Wizard vs Monk
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Ok /tg/. The game is E6. Both characters are level 6. 15-point buy, and a house-rule is in place. All Monk abilities that keyed off of Wisdom [like AC bonus, Stunning Fist DC, etc], now key off of Strength. The Wizard is arcane-bonded staff, and has 24 hours to strategize, before they both meet in an arena to duke it out. They start 100 feet apart, and the Wizard knows all level 1-3 spells. Assume average levels of optimization. Whose likely to win?
Ascent Quest 11
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>Previous threads can be found at: http://suptg.thisisnotatrueending.com/archive.html?tags=Ascent
>Here's a handy list of things you should know, including an inventory list, character list, and synopsis! You can even find a list of your held runes here; http://pastebin.com/3L0zZV2K
>Also, my schedule will be a little different now. I'll be running at a minimum of once every three days. Most likely more.
You are a wanderer, a mercenary, an assassin-for-hire, and much more.
As of a week ago, you have become a treasure hunter.
You're currently sitting in a tavern in the deepest part of the kystaran nation. Your friend and companion. Malchak, is sitting next to you, wearing spectacles.
You actually didn't expect him to need them, now that you think about it.
<And then she likes to turn all of these 'grummun' sideways...> He says, scrawling down galdian symbols. With some of the letters now sideways, things seemed a bit easier to read. Your thoughts contort, and you try following this twisted logic.
<Try putting the 'kilid' at the end.> You say.
Time passes as the two of you work on decoding Mal's sister's note. With an 'Ah! I finally figured it out!', Mal pushed you off, thanking you for your help.
You find yourself walking outside. It's just after noon, and you have quite some time before sundown. Dalton is taking a break from smithing, smoking a pipe. Ann's currently talking to him, her eyes wide and shining.
Miriam is outdoors, chopping firewood. Seems that she's a lot more rugged than her manner seems to suggest.
And for once, it seems Leroy is out during the day, a thick blindfold over his eyes. He keeps squeaking strangely, somehow using that sound to navigate.
You don't see Cromwell anywhere, but you're relatively sure he's in his tower.
Now... what to do...
> Go talk with [___] about something!
> Go explore the wilderness. Maybe at [____]
> I do have all that kystaran records. Maybe we could practice trying to read.
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Is it possible to dual class, or find a mixed class, between Druid and Necromancer? I've been pondering on making something along these lines for a while now. A being who protects and worships not only nature, but the forces behind it, including death just as much as life. Very akin to the Golgari.
My group is making a 3.5 adventure soon, and I was hoping to make something similar to this concept for it. Only issue is, I don't know of anything close other than Blightmancer, and I do not intend on being an Evil character for this.
Post-Rotation Deck Modification Help
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Suuuuup /tg/. I've got a standard deck that has a good chunk rotating out very soon, and I was looking for some help on fixing it up for post-rotation Theros. Pic is deck.
The obvious addition to the deck from Theros is 4x Sylvan Caryatid. My gosh, did I consider that thing a beauty. I've also got a pair of Wall of Frost in my sideboard, which will probably be going mainboard, and Guardians of Meletis MIGHT be okay with the generic mana cost.
The other cards that need to be replaced, though, well I'm at a loss. I like the counterscry, but I feel like counter-based control is going out the window while I'm left clinging.
What do you guys suggest I try out from Theros?