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This is still a draft version and I havn't decided on point value or anything. But feedback and ideas for the point value are always welkom.
Kadrall, death speaker
Kadrall has been studying necromancy, this topreserve his own life. He is studying with a necromancer that he hascaptured. During his studies he found it to be hard to resurrect allbut beast or beastmen. This he blames on his hatred for all thingsbut beast or beastmen. He also found out that it was surprisinglyeasy to resurrect his fallen companions, sometimes it even justhappens. In the time of his study, he also started experimentingcombining his knowledge from amber magic and necromancy, thisconsulted in an unique set of magic. Some to raise dead and others tocombine the souls of the fallen to increase the power of hiscompanions.
M WS BS S T W I A LD 5 5 3 4 5 3 4 2 8
primal fury, aura of resurection
Kadrall is a level 4 wizard and generates spells from the lore of death, in additional he always knows the spell spirit herd (for a total of 5 spells).
braystaff(hand weapon), Additional hand weapon, skullof Grazar
Skull of Grazar
Grazar was the leader of Kadralls herd during hisstudies. At first Grazar approved the study, thinking Kadrall did itto let Grazar life for ever. Grazar later found out that Kadralldidn't plan on letting Grazar life for ever. So Grazar order Kadrallto stop. Kadrall reacted by killing Grazar and trapping his soul inhis skull. Now Kadrall uses this skull as a mask for good luck.
Skull of Grazar gives a 4+ward save. The skull also gives the bearer fear.
Aura of resurrection
During his studies, Kadrall developed an aura thatresurrects his fallen companions. This helps his companions tocontrol there fears.
All friendly units within 12" have the regenare(6). All friendly units whitin 12" are immune to fear
Spirit herd cast on a 14+
The spirits of thedead beast in the ground are called upon to wreak havoc upon anycreature it can find.
Spirit herdis a summoningspell(stormof magic page 33). Spirit herd creates a spirit herd unit within 12”of the caster. A spirit herd has the following profile:A spirit herd has theethereal special rule. The unit contains 2D6 models. This unitdoesn't give any victory points when slain. The caster can chose tosummon a unit with 4D6 models, the casting value is then increased to20+.
M WS BS S T W I A LD 5 2 2 2 1 2 1 5
Last edited by furrie; April 4th, 2012 at 12:34.
The rules text for this guy is very clunky. The whole "revive on 6+" has some thematic precedent in the Charnel Pit and the Tomb Kings Hierophant, and it manifests there as a 6+ Regeneration save. I suggest you do the same. I'm not seeing why he needs to have more than one custom spell, though. The Lore of Death is supposed to be Necromantic in origin, so he can just use that, with one of the spells you've designed as his custom "thing". Also, Ld9 on a Great Bray-Shaman should be at a BIG points premium, because that's THE thing that's supposed to separate the Beastlord from the other two Lord choices.
I've updated the character still need to dedermin the point cost.
Needs some cleaning up in the text, but most of the themselves look fairly solid. The Spirit Herd needs some clarification, though - I'm assuming you wanted to make it work like Undead, but right now it doesn't have the quintessential Undead rules (Unbreakable and Unstable). You should add that.
Once you're done with that, you can talk pricing. He's looking like something that should be in the 330-350 range, to me.
Spirit herd - being able to summon ethereal units is something I'm not sure a "real" necromancer can do and is very powerful... Here is how you can turn down the spell and keep the ethereal ability so no one calls foul. The Spirit herd is undead - since your character is an aspiring necromancer he has figured out how to summon undead but he hasn't mastered the ability to maintain the herd so the Spirit Herd would take a crumble test at the end of the friendly turn.
The Spirit herd would still be available to build up numbers with future spells but makes their presence more tenuous.
Otherwise I would just call them Beastmen zombies and leave it at that...
Also if a character has a signature spell they usually must take that spell as part of their kit of spells and not as an additional spell.
Last edited by TimA; August 13th, 2012 at 16:03.