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Thread: [4e] Zendikar help
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2009-11-07, 02:11 PM (ISO 8601)
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- Jun 2007
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[4e] Zendikar help
Can someone provide help on building a good ally deck? I'm thinking on buying some boosters because the landfall I made is quite mediocre. Thinking of adding more blue control instants, but an ally deck sounds good to-
wait... wrong forum.
So I got into magic. It has this nice world called Zendikar and it could work really nice as a campaign setting. I am actually thinking on running a game based around the setting, with players starting as Adventurers and perhaps becoming Planeswalkers by epic level.
A world with lots of treasure, adventure, traps, deadly creatures. So many campaign hooks! I need some help adapt it tho.
My main problems are Merfolk and Kor.
The Kor I figure I can make them Goliaths with +2 Dex instead of +2 Con. The Merfolk? Kinda hard. +2 Int sounds right for them, but I have no other way to figure something out.
Comments? Help? M:tG sucks?Image by Rich Burlew
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2009-11-07, 02:21 PM (ISO 8601)
- Join Date
- Oct 2008
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Re: [4e] Zendikar help
How about Sea Kin from races of destiny?
Lagren: I took Livers Need Not Apply, only reflavoured.
DocRoc: to?
Lagren: So whenever Harry wisecracks, he regains HP.
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2009-11-07, 02:28 PM (ISO 8601)
- Join Date
- Jun 2007
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- Starter town
- Gender
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2009-11-07, 02:30 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
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2009-11-07, 02:31 PM (ISO 8601)
- Join Date
- Jun 2007
Re: [4e] Zendikar help
Merfolk.
+2 Dex, +2 Int
+2 to Athletics and to Nature
Size normal, speed 6, vision normal
Language: common, primordial
Can breathe underwater indefinitely, and has a swim speed equal to their normal speed.
Resist cold 5 (10 at paragon, 15 at epic).
Siren's Song (encounter power): minor action, range 10. (int, wis or cha) vs Will. Hit: pull the target three squares. At paragon, +2 to hit, and does 1d6 psychic damage. At epic, +4 to hit, and does 2d6 psychic damage.Guide to the Magus, the Pathfinder Gish class.
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