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Corned Beef & Cabbage: A Dwarven Feast?
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<blockquote data-quote="wingsandsword" data-source="post: 8225156" data-attributes="member: 14159"><p>I don't know if it ever came from any official, canonical D&D source, but I've widely seen it played over the years that high-quality Dwarven liquor exceeds 200 proof.</p><p></p><p>Yes, that's physically impossible.</p><p></p><p>Any race that has alchemically-enhanced alcohol as a normal part of their diet is going to get some pretty good poison tolerance (or die trying).</p><p></p><p>3e games, for rules purposes we require ranks at least one rank in Craft (Alchemy) in addition to Craft (Brewing) to make it on the idea that it exceeds the normally physically possible without being outright magical, and is at least thus technically an alchemical item. (Oh, and the DC to produce it by non-Dwarves is +10 compared to the base DC, for some reason, Dwarves just do it better)</p><p></p><p>Since Craft (Alchemy) requires spellcasting, we came up with a feat to explain why a typical Dwarven brewer isn't a normal caster, as basically a combination of the Magical Training feat and the various +2/+2 skill feats, fortunately Regional Feats are meant to be a little stronger than typical feats.</p><p></p><p><strong><span style="font-size: 18px">Dwarven Brewer [Regional]</span></strong></p><p>You are trained in the ancient arts of Dwarven brewing, a strange mixture of alchemy and brewing that confounds outsiders.</p><p><strong>Prerequisite: </strong>Dwarf, INT 10+ or CHA 10+</p><p><strong>Region: </strong>Dwarven (Any)</p><p><strong>Benefit: </strong>You may cast the a 0th level spell once per day either a sorcerer or wizard (your choice, so long as you have a score of at least 10 in the ability that controls the spellcasting for that class). You must make this decision when you first take the feat. Thereafter, you have an arcane spell failure chance if you wear armor and are treated as a sorcerer or wizard of your arcane spellcaster level (minimum 1st) for the purpose of determining level-based variables of the spells you cast.</p><p>If you choose to cast spells as a sorcerer, the DC for saves against your spells is 10 + your Cha modifier. You know one 0-level spell of your choice from the sorcerer/wizard list.</p><p>If you choose to cast spells as a wizard, the DC for saves against your spells is 10 + your Int modifier. You have a spellbook with two 0-level spells of your choice from the sorcerer/wizard list. You prepare your spells exactly as a wizard does.</p><p>As this feat grants you the ability to cast spells, you may use the Craft (Alchemy) skill. When you use the Craft (Alchemy) skill to produce items that are consumed orally, you may use brewers or distillers equipment instead of alchemical equipment to make those items.</p><p>You also gain a +2 bonus on Craft (Alchemy) and Craft (Brewing) skill checks.</p><p><strong>Special: </strong>If you already have levels in sorcerer or wizard, increase the number of 0-level spells you can cast per day by one. You may select this feat only as a 1st-level character. You may have only one regional feat.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 8225156, member: 14159"] I don't know if it ever came from any official, canonical D&D source, but I've widely seen it played over the years that high-quality Dwarven liquor exceeds 200 proof. Yes, that's physically impossible. Any race that has alchemically-enhanced alcohol as a normal part of their diet is going to get some pretty good poison tolerance (or die trying). 3e games, for rules purposes we require ranks at least one rank in Craft (Alchemy) in addition to Craft (Brewing) to make it on the idea that it exceeds the normally physically possible without being outright magical, and is at least thus technically an alchemical item. (Oh, and the DC to produce it by non-Dwarves is +10 compared to the base DC, for some reason, Dwarves just do it better) Since Craft (Alchemy) requires spellcasting, we came up with a feat to explain why a typical Dwarven brewer isn't a normal caster, as basically a combination of the Magical Training feat and the various +2/+2 skill feats, fortunately Regional Feats are meant to be a little stronger than typical feats. [B][SIZE=5]Dwarven Brewer [Regional][/SIZE][/B] You are trained in the ancient arts of Dwarven brewing, a strange mixture of alchemy and brewing that confounds outsiders. [B]Prerequisite: [/B]Dwarf, INT 10+ or CHA 10+ [B]Region: [/B]Dwarven (Any) [B]Benefit: [/B]You may cast the a 0th level spell once per day either a sorcerer or wizard (your choice, so long as you have a score of at least 10 in the ability that controls the spellcasting for that class). You must make this decision when you first take the feat. Thereafter, you have an arcane spell failure chance if you wear armor and are treated as a sorcerer or wizard of your arcane spellcaster level (minimum 1st) for the purpose of determining level-based variables of the spells you cast. If you choose to cast spells as a sorcerer, the DC for saves against your spells is 10 + your Cha modifier. You know one 0-level spell of your choice from the sorcerer/wizard list. If you choose to cast spells as a wizard, the DC for saves against your spells is 10 + your Int modifier. You have a spellbook with two 0-level spells of your choice from the sorcerer/wizard list. You prepare your spells exactly as a wizard does. As this feat grants you the ability to cast spells, you may use the Craft (Alchemy) skill. When you use the Craft (Alchemy) skill to produce items that are consumed orally, you may use brewers or distillers equipment instead of alchemical equipment to make those items. You also gain a +2 bonus on Craft (Alchemy) and Craft (Brewing) skill checks. [B]Special: [/B]If you already have levels in sorcerer or wizard, increase the number of 0-level spells you can cast per day by one. You may select this feat only as a 1st-level character. You may have only one regional feat. [/QUOTE]
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