Archive for August, 2010

Chameleon Skink – Lizardmen RDPS

August 31, 2010 Leave a comment

“The creatures spend hours in the jungle gathering potent poisons from plants and animals, setting traps, stalking their prey. Due to the nature of their skin one can walk but a few feet near them and never notice their presence. They are indeed among the greatest and most persistent hunters I have ever seen – I would dread to be the target of their darts!” Juan de Bilbao, Soldier of the 4th Expedition to the New World

Chameleon Skink

Archtype – Range DPS

Armor – Light

Weapon – Blowgun and Daggeer

Mechanic – Jungle Stalker

  • Trained in the dense jungles of Lustria, you excel at hunting your pray from afar and from up close. Your skill allows you to gain different skills in combat. While out of combat you have five stalker points which you can use to access special abilities. While in combat you gain a point every thirty seconds

Mastery Trees

  • Oxatyotl – You follow your target from afar preferring long range attacks and stealth
  • Inxi-Hunizi – You pursue your target closely preferring poisons to weaken them and speed
  • Itzi-Bitzi – You prefer to set traps to weakenyour target and to finish them off up close in person

Read more…

Categories: Lizardmen Tags: ,

Skink Shaman – Lizardmen Healer

August 30, 2010 Leave a comment

“A strange class the Skink Shaman are… they believe that their minor grasp of the powers that the Slann wield leads them to be superior to all other lizardmen, with the exception of the Slann of course. They like to separate themselves from other skinks in the skink barrios and form an elite society of their own. Nevertheless, their small stature and knowledge of magic makes them a welcome companion in any battle, now if only they didn’t think themselves so much better than the rest of us!” Melunir Tycalis, Librarian of Lothern

Skink Shaman

Archtype – Healer/Support

Armor – Light

Weapon – Dagger and Totem

Mechanic – Old Ones’ Auspices

  • You serve as a conduit between the time of the Old Ones and the present casting blessings on your allies to aid them against your foes. Because your link with the Old Ones is so tenuous, these blessings are small bursts of their former power. Each group member may only have one offensive and one defensive auspice.

Mastery Trees

  • Tzunhi – You channel the energy of the God of Water and use water as a healing force
  • Sotec – You channel the energy of the God of Vengeance and use its powers for damaging spells
  • Tepok – You use the God of Air as a conduit to the past where you channel blessings for your allies

Read more…

Categories: Lizardmen Tags: ,

Saurus – Lizardmen Tank

August 29, 2010 Leave a comment

“Deep in the pyramids of the lizardmen cities lay the saurus barracks. A network of tunnels span the inner pyramid emerging to concealed openings on the outside. Any invader attempting to scale a pyramid of a mage-priest will be met every step by the vicious saurus temple guards. These fearsome warriors are a sight sure to make ones blood run cold, much like their own.” Artio Vengetti, Tilean Explorer


Archtype – Tank

Armor – Heavy

Weapon – Sword/Axe & Shield or Great Weapon

Mechanic – Piercing Shrills

  • You give out a Reptilian Shrill either rallying your allies or demoralizing your opponents. The longer you are in combat, the hotter your blood gets until it gets too hot and you release a Piercing Shrill. Each Reptilian Shrill lasts thirty seconds, during this time while in combat your Cold-Blooded Meter will rise – should it reach its maximum level, your Reptilian Shrill will turn into a burst Piercing Shrill and the buff will go away. Reapplying a new shrill will reset your Cold-Blooded meter.

Mastery Trees

  • Quetzl – A path focused on offensive attacks and increasing your allies fighting power
  • Tlazcotl – A path focused on defensive attacks and increasing your allies survivability
  • Chotec – A path focused on debuffing attacks and decreasing your enemies fighting power

Read more…

Categories: Lizardmen Tags: ,

Lizardmen Prelude Part II

August 28, 2010 Leave a comment

Spring, Lustria

Days had passed since Belashar Cordalis and the crew of the Silver Dragon made landfall on Lustria and spoken to Lord Adohi-Tehga, Lord of Tlaxtlan. His crew grew uneasy being kept under armed guard in the lizardmen city even though they were treated well; Belashar felt an even greater unease that he would fail at his mission and have to return to Ulthuan with no words of hope. His mission had been to convince the lizardmen that the cause of the Asur was their struggle as well. Alas, Belashar was a Dragon Prince of Caledor, no silver-tongued diplomat and he felt his presence and rash words did little to convince the mage-priest that the cause was worthy. He comforted himself with the thought that irregardless of who came the lizardmen would refuse to join any war outside of Lustria. Though he did not know it, he was right. The mage-priests were far more concerned with trying to fulfill the Old Ones plans for this world than aiding the struggle against Chaos, even though they already did their part. Read more…

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Lizardmen Prelude Part I

August 27, 2010 Leave a comment

Spring, Lustria

First it was the days spent at sea, now days trekking through the jungles of Lustria. Belashar Cordalis, Dragon Prince of Caledor, was not thrilled with his assignment but duty and loyalty bound him. The Phoenix King had personally asked Belashar to take on this task and did not fail to mention several times that the fate of Ulthuan rested on Belashar’s shoulders.

Belashar was called from his war-torn home of Caledor by the Phoenix King himself to travel as ambassador to Lustria. Although the High Elves were making Malekith pay dearly for every step of soil in Ulthuan, the hosts of the Druchii were vast and Malekith only need send word for more troops from Naggaroth – the High Elves had no reinforcements to call in on. That is why the Dragon Prince must sail to Lustria and try to convince the lizardmen of the necessity of war. No easy task to convince the neutral lizardmen that war beyond Lustria was necessary… Read more…

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Beastmen v Wood Elf Campaign

August 26, 2010 1 comment

“I had a dream that a terribly dark storm was on the horizon and it was moving toward Athel Loren. I saw lightning strike a tree and from the scar blood gushed forth, and from this blood Cyanathair the Corrupter was reborn. The forests of Athel Loren went from being covered in snowfall, to being covered in blood-washed snow. I fear what will happen to Athel Loren when this dark storm reaches our borders…” Excerpt from the Journal of Ariel, Queen of Athel Loren

So to conclude the Wood Elf and Beastmen storyline I wanted to put up maps, because I am in love with maps! So plotted out I’ve labeled tiers 1-4 using the standard set up that Mythic has and including my own additional dots for tier 5. This is all entirely hypothetical fluff considering 1) this pairing doesn’t exist and 2) the concept of tier 5 doesn’t exist. But for those who want to become more geographically aware…. Read more…

Beastigor – Beastmen MDPS

August 25, 2010 Leave a comment

“Brutal creatures – half mean, half beast. You would think that their bestial nature would indicate a lack of intelligence, but no. Oh no, these are intelligent beasts. Try facing a group of bestigors clad in plate and chain-mail armor wielding a massive axe and you know that these creatures have enough sense to don proper armor and weapons. They may succumb to blood lust on the battlefield but they fight with the skill of any of our men-at-arms; it is an unfortunate trait that they are far stronger then our men-at-arms. No, if you see a beastigor do not assume he will bray at you and attack like a child of five years; no, these are seasoned veterans fed on the blood of our people.” Junitz Freibelg, Ostland Forest Guard


Archtype – Melee DPS

Armor – Medium

Weapon – Greataxe

Mechanic – Blood of the Gods

  • You apply the blood of a Chaos God to your blade enhancing it. But beware, no gift from the Gods is ever free, so you suffer a setback for each blood. Additionally, as the battle goes on, the blood from your blade drips into your wounds and mixes with your own. Should your body become dominated by a God’s Blood, you will be transformed into a mad being with no control over your actions for thirty seconds until you have exhausted the God’s blood lust.

Mastery Trees

  • Khorne – A focus on head to head combat with single target damage
  • Nurgle – A focus on wearing a target down, or hitting multiple targets
  • Slaanesh – A focus on weakening your enemies

Read more…

Categories: Beastmen Tags: ,