullattack, but only adds half his Str mod to it. The extra appendage cannot perform fine manipulation.
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Clawleader:At 2nd level the Skaven Warlord has enough authority to,
instead of slaves, commands clanrats, the basic soldiers of the skaven, at the rate of 1 clanrat per 2 slaves (he may mix and match both, like 1 clanrat and 2 slaves instead of 2 clanrats). Treat them as Warriors with a Warrior level equal to the Skaven Warlord's HD -2(minimum 1), 10 on all stats (before racial modifiers), that come with studded leather armor, light shield and two melee weapons they're proficient with. Again their equipment is of such lowly quality that it has no market value. They gain skills and feats as normal, but all skills must be spent in [Fighter] feats. They obey the Skaven Warlord's orders, and if killed are replaced whitin 48 hours. In alternative, the Skaven Warlord may promote any slaves that survived at least one ecounter that granted the Skaven Warlord exp. This doesn't allow the Skaven Warlord to control more clanrats than normal, any excess surviving slaves are quickly backstabbed by their own brethern to make promotion room.
Verminous Honor: All skaven leaders agressively take credit for positive outcomes and swiftly allocate blame for all that goes poorly. This ranges from tweaking the truth to outrageous lies. For instance, if an avalanche destroys large portions of the foe, the more convincingly a Chieftain can take credit for the event, the more his esteem rises with subordinates ("yes-yes, it is deadly to attack Chieftain Snarlock") and overlords ("The Great Horned One watches over Snarlock"). The fact that few believe such lies or blatant self-aggrandisement is neither here nor there-what is important is the small strand of possiblity and the sheer audacity required to make such blaims. It takes a great leader to speak great lies.
At 2nd level the Skaven Warlord adds half his HD as a racial bonus in all Bluff, Intimidate and Sense Motive Checks.
Stormvermin:At 3rd level the skaven rises to the rank of Stormvermin, the finest(relatively speaking) skaven warriors! Those ratmen are righteously feared for moving and attacking at lighting speed despite the great bulk of their gear. The Skaven Warlord becomes proficient with heavy armor, isn't encumbered by armor of any kind anymore, and ignores the Max Dex bonus on any armor he wears.
Verminous Standard:With the natural cowardice of their brethern, Skaven Warlords carry large banners to boost their forces morale, and to strike fear into the minds of the enemy in order to even the odds. At 3rd level the Skaven Warlord can craft a personal banner with 8 hours of work and 100 GP worth of materials. All allies whitin 40 feet of the banner gain a morale bonus to Will saves and attack rolls equal to 1/3 HD, including the Skaven Warlord himself. When the banner carrier charges, oponents whitin 30 feet of his end point must make a Will save with DC 10+1/2 HD+Str mod(of the Skaven Warlord) or be Shaken for 1 round. The Banner must be wielded in at least one hand, and if the wielder becomes stunned, paralyzed, prone, panicked or otherwise helpless or unable to hold the banner anymore, all the banner bonus are lost for 24 hours. The exception is that if another skaven is adjacent to the banner carrier when they would drop it, the skaven may pick up the falling banner as an immediate action and keep the bonus going.
The Skaven Warlord may delegate a minion to carry the banner on his stead to have both hands free, as long as he trust him to keep the banner high.
As the Skaven Warlord grows in power and legend, his personal banner acquires new qualities. The following abilities are only gained if all Skaven Warlord levels were taken.
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At 6 HD as a swift action the wielder may 1/hour double the movement speed of all allies whitin 40 feet. If he charges during that turn, enemies are shaken on a sucesful save or frightened on a failed save.
At 9 HD he can decorate the banner with trophies and hides of an oponent as a fullround action. Allies whitin 40 feet of the banner gain a morale bonus on damage rolls equal to 1/2 the HD of the slain oponent against creatures of the same type (in the case of humanoids, must be of the same race). Only the remains of one oponent may be in the banner at any time for the purpose of this ability, removing old ones is a fullround action.
At 12 HD, enemies whitin 40 feet of the banner find themselves suddenly covered by squealing and biting rats out of nowhere that automatically inflict 1d6 damage per 6 HD at the start of the wielder's turn, plus inflicts a penalty on all skill checks equal to 1/3 HD on said enemies while they're whitin 40 feet of the banner.
At 15 HD as a fullround action 1/day the banner carrier can start a ruinous storm that makes flying of any kind impossible in a radius of 1 mile per HD. Ranged attacks inside the area take a penalty equal to 1/3 HD on attack rolls, and even ranged attacks that would hit automatically like spells suffer a 50% failure chaince. At the end of every round after this ability is activated, there's a 20% chance the storm ends. In addition now every time the carrier charges enemies whitin 40 feet of the end point are shaken on a sucesful save or frightened on a failed save instead of just shaken in a failed save. If he uses the double movement speed ability, they're panicked on a failed save or shaken in a sucessful save instead.
At 18 HD the banner has become a tapestry of dread and evil. Its patterns twist and move forming runes that can be read in any language- "Gaze into the eyes of the Great Horned Rat and despair". Oponents whitin 40 feet take a penalty on Will saves equal to 1/6 HD, lose any immunity to Fear they may have (but still gain a +5 bonus against fear effects if they had it) and as an immediate action the banner carrier may force an oponent whitin 40 feet to re-roll a sucessfull Will save.
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Ability Increase: The Skaven Warlord gains +1 to Str at levels 3 and 5 and +1 to Con at levels 4 and 6, for a total of +2 Str and +2 com at level 6.
Fangleader:At 4th level the Skaven Warlord has become important enough to,
instead of clanrats or slaves, command a number of elite stormvermin, at the rate of 1 stormvermin for each 2 clanrats (he may mix and match all types, like 1 stormvermin, 1 clanrat and 2 slaves instead of 2 stormvermin). Treat them as Skaven Warlords with a level equal to your own HD-2 (once they take all Skaven Warlord levels, they can take fighter and/or barbarian levels), elite array of stats (before racial modifiers), that come with fullplate armor and a +1 weapon they're proficient with, but have no minions or banners of their own. They gain skills and feats as normal, but all skills must be spent in [Fighter] feats. They obey the Skaven Warlord's orders, but if killed are not replaced. The Skaven Warlord may replace stormvermin by promoting clanrats that survived at least one ecounter that granted the Skaven Warlord exp (must still get their equipment from somewhere else). This doesn't allow the Skaven Warlord to control more stormvermin than normal, any excess surviving stormvermin are quickly backstabbed by their own brethern to make promotion room.
If the Skaven Warlord is himself slain, the player may pick up one of Stormvermin (if any's still alive) to keep playing. If he consumes a piece of his "previous" character, no matter how small, he absorbs the older essence and gains all the stats of the previous warlord, just with one lost level (overwriting the stormvermin own stats).
Cornered Rats: Desesperate Skaven can become suprisingly vicious. Whenever one of the Skaven Warlord's minions under his view fails a save, he can glare at it as an immediate action with terrible promises of death. The minion sucidically automatically throws himself at the nearest enemy whitin 10 feet, dealing 1d4 damage per HD (of the minion). The minion then dies from or takes the chance to chance to escape the battlefield never to be seen again, depending on the situation (either way, the minion's removed from the battle).
Rat Chieftain:At 5th level the Warlord becomes a true skaven hero (by ratmen standards of course), and nobody would question that the Horned Rat clearly watches over him. He treats natural 13s on attack rolls as natural 20s (including always threatening a critical on a natural roll of 13).
Rat General:At 6th level the Skaven Warlord is a true leader of rats. Skavens from every place flock to him, granting him a virtualy endless supply of
cannon fodder troops. Slaves can now replaced every hour, and clanrats every 8 hours.
Tools of Supremacy:At 6th level the Warlord gains acess to the best goods of Skaven society, in order to show the world his unquestionable might! Any selecteable weapons count as masterwork and magic for bypassing DR and hiting incorporeal oponents, and can be be further enchanted by normal means. Since they're custom-crafted for the Skaven Warlord, they're just mundane weapons on the hands of anyone else.
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Fellblade- Raw warpstone smelted into stolen adamantine. Incantations of doom were heaped upon this cursed blade. Death itself was bound to its cutting edge and any with eldritch sight can see the aura of power and ruin that surrounds this wicked creation.
The Fellblade can be fashioned in the form of any weapon, doubles the bearer's Strenght bonus, ignores half the DR of the target and has a 50% chance of automatically dispelling any spell/power/similar on the target that would prevent the Fellblade from hiting it. Any natural attack roll of 6 or lower with this weapon automatically strikes the wielder instead. It cannot be further enanched
Warpforged Blade-Warpstone powder mixed with steel during the forging process creates a weapon of wicked cutting prowess. The Warpforged Blade can be fashioned in the form of any weapon and all attacks with it ignore half the armor/shield/natural armor bonus of the target. Natural 1s with the Warpforged blade automatically hit the wielder instead.
Warp Generator Weapon-This blade is attached to a warp generator that channels crackling energy along the weapon. The Warp Generator Weapon can be fashioned in the form of any weapon and it grants an Insight bonus to the Str of the wielder equal to 1/3 his HD, plus allowing an extra attack per round on a full attack. Natural 1s with the Warpforged blade automatically hit the wielder instead.
Bonebreaker-This is one of Clan Moulder's specially engineered variant mount breeds, created by taking an augmented Rat Ogre and submerging the stitched monstrosity in a vat of growth agents for months. It takes thousands of slaves dying horrible deaths to produce enough growing juices to fill the vat. When it emerges from its enforced chemical immerson, the bonebreaker is so bulked out that its upper body is hunched over, straining to contain such massed brawn. A braced platform strapped or bolted onto the creature's back, allows a Warlord to ride atop the Bonebreaker. When mounted atop such a besast, a Warlord becomes pride-swollen and behaves more arrogantly than ever!
The bonebreaker is a large monstruous humanoid with base speed 60 feet and 10 base on Str, Dex and Con, 2 Int, 6 Wis and 10 Cha. It has an amount of d8 HD equal to the Skaven Warlord, average Bab, gains +1 to Str and Con for every HD, two natural claw attacks dealing 1d8+Str mod each and a bite attack dealing 1d6+1/2 Str damage, all good saves, plus a bonus to Natural armor equal to its HD. It gains 2 skill points per HD and has just Spot and Listen as class skills. It also gains feats as normal but can only pick [Fighter] and/or [Monster] feats. Finally it delivers blows with such raw brutality that whenever it hits an oponent in melee, all whitin 30 must suceed on a Will save with DC 10+1/2 Str mod or become Shaken for 1 round (this doesn't stack with itself).
The Skaven Warlord can ride it using Intimidate instead of the Ride skill, and the Bonebreaker comes with a special plataform that grants the Skaven Warlord Cover (20% miss chance) while riding on it. If he's carrying his banner, all Verminous Standard abilities have their range increased to 60 feet as he stands out even more. If the bonebreaker gets killed, a new one can be supplied in a day's time for a 500's GP if the body is returned to a representative of Clan Moulder (found in any cave if the Skaven Warlord screams its name and waits for 24 hours) or 5000 GP and a week otherwise
Great Pox Rat-Another special breed of Clan Moulder, the Great Pox Rat is the size of a large pony, only much wider and abhorrent. A great Pox Rat's filth-encrusted claws and mouth are filled with needle-sharp edges and infectious diseases. Once astride the heavily bloated Great Pox Rat a Warlord can rightfully twitch his tail in pride, for surely none would be so foolish as to challenge such a mighty personage?
The great pox rat is a large animal with base speed 60 feet, 60 swim speed 30 feet climb speed, and 10 base on Str, Dex and Con, 2 Int, 6 Wis and 10 Cha. It has an amount of d8 HD equal to the Skaven Warlord, average Bab, gains +1 to Str and Dex for every HD, two natural claw attacks dealing 1d6+1/2 Str mod each and a bite attack dealing 1d8+1,5 Str mod damage, all good saves, plus a bonus to Natural armor equal to its HD. It gains 4 skill points per HD and has just Spot, Hide, Move Silently and Listen as class skills. It also gains feats as normal but can only pick [Fighter] and/or [Monster] feats. Finally both its mouths and claws inflict Filth Fever, except the DC is 10+1/2HD+Str mod and the disease doesn't have incubation time, forcing a sucessful save or inflicting 1d3 Dex and 1d3 Con damage right away. Multiple hits on a single target stack. At 10 HD the Pox Rat's diseases can damage even creatures normally immune to it, but they gain a +5 bonus on their saves.
The Skaven Warlord can ride it using Intimidate instead of the Ride skill. If he's carrying his banner, all Verminous Standard abilities have their range increased to 60 feet as he stands out even more. If the great pox rat gets killed, he can leave its body on a cave. For the next 24 hours, the carcass will atract all sorts of rats and vermin that will feast into the corpse, and then upon each other. When the 24 hours end, a new great pox rat will have emerged, loyal to the Skaven Warlord only. If no body can be recovered, a new request to Clan Moulder plus 5000 GP and a week of time can get a new one too.
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Grey SeerPlague Priest-spellcasters spreaders of pestilence, coming sometime in the future.
Skaven Assassin-Stealthy rat ninjas, coming sometime in the future.
Master Moulder-Breeder of all kind of rat abominations, coming sometime in the future.
Warlock Engineers-artficers of Skaven society, blending technology with arcane, coming sometime in the future.
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Comments
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So this was the small project I talked about some pages ago. For those of you who don't know, Skaven are a faction from Warhammer Fantasy, that I specially enjoy and feel like they would fitquite well in your average D&D campaign. If people like it I'll work on the other skaven classes, if not then back to the monsters on the waiting list. But even then I'll eventuall come back to this and finish it.
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