Iron Dragon

freeclint's page

28 posts. Alias of Clint Freeman.




I'm currently playing a wyrmling copper dragon in Expedition to Castle Ravenloft.

I'm looking for some rules clarification.

The Coper Dragon has a slow breath, It has a Fortitude negates save.

Undead (and Constructs) are immune to effects that require a fortitude save that do not affect objects.

The Slow spell requires a will save and would normally work on Undead (and constructs who aren't immune to magic, etc). Are they immune to the Copper Dragon's breath weapon?

I'm very tempted to say yes they are, but want some more opinions.

-c


I don't have the spell compendium, and I can't remember which issue contained the spell Revivify.

It was in an article about character deaths, and I didn't see it in my perusal of October issues just now (which was my guess).

Thanks!
-c


Hello,

I'm running Shackled City (SCAP) now, and am not really interested in running an undead heavy campaign like Age of Worms (I've done that before).

However, I'd like the help of the lords of the boards here, to see if several chapters of AOWAP would be suitable to do an epic mini arc to stop Kyus after my SCAP wraps up.

Rather just buy the last adventure and alter to run it, I'd like to lead into it, which brings me to my questions:

Which Adventures would be best to vamp up to Epic?

Which Adventures are most important to the story arc?

I have none of the issues, and would like to buy as few as possible (that I won't be using the adventures from).

Thanks!
-c


My issue of 142 (should be the first of my subscription) has not arrived. Should it have by now?

I was hoping to get it to take on my holiday trips, but that is looking bleak now.

Thank you,
Clint Freeman


Hey all,

I can't find anywhere an alternate combat mastery for a ranger that involved grappling feats and animals.

I believe it was called Beast Wrestler or something.

Does anyone know where that might of appeared?

Any help is appreciated,
-c


Hello,

Order #673939 is shown by the tracking number to have been delivered on Friday, however it isn't here. Nor was it incorrectly delivered to my immediate next door neighbors.

What steps do we need to go through to figure out where UPS actually did deliver it to or where it might be?

Thank you,
Clint Freeman


SPOILERS: SCAP & The Fall of Graymalkin Academy

I just finished readying "The Fall of Graymalkin Academy" from Dungeon 140. The whole time, I just kept seeing a SCAP sidequest at Bluecrater Academy.

This adventure is geared for (four) 9th level pcs, with scaling up or down a three levels. It seems like a pretty good fix for the recent complaints around Demonskar Legacy to bump up the XP.

It would be easy to tie Weer (of Weer's Elixir's), or have him send in the PC's to save the day. Of course, Meerthan/Tyro is also a good person to send in the PC's to make sure nothing gets out of the vault.

You could make either of the villains a cagewright apprentice, or even ex-apprentice (in the manner of Kaurophon, who thought the CW's were insane and left.) The Drow sorceress/villainess could easily be an apprentice of Viirdan Daraqor (the drow eldritch knight). Or if you prefer, the Rakshasa Vaxis could be anyone's apprentice.

The module can be left as is, and the villains are sent after the 'Tapestry of Midnight.' Or the cagewrights might want something else from within, or perhaps just the Wizards out of the way. Should the undead themed tapestry stay in, any of the Necrocants could be involved.

Thoughts? comments? suggestions?

(my pcs are starting flood season, so i've got plenty of time to see if they are gonna need the xp boost)

-c


Hello gang,

In my Gestalted SCAP, I have a Monk / Fighter.

He wants to know if he can take a feat from the tomb of battle and how it will interact with his characters long term layout.

I don't have ToB and would like some insight.

The feat is:

Tome of Battle p 33
Superior Unarmed Strike
Gist of the Effect: +4 to monk levels for unarmed strike.

Now, that doesn't sound overpowering.
He asked two follow up questions:
1) Will it stack with Improved Natural Attack (from the Monster Manual)
2) Will it stack with a Monk's Belt

Belt, Monk’s
This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.
Moderate transmutation; CL 10th; Craft Wondrous Item, righteous might or transformation; Price 13,000 gp; Weight 1 lb.

Now my first thought is to allow the feat, as it seems reasonably fine.
There is no mechanical reason for it to not work with Improved Natural Attack (Unarmed Strike) either.

The big question, is would it stack with a Monk's Belt. That would make him have unarmed strike 9 levels higher than his level. That seems overpowering to me, and I first want to dissallow it, but then, I hate telling player's 'NO' to something (and hate hearing it when I get to be player and find a kickass combo).

Thoughts, Comments, Questions?

Thanks all,
-c


My order # 657598 was delivered today (in perfect time for International Talk Like a Pirate Day I get my savage tide players guide).

Only I was very dissappointed that my shipment only contained 3 of the 4 items. My Flip-Mat (Item # IMPSQW30010) was not included in the thin cardboard packing envelope that was delivered.

The invoice says it is included in this shipment, could it be in a separate package coming later?

Thank you,
Clint Freeman


My campaign is a GESTALT one (to hopefully keep my four players alive). I do plan on Gestalting the Stormblades regardless of if any of the villains get that treatment.

So far, here's what I'm thinking:

Zachary Aslaxin II
He's easy, Aris 1 /Rgr 1, then continue up with Rgr/Clr.

Cora Lathenmire
Also relatively easy:
Aris 1/ Swa 1, then continue with Ftr / Swa up to her duelist levels, and keep Swa during that time.

Here's where it starts getting tricky

Annah Taskerhill
Ari 1 / Brd 1
Keep up the bard progression as in the book.
I am very tempted to add Sorcerer levels because of her charisma, but feel this will overpower her bardic abilities.
Should I do that, I was thinking Cat familiar.
The other option, is Fighter for hit die and feats or Rogue for skill points.
I'm just not sure, any thoughts?

Todd Vanderboren
The evil guy here, is just as hard to figure out as annah.
Ari 1/ Rog 1
Then keep up Rogue mixed with what?
Urban Ranger? Fighter? Wizard? or maybe something sinister, like Hexblade or Warlock? (though his charisma is less that stellar).

Any suggestions are more than welcome!

-c


Hey gang!

tonight my group could make it to the malachite fortress, and they enjoyed the map of jzardirune that Ghelve had immensely.

I believe they will go to the map shop (forget its name). I was wondering what price I should put on an imperfect map of the Malachite fortress.

My initial thought is 150 gp.

I also think if they offer him their updated map of Jzadirune, he'll offer them the map for only 75 gp.

Thoughts on that?

On a tangent, I was thinking of having the were-rat from the Kua-Toan prison cell in Zenith Trajectory be the one who sold him the map. (or maybe the other guy...)

Both are characters who might've made a jaunt through the malachite hold after the dwarves left.

-c


Hello all,

I will be playing making a sorcerer 4th level to replace my deceased Paladin 5 in Return to the Temple of Elemental Evil.

I need help on his spell selection, the important information to consider beforehand:

Mayhem, Human Male Sorcerer
Str 12 Dex 16 Con 15 Int 14 Wis 10 Cha 18 (20 w/ Cloak)
HP: 20
Probable Feats:
1) Draconic Heritage (Red Dragon)
B) Draconic Skin
B) Extend Spell (gained from a Flaw)
3) Draconic Breath

Flaw: Forlorn (No ability to gain a familiar)

Important Gear: Cloak of Charisma +2 (majority of my starting gold)

Spells Known: 6 / 3/ 1

Now, I've decided my 2nd level spell should be Rope Trick (unless we have a really good arguement otherwise).

Eventually my character will take Draconic Legacy and gain the spells: Detect Secret Doors, Suggestion and True Seeing.

So far I have:

0th: Read Magic, Detect Magic, Dancing Lights, Acid Splash, Mending, Arcane Mark

1st: Mage Armor, Magic Missile, Feather Fall

2nd: Rope Trick

I am positive he'll be joining the one surviving player, a Monk. One other PC is going to be a cleric, and the other, supposedly some kind of Rogue. So I'm filling the arcane caster niche.

Any advice and such would be appreciated (on any facette of the character)