Collamus

65 Decks, 66 Comments, 9 Reputation

Hey Northy! Been a while but I was wondering if you could make a red/blue burn/control deck where the only restriction is no planeswalkers. Thanks!

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Posted 01 August 2015 at 00:56 as a comment on Budget EDH: Freed but Prisoned

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This is my deck in real life currently. I would love it if you could call out any potential cards for this deck, that would be really great thx! :)

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Posted 15 May 2015 at 01:35 as a comment on Ojutai's Elite

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I like this deck, it is so freaking fast! However it is really expensive, if you drop the Chain Lightning, Vexing Devil and Goblin Guide your deck will become much more affordable. To replace those lost cards I recommend you add your choice of Goblin Lookout, Goblin Bushwacker, Frenzied Goblin or Mudbrawler Cohort. Also, some good spells you could add could be Flame Burst, Skullcrack, Sonic Burst or Sonic Seizure. Finally, try and have at least 20 lands. Overall a good deck, +1 for me.

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Posted 11 January 2015 at 22:12 as a comment on Too fast too furious

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I like the use of swamps to buff your creatures tremendously, but I think this deck is a little weak early game. If their is anything I think could be added, it would be more graveyard control, cards such as Nim Deathmantle or Grimoire of the Dead is good for that. Also another card good for buffing is Ring of Xathrid. Overall a solid deck, definitely a +1 for me.

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Posted 11 January 2015 at 02:17 as a comment on Shade Mana Ramp

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Or Iizuka the Ruthless but ya, pretty much

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Posted 27 December 2014 at 22:21 in reply to #524670 on Season's Greetings!

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also 8/23 creatures are wolves thats it

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Posted 25 December 2014 at 08:08 in reply to #486440 on Budget Duels: Mind vs. Matter

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Is there any cards that I could add to make this deck better? I still want it to be fairly cheap though.

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Posted 25 December 2014 at 08:01 as a comment on Budget: Wrath of Gaia

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Can I recommend a samurai vs. samurai deck. It could be two different dynasties fighting each other. Make sure to give the deck different play styles otherwise it'll be boring, 2 identical decks fighting each other.

Hope thats enough of a challenge for you, try to stay under $15 per deck though.

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Posted 25 December 2014 at 07:41 as a comment on Season's Greetings!

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That works too :)

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Posted 21 August 2014 at 01:51 in reply to #488524 on Pathfinder on Vault!!!!

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Im sorry, I kind of got screwed. All my free time has been used up, I can no longer join you guys in Pathfinder. My summer was flipped over, an now I have a whole bunch of things I need to do. I have a big trip from now till September, so Im sorry I cant make it :(

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Posted 19 August 2014 at 16:28 in reply to #488524 on Pathfinder on Vault!!!!

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ok. I just didnt understand what some of the skills were. I did understand how they worked.

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Posted 30 July 2014 at 02:08 in reply to #486310 on Pathfinder on Vault!!!!

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I used the website in the description, but I used the exact same stat numbers as KnightoftheHokeyPokey and switched them around.

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Posted 30 July 2014 at 02:06 in reply to #488524 on Pathfinder on Vault!!!!

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okkk, well now I know what Improved familiar is.

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Posted 29 July 2014 at 18:59 in reply to #488524 on Pathfinder on Vault!!!!

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Collamus
Male Human Illusionist 1
Neutral Good
Representing Collamus

Strength 9 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 20 (+5)
Wisdom 10 (+0)
Charisma 17 (+3)
Size: Medium
Height: 5' 8"
Weight: 135 lb
Eyes: Silver
Hair: Black Wavy; Beardless
Skin: Light
Specialty: Illusion

Gave up: Necromancy Divination

Total Hit Points: 9

Speed: 30 feet

Armor Class: 13 = 10 + 3 [dexterity]

Touch AC: 13
Flat-footed: 10
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 2 = 0 [base] + 2 [constitution]
Reflex save: + 3 = 0 [base] + 3 [dexterity]
Will save: + 2 = 2 [base]
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (missile): + 3 = 0 [base] + 3 [dexterity]
Combat Maneuver Bonus: -1 = 0 [base] -1 [strength]
Combat Maneuver Defense: + 12 = 10 + 0 [base] -1 [strength] + 3 [dexterity]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
30 lb. or less
31-60 lb.
61-90 lb.
90 lb.
180 lb.
450 lb.

Languages: Celestial Common (? 4 more)

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

Snake familiar: See rules in Core Handbook and stats in Bestiary

Feats:

Spell Mastery x1 No spellbook required. Spells:
Scribe Scroll [free to wizard]
Improved Familiar
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 3 =
+3
Appraise Int 9 =
+5
+ 1 + 3 [class skill]
Bluff Cha 7 =
+3
+ 1 + 3 [snake]
Climb Str* -1 =
-1
Craft_1 Int 5 =
+5
Craft_2 Int 5 =
+5
Craft_3 Int 5 =
+5
Diplomacy Cha 4 =
+3
+ 1
Disguise Cha 3 =
+3
Escape Artist Dex* 3 =
+3
Fly Dex* 7 =
+3
+ 1 + 3 [class skill]
Heal Wis 0 =
+0
Intimidate Cha 3 =
+3
Knowledge (history) Int 9 =
+5
+ 1 + 3 [class skill]
Knowledge (planes) Int 9 =
+5
+ 1 + 3 [class skill]
Perception Wis 1 =
+0
+ 1
Perform_1 Cha 3 =
+3
Perform_2 Cha 3 =
+3
Perform_3 Cha 3 =
+3
Perform_4 Cha 3 =
+3
Perform_5 Cha 3 =
+3
Ride Dex* 3 =
+3
Sense Motive Wis 0 =
+0
Stealth Dex* 4 =
+3
+ 1
Survival Wis 0 =
+0
Swim Str** -1 =
-1
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

If the familiar is within reach, + 2 on perception and sense motive ("alertness").

Zero-level Illusionist spells: 4 (3 + 1) can be chosen per day; unlimited casting



First-level Illusionist spells: 4 (1 + 2 + 1) per day



Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to intelligence (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Wizard (Illusionist)
Familiar / Alertness, etc.; or bound object that can contain one known spell

Bonus Feats (already included)

Armor causes a chance of arcane spell failure only if there is a somatic component.

High intelligence gains bonus spells daily

Concentration check: d20 + wizard level + intelligence modifier vs. DC

Specialist gets 1 extra illusion spell/level/day

Class HP rolled
Level 1: Illusionist 6
----------------------------------------------------------------------------------------------------------------------------------------------------------

I honestly did my best. It was pretty pathetic but I don't understand half of what I did. Wouldn't mind some serious pointers. Thanks.

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Posted 29 July 2014 at 06:29 as a comment on Pathfinder on Vault!!!!

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Um, sorry I was busy. So I haven't had lots of time. Still have lots of questions though. First off what level are we gonna be? Also, I don't know how to build stats for either Sorcerer or Wizard. Lastly, I don't understand the skill points system.

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Posted 29 July 2014 at 05:57 in reply to #486310 on Pathfinder on Vault!!!!

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So basically KnightoftheHokeyPokey is a Paladin/Barbarian whereas S0rinmar0v is more of a assassin/mastermind. Correct?

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Posted 29 July 2014 at 05:34 in reply to #486310 on Pathfinder on Vault!!!!

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WelI, I like having control of the battlefield, plus I like magic. So wizard is my style. Same reason I play mainly blue in MTG.

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Posted 28 July 2014 at 05:31 in reply to #486310 on Pathfinder on Vault!!!!

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I would like to know how to build a wizard. I tried already and failed miserably

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Posted 26 July 2014 at 04:38 in reply to #486310 on Pathfinder on Vault!!!!

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Ya sure
My bro likes his lanowar elves quite bit actually

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Posted 24 July 2014 at 16:58 in reply to #486676 on Budget Decks: Beefy Control

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Well, was trying to build a deck based on messing with green while focusing on the "mind" aspect, first thing that came to mind was illusions, so I looked up illusions and this is what I found.

It's too bad Phantasmal Image was too expensive. He would have been great in this deck

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Posted 23 July 2014 at 15:53 in reply to #486398 on Budget Duels: Mind vs. Matter

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