Morth
2010-04-02, 07:16 PM
Drunken Master
"This man was crazy! He was everywhere and nowhere, coordinated and clumsy. He was... amazing." -Morth, talking about Nirda, a Drunken Master
Alignment: Any, though many lean towards Chaotic.
HD: d10
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex)
Skill points: 4 + Intelligence Modifier (x4 at first level)
Drunken Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Breath of Fire Range
1st|
+1|
+2|
+2|
+0|Improvised Flurry, Improvised Proficiency, Drink like a Demon|N/a
2nd|
+2|
+3|
+3|
+0|Evasion, Swaying of the Waist|N/a
3rd|
+3|
+3|
+3|
+1|Weapon Focus: Tavern Armory, Greater Fortitude|N/a
4th|
+4|
+4|
+4|
+1|Staggering Movement|N/a
5th|
+5|
+4|
+4|
+1|Improvised Fighting (1d6)|N/a
6th|
+6/+1|
+5|
+5|
+2|Breath of Fire (3 "doses", 6d6)|20ft.
7th|
+7/+2|
+5|
+5|
+2|Weapon Specialization: Tavern Armory|20ft.
8th|
+8/+3|
+6|
+6|
+2|Drunken Swagger|20ft.
9th|
+9/+4|
+6|
+6|
+3|Improved Evasion|25ft.
10th|
+10/+5|
+7|
+7|
+3|Improvised Fighting (2d4), Greater Improvised Flurry|25ft.
11th|
+11/+6/+1|
+7|
+7|
+3|Greater Weapon Focus: Tavern Armory|25ft.
12th|
+12/+7/+2|
+8|
+8|
+4|Breath of Fire (2 "doses", 15d6)|30ft.
13th|
+13/+8/+3|
+8|
+8|
+4|Lurching Movement|30ft.
14th|
+14/+9/+4|
+9|
+9|
+4|For Medicinal Usage|30ft.
15th|
+15/+10/+5|
+9|
+9|
+5|Greater Weapon Specialization: Tavern Armory, Improvised Fighting (2d6)|35ft.
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Corkscrew Rush|35ft.
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Drunken Lunge|35ft.
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Breath of Fire (1 "dose", 30d6)|40ft.
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Master Critical: Tavern Armory|40ft.
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Improvised Fighting (2d8), Feel no Pain|40ft.[/table]
Weapon and Armor Proficiency: A drunken master is proficient with simple weapons, unarmed strikes and no armor.
Improvised Flurry (Ex): The drunken master is adept at making many, many attacks with whatever is at hand when the time comes. A drunken master may make an additional attack at his highest bonus when he makes a full round attack with improvised weapons. At level 10, you may make a second additional attack at his highest bonus while flurrying.
Improvised Proficiency (Ex): A drunken master can use anything on hand as a weapon without being out of his element. A drunken master is considered proficient with improvised weapons. A drunken master is treated as having the Throw Anything feat when using improvised weapons.
Drink like a Demon (Ex): Your body handles alcohol differently from other people's. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a swift action. Every bottle or tankard of alcohol you consume during combat reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength or Constitution (your choice) by 1 point. You also gain DR 1/- for each "dose" in your system, but never more then one fourth your class level, rounded up. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. You only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat. (The penalties disappear more gradually.) What quantity of alcohol constitutes a "drink" is deliberately left undefined.
Evasion (Ex): See the monk ability of the same name.
Swaying at the Waist (Ex): The drunken master, while drunk, moves in a manner that makes him harder to hit. This is due not only to his relaxed muscles, but also to his erratic movement. A drunken master may add a dodge bonus equal to his original dexterity modifier up to his drunken master level to armor class while drunk and unarmored. The drunken master is also treated as having the Dodge feat while drunk.
Weapon Focus: Tavern Armory: A drunken master is especially skilled in the use of items found in any tavern. The drunken master is considered to have the Weapon Focus feat with bottles, tankards, plates, and tables.
Great Fortitude: You gain Greater Fortitude as a bonus feat.
Staggered Movement (Ex): By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. This has two beneficial aspects while you are drunk: First, your charges need not be in straight lines, and you still move up to twice your speed. Second, make a Tumble check (DC 15) when you begin your charge. If you succeed, your movement through threatened squares provokes no attacks of opportunity.
Improvised Fighting (Ex): A drunken master learns to use anything to it's fullest. A drunken master deals the higher of indicated damage or their normal damage with improvised weaponry, whichever is higher.
Breath of Fire (Ex): A drunken master has such control over the inner workings of his body, letting him ignite some of the alcohol in his system and breath it as fire. As a standard action, a drunken master may lose the indicated amount of "doses" of alcohol to expel a cone of fire, dealing the indicated amount of fire damage. The target gets a reflex save to only take half the damage. You may only use this ability once every other round. (DC= 10+1/2 Drunken Master Level+Constitution Modifier)
Weapon Specialization: Tavern Armory: A drunken master's skill in the use of items found in any tavern has increased. The drunken master is considered to have the Weapon Specialization feat with bottles, tankards, plates, and tables.
Drunken Swagger (Ex): A drunken master is a warrior, using alcohol as a power source. A drunken master now takes no penalty to dexterity while drunk, and gains a bonus to both strength and constitution while drunk.
Improved Evasion (Ex): See monk ability of the same name.
Greater Weapon Focus: Tavern Armory: A drunken master's skill in the use of items found in any tavern has reached a level of minor renown. The drunken master is considered to have the Greater Weapon Focus feat with bottles, tankards, plates, and tables.
Lurching Movement (Ex): Your movement is nearly impossible to follow, and your foes are seldom ready to avoid your charges. Foes are considered flat-footed against your charges while you are drunk.
For Medicinal Usage (Ex): You have astounding control over your body systems, letting you expend one "dose" of alcohol to mimic the effects of drinking a Cure Moderate Wounds potion. This can only be done once a day for every 5 drunken master levels you posses.
Greater Weapon Specialization: Tavern Armory: A drunken master's skill in the use of items found in any tavern has become the talk of the town. The drunken master is considered to have the Greater Weapon Specialization feat with bottles, tankards, plates, and tables.
Corkscrew Rush (Ex): You leap forward, twisting your body in midair as you head-butt an opponent. This is a charge attack that, in addition to dealing normal damage, automatically initiates a bull rush attack (without provoking an attack of opportunity). Furthermore, you are considered to have the Power Attack feat for the purposes of a corkscrew rush, and if you hit your opponent, you stun your foe unless she makes a Will save (DC 10+1/2 Drunken Master levels+Constitution modifier). However, if your attack misses, you land prone in front of your opponent. This is only able to be done while drunk.
Drunken Lunge (Ex): A drunken master is known for strange moves, like smothering his opponents. A drunken master gains Improved Grapple as a bonus feat and, in the even of a missed corkscrew rush, can attempt a grapple check on the target. If it succeeds, the target is knocked prone with the drunken master.
Master Critical: Tavern Armory (Ex): A drunken master's skill in the use of items found in any tavern has become the stuff of legends. Bottles, tankards, plates, and tables used by the drunken master are considered to have a 19-20/x3 critical profile.
Feel no Pain (Ex): Once a day, the drunken master can become so drunk that pain doesn't phase him in the least. For a number of rounds equal to the drunken master's constitution modifier plus the number of "doses" he has stored, the drunken master gains DR 10/- that stacks with damage reduction given by Drink like a Devil, and all damage he would take after the reduction is stored in a pool. When this effect ends, the drunken master takes all the damage in the pool. This damage is untyped and is unaffected by damage reduction.
Alternate class Features
Drunken Fist
You disdain the art of weapons, improvised or other, and instead focus on the art of fists and alcohol, letting them mix.
Level:1st
Replaces: If you select this alternative feature, you don't gain the Improvised Flurry, Improvised Proficiency, Weapon Focus: Tavern Armory, Improvised Fighting or any later improvements of these.
Benefits: You gain the flurry of blows and unarmed damage of a monk of your level as well as all of a monk proficiencies. You also gain Improved Unarmed Strike at level one.
Crashing Burn
Instead of shrugging off pain, you focus your body, burning alcohol as fuel, and make a dramatic display of power, coming to a blazing finale.
Level: 20
Replaces: If you select this alternative feature, you don't gain the Feel no Pain class ability.
Benefits: You may, once a day, burn half "doses" of alcohol in your body, igniting a Crashing Burn. You burn a "dose" of alcohol at the beginning of each round, but you gain the effects of the haste spell. At the start of the round in which you have no more "doses" left, you may make two full round attacks as a standard action, mimicking the Time Stand Still maneuver. After this round ends, the character's body friction ignites alcohol in his perspiration, causing him to explode into a ball of fire, lowering him immediately to -1.
Vile Halitosis
Instead of breathing fire, you instead can launch a blast of repulsive air at the target.
Level: 6th
Replaces: If you select this alternative feature, you don't gain the Breath of Fire class feature or any later improvements of it.
Benefits: You may burn 3 "dose" of alcohol once a day to release a 20ft.cone of putrid air, dealing 6d6 sonic damage. At level 12, you may use this ability for only 2 "doses", and the target must make a fortitude save or become sickened. At level 18, you may use this ability for only 1 "dose", and the target is nauseated on a failed save instead of sickened. (DC=10+1/2 Drunken Master Levels+Constitution Modifier)
Feats
Chug, Chug, Chug!
Your alcoholic obsession has become an asset.
Prerequisites: Drink like a Devil
Benefits: You may spend a full round action to down five drinks, effectively giving you five "doses"
Normal: You may only make a swift action to down one drink.
On the Rocks
Not only can you breath fire but, with ice, you can spit a storm of ice cold alcohol and ice shards.
Prerequisites: Breath of Fire
Benefits: You may choose to have your Breath of Fire ability deal either cold or slashing damage.
Normal: Breath of Fire deals fire damage.
Perma-buzzed
You never really seem completely sober... never.
Prerequisites: Swaying at the Waist
Benefits: You are always treated as drunk, with or without "doses".
Normal: You are only drunk when you have a positive number of
"doses".
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"This man was crazy! He was everywhere and nowhere, coordinated and clumsy. He was... amazing." -Morth, talking about Nirda, a Drunken Master
Alignment: Any, though many lean towards Chaotic.
HD: d10
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex)
Skill points: 4 + Intelligence Modifier (x4 at first level)
Drunken Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Breath of Fire Range
1st|
+1|
+2|
+2|
+0|Improvised Flurry, Improvised Proficiency, Drink like a Demon|N/a
2nd|
+2|
+3|
+3|
+0|Evasion, Swaying of the Waist|N/a
3rd|
+3|
+3|
+3|
+1|Weapon Focus: Tavern Armory, Greater Fortitude|N/a
4th|
+4|
+4|
+4|
+1|Staggering Movement|N/a
5th|
+5|
+4|
+4|
+1|Improvised Fighting (1d6)|N/a
6th|
+6/+1|
+5|
+5|
+2|Breath of Fire (3 "doses", 6d6)|20ft.
7th|
+7/+2|
+5|
+5|
+2|Weapon Specialization: Tavern Armory|20ft.
8th|
+8/+3|
+6|
+6|
+2|Drunken Swagger|20ft.
9th|
+9/+4|
+6|
+6|
+3|Improved Evasion|25ft.
10th|
+10/+5|
+7|
+7|
+3|Improvised Fighting (2d4), Greater Improvised Flurry|25ft.
11th|
+11/+6/+1|
+7|
+7|
+3|Greater Weapon Focus: Tavern Armory|25ft.
12th|
+12/+7/+2|
+8|
+8|
+4|Breath of Fire (2 "doses", 15d6)|30ft.
13th|
+13/+8/+3|
+8|
+8|
+4|Lurching Movement|30ft.
14th|
+14/+9/+4|
+9|
+9|
+4|For Medicinal Usage|30ft.
15th|
+15/+10/+5|
+9|
+9|
+5|Greater Weapon Specialization: Tavern Armory, Improvised Fighting (2d6)|35ft.
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Corkscrew Rush|35ft.
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Drunken Lunge|35ft.
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Breath of Fire (1 "dose", 30d6)|40ft.
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Master Critical: Tavern Armory|40ft.
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Improvised Fighting (2d8), Feel no Pain|40ft.[/table]
Weapon and Armor Proficiency: A drunken master is proficient with simple weapons, unarmed strikes and no armor.
Improvised Flurry (Ex): The drunken master is adept at making many, many attacks with whatever is at hand when the time comes. A drunken master may make an additional attack at his highest bonus when he makes a full round attack with improvised weapons. At level 10, you may make a second additional attack at his highest bonus while flurrying.
Improvised Proficiency (Ex): A drunken master can use anything on hand as a weapon without being out of his element. A drunken master is considered proficient with improvised weapons. A drunken master is treated as having the Throw Anything feat when using improvised weapons.
Drink like a Demon (Ex): Your body handles alcohol differently from other people's. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a swift action. Every bottle or tankard of alcohol you consume during combat reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength or Constitution (your choice) by 1 point. You also gain DR 1/- for each "dose" in your system, but never more then one fourth your class level, rounded up. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. You only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat. (The penalties disappear more gradually.) What quantity of alcohol constitutes a "drink" is deliberately left undefined.
Evasion (Ex): See the monk ability of the same name.
Swaying at the Waist (Ex): The drunken master, while drunk, moves in a manner that makes him harder to hit. This is due not only to his relaxed muscles, but also to his erratic movement. A drunken master may add a dodge bonus equal to his original dexterity modifier up to his drunken master level to armor class while drunk and unarmored. The drunken master is also treated as having the Dodge feat while drunk.
Weapon Focus: Tavern Armory: A drunken master is especially skilled in the use of items found in any tavern. The drunken master is considered to have the Weapon Focus feat with bottles, tankards, plates, and tables.
Great Fortitude: You gain Greater Fortitude as a bonus feat.
Staggered Movement (Ex): By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. This has two beneficial aspects while you are drunk: First, your charges need not be in straight lines, and you still move up to twice your speed. Second, make a Tumble check (DC 15) when you begin your charge. If you succeed, your movement through threatened squares provokes no attacks of opportunity.
Improvised Fighting (Ex): A drunken master learns to use anything to it's fullest. A drunken master deals the higher of indicated damage or their normal damage with improvised weaponry, whichever is higher.
Breath of Fire (Ex): A drunken master has such control over the inner workings of his body, letting him ignite some of the alcohol in his system and breath it as fire. As a standard action, a drunken master may lose the indicated amount of "doses" of alcohol to expel a cone of fire, dealing the indicated amount of fire damage. The target gets a reflex save to only take half the damage. You may only use this ability once every other round. (DC= 10+1/2 Drunken Master Level+Constitution Modifier)
Weapon Specialization: Tavern Armory: A drunken master's skill in the use of items found in any tavern has increased. The drunken master is considered to have the Weapon Specialization feat with bottles, tankards, plates, and tables.
Drunken Swagger (Ex): A drunken master is a warrior, using alcohol as a power source. A drunken master now takes no penalty to dexterity while drunk, and gains a bonus to both strength and constitution while drunk.
Improved Evasion (Ex): See monk ability of the same name.
Greater Weapon Focus: Tavern Armory: A drunken master's skill in the use of items found in any tavern has reached a level of minor renown. The drunken master is considered to have the Greater Weapon Focus feat with bottles, tankards, plates, and tables.
Lurching Movement (Ex): Your movement is nearly impossible to follow, and your foes are seldom ready to avoid your charges. Foes are considered flat-footed against your charges while you are drunk.
For Medicinal Usage (Ex): You have astounding control over your body systems, letting you expend one "dose" of alcohol to mimic the effects of drinking a Cure Moderate Wounds potion. This can only be done once a day for every 5 drunken master levels you posses.
Greater Weapon Specialization: Tavern Armory: A drunken master's skill in the use of items found in any tavern has become the talk of the town. The drunken master is considered to have the Greater Weapon Specialization feat with bottles, tankards, plates, and tables.
Corkscrew Rush (Ex): You leap forward, twisting your body in midair as you head-butt an opponent. This is a charge attack that, in addition to dealing normal damage, automatically initiates a bull rush attack (without provoking an attack of opportunity). Furthermore, you are considered to have the Power Attack feat for the purposes of a corkscrew rush, and if you hit your opponent, you stun your foe unless she makes a Will save (DC 10+1/2 Drunken Master levels+Constitution modifier). However, if your attack misses, you land prone in front of your opponent. This is only able to be done while drunk.
Drunken Lunge (Ex): A drunken master is known for strange moves, like smothering his opponents. A drunken master gains Improved Grapple as a bonus feat and, in the even of a missed corkscrew rush, can attempt a grapple check on the target. If it succeeds, the target is knocked prone with the drunken master.
Master Critical: Tavern Armory (Ex): A drunken master's skill in the use of items found in any tavern has become the stuff of legends. Bottles, tankards, plates, and tables used by the drunken master are considered to have a 19-20/x3 critical profile.
Feel no Pain (Ex): Once a day, the drunken master can become so drunk that pain doesn't phase him in the least. For a number of rounds equal to the drunken master's constitution modifier plus the number of "doses" he has stored, the drunken master gains DR 10/- that stacks with damage reduction given by Drink like a Devil, and all damage he would take after the reduction is stored in a pool. When this effect ends, the drunken master takes all the damage in the pool. This damage is untyped and is unaffected by damage reduction.
Alternate class Features
Drunken Fist
You disdain the art of weapons, improvised or other, and instead focus on the art of fists and alcohol, letting them mix.
Level:1st
Replaces: If you select this alternative feature, you don't gain the Improvised Flurry, Improvised Proficiency, Weapon Focus: Tavern Armory, Improvised Fighting or any later improvements of these.
Benefits: You gain the flurry of blows and unarmed damage of a monk of your level as well as all of a monk proficiencies. You also gain Improved Unarmed Strike at level one.
Crashing Burn
Instead of shrugging off pain, you focus your body, burning alcohol as fuel, and make a dramatic display of power, coming to a blazing finale.
Level: 20
Replaces: If you select this alternative feature, you don't gain the Feel no Pain class ability.
Benefits: You may, once a day, burn half "doses" of alcohol in your body, igniting a Crashing Burn. You burn a "dose" of alcohol at the beginning of each round, but you gain the effects of the haste spell. At the start of the round in which you have no more "doses" left, you may make two full round attacks as a standard action, mimicking the Time Stand Still maneuver. After this round ends, the character's body friction ignites alcohol in his perspiration, causing him to explode into a ball of fire, lowering him immediately to -1.
Vile Halitosis
Instead of breathing fire, you instead can launch a blast of repulsive air at the target.
Level: 6th
Replaces: If you select this alternative feature, you don't gain the Breath of Fire class feature or any later improvements of it.
Benefits: You may burn 3 "dose" of alcohol once a day to release a 20ft.cone of putrid air, dealing 6d6 sonic damage. At level 12, you may use this ability for only 2 "doses", and the target must make a fortitude save or become sickened. At level 18, you may use this ability for only 1 "dose", and the target is nauseated on a failed save instead of sickened. (DC=10+1/2 Drunken Master Levels+Constitution Modifier)
Feats
Chug, Chug, Chug!
Your alcoholic obsession has become an asset.
Prerequisites: Drink like a Devil
Benefits: You may spend a full round action to down five drinks, effectively giving you five "doses"
Normal: You may only make a swift action to down one drink.
On the Rocks
Not only can you breath fire but, with ice, you can spit a storm of ice cold alcohol and ice shards.
Prerequisites: Breath of Fire
Benefits: You may choose to have your Breath of Fire ability deal either cold or slashing damage.
Normal: Breath of Fire deals fire damage.
Perma-buzzed
You never really seem completely sober... never.
Prerequisites: Swaying at the Waist
Benefits: You are always treated as drunk, with or without "doses".
Normal: You are only drunk when you have a positive number of
"doses".
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