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Full Game: Land of the Seven Realms, Glossary and General Background

Question on Tragus

With the breakdown already being two priests in the group now, but only one mage, should I turn Tragus into an arcane based smith vice divine? He would still pay homage to Moradin, but he would fuel his creations through a slightly different gift.

Any thoughts?

Tragus' effective level would become Wiz4/Fig1.

Badger
 

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Re: Question on Tragus

Badger, I think you could go either way. First, Clerics stack well with their combat capabilities and different focuses depending on specific domain selections. Second, Gwynnwr is a negative energy channeller so isn't strong on the healing side.

So I would say go with what sounds most fun to you.
 

Her being a neg chan was one of the reasons I asked, as I don't want to take away from the group, but at the same time, I don't want us to be short hafted with needed skills either.

As long as Tragus is near a forge, hence the portable forge he will carry in his BoH, he is a happy camper. Although, bashing a few gobs here and there never hurt anything either..:)

Thanks for the quick reply..

Badger
 

Clerical House Rules

One of my home game players has been kind enough to remind me of two house rules that would be very important to clerics.

The first is not a feat that need be purchased, but is instead a "class feature" of clerics and paladins in the Land of the Seven Realms.

Divine Channeling:

If a cleric or paladin possesses a metamagic feat, such as Still Spell, Empower Spell, etc, he or she may use that feat spontaneously, in much the same way sorcerors do.

To do so, the cleric must expend turning attempts equal to the added spell levels the feat requires, and make a concentration roll. (DC 15 + 2 for each turning attempt expended)

If the roll is failed, the spell, and the turning attempts, are lost. Further, the cleric must make a Will Save (DC 15 + 2 per turning attempt expended) or be stunned for one round per turning attempt used.

Unlike sorcerors, the spell casting time remains as listed. The cleric must be capable of preparing the enhanced spell normally, to be able to apply this ability.

Example: Cyrus Dane, cleric of St. Cuthbert, wishes to cast an Empowered Searing Light spell at a troublesome vampire. He is 9th level, and is capable of preparing an Empowered Searing Light (a 5th level spell slot) so he expends two turning attempts. He then rolls a DC 19 Concentration check.

If he succeeds, he can unleash a 9d8 blast of light at the undead horror, and multiply the result by 1.5, just as if he'd used a prepared Empowered Searing Light.

If he fails, the prepared Searing Light is lost, the two turning attempts are lost, and he must make a DC 19 Will save or be stunned for two rounds.

Modified Healing/Inflicting

Secondly, healing, and inflicting, spells, take effect in a somewhat different way. Basically, wherever 1d8 would be rolled for such a spell, 1d4+4 is actually rolled. So a Cure Light Wounds cast by a 5th level caster would heal 1d4 + 9, a Cure Moderate Wounds would heal 2d4 + 18, etc.
 

One last crafting question...

After thinking about it, I'm leaving Tragus as a warrior-priest, but I do have one final question.

In crafting his items, would I be able to craft any from mithril or admantite? If so, would the crafting cost remain listed as per the DMG, or would it be different? (Steel you pay 1/3 the cost of the total gp amount). I have no problem paying full cost if I could get items made of those metals, but just wanted to know if it was possible...:)

I promise that should be it as far as questions go...well, except do you think a portable forge would fit in a bag of holding 1 if nothing else was placed inside of it?

Thanks...

Badger
 
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Admantium, Mithril, and Darkwood all are beyond the ability of normal craftsmen to work. They require the Craft Magic Arms and Armor feat to work them.

As per the DMG( pg. 242), crafting time is that of creating a master work item of the type being made. The cost is equal to that of crafting a masterwork plus paying 1/2 the market price modifier given on that page for the material and item being made.

Given the limitation of 30 cubic feet, and 250 lbs of materials in a bag of holding type 1, a portable forge could be fitted into one. Obviously the Artisan's Tools provided in the player's handbook are utterly inadequate in weight to represent anvil, bellows and cooling trough, etc, though the price is probably okay.

One thing to keep in mind, sadly, is that Tragus needs a caster level of 6 to work most Admantium, 9 to forge heavy armors of it.
 

Thanks...

Thanks for the head's up...I missed that when I read it, but all in all, I'm not surprised about the requirement. Luckily, I was going to take Craft Arms and Armor as my 6th level feat, so it'll be all good...:)

I can still buy the items though right? (Like Adamantium Chain Shirt and Shield)

Thanks again amigo..

Badger
 


No prob...and thanks for the patience with my gazillion questions...and just as a head's up to the group I do travel with, Tragus has no prob with crafting things for others. He sees it as paying homage to his Moradin, and ensuring that none can doubt the quality of dwarven crafts.
 

Badger

Badger, Gwynnwr would love to have a tower shield that weighs 20lbs or less, if that's possible to craft! (So she can fit it into a glove of storing). The darkwood one weighs 22.5 :(
Glad to hear you are sticking with your cleric levels. I wouldn't feel like a very good party cleric alone and channeling negative energy :)
 

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