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Amnestic
2013-05-08, 07:13 PM
Brewmaster

-Image Removed until further notice. Pretend there's a cool pic here!-
A Pandaren Brewmaster kicks back with his Beastmaster companion.

Adventures: Brewmasters are the adventurous sort by nature. They have a strong desire to seek out new places and new flavours. Often they are driven to adventure solely in search of "the perfect brew". They also go in search of stories which can be told. While some Brewmasters prefer to stay in cities and work on their brews in peace, many Brewmasters feel a deep wanderlust and adventuring is a natural extension of satisfying this.

Characteristics: Brewmasters are a combination of martial expert and brewer. They are adept at fighting and drinking equally. Most Brewmasters combine these two, and the magical brews that they can create often work to supplement their martial styles. Brewmasters are also best on the frontline, working to draw enemy attacks to themselves then dodging and weaving around them in a mystical booze-induced dance.

Alignment: Their nature as wandering masters and purveyors of alcohol generally makes Brewmasters tend away from Evil alignments. Some more lawfully inclined brewmasters find perfection in their martial regiment and strict ingredients, while others prefer to play it by ear and take it easy in a more chaotic manner. Regardless, almost all Brewmasters are laid back in their dealings with others, with a very relaxed and gentle view.

Religion: For Brewmasters, their religion is a deeply personal thing. While some are not religious at all, others are extremely so. In general though, if a Brewmaster is religious you will find them following gods of travel, luck, strength, knowledge, alcohol and frivolity.

Background: Brewmasters can come from any walk of life though generally it runs in a family. Some families are built around their brews, becoming famous in their home city, country or even beyond for them. The way of the Brewmaster generally requires a teacher or mentor - it's not something learned by accident. Older brewmasters are normally happy to take on students, believing that through their students they can savour new flavours and new styles of brew.

Races: Almost any race can follow the path of the Brewmaster, though races which tend towards alcohol (Dwarves, for instance) are usually more likely. Warforged and Undead generally do not follow the Brewmaster path, as they cannot sample their own brews which is part of the fun!

Other Classes: Brewmasters work will with almost any other class, though they can often find very strict codes (like those of Paladins) stifling, and they generally find Evil classes distasteful. Evil ruins brews, after all.

Role: Brewmasters are frontline fighters, attacking and disabling enemies while drawing attacks to them. They are expected to take damage and dish it out in equal measure, while protecting those squishier than themselves. Their high focus on healing, avoidance and attracting foes to them makes them a desirable part of any adventuring team.

Abilities: Due to their heavy focus as frontline fighters, Brewmasters heavily favour a strong Constitution and a dexterous body. Unless otherwise specified, the DCs on all Brewmaster abilities are (10+1/2 Brewmaster Level+ConMod).

Hit Dice: D10

Skill Points Per Level: 4+IntMod

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

1st| +1 | +0 | +2 | +2 | Stance of the Sturdy Ox, Jab, Blackout Kick

2nd| +2 | +0 | +3 | +3 | Roll, Tiger Palm

3rd| +3 | +1 | +3 | +3 | Drunken Haze, Vengeance, Tier 1 Talent

4th| +4 | +1 | +4 | +4 | Keg Smash, Provoke, Crackling Jade Lightning

5th| +5 | +1 | +4 | +4 | Breath of Fire, Healing Sphere, Zen Pilgrimage

6th| +6/+1 | +2 | +5 | +5 | Detox, Clash, Energising Brew, Tier 2 Talent

7th| +7/+2 | +2 | +5 | +5 | Legacy of the Emperor, Afterlife

8th| +8/+3 | +2 | +6 | +6 | Parry, Swift Reflexes

9th| +9/+4 | +3 | +6 | +6 | Fortifying Brew, Expel Harm, Tier 3 Talent

10th| +10/+5 | +3 | +7 | +7 | Guard, Touch of Death, Zen Flight

11th| +11/+6/+1 | +3 | +7 | +7 | Disable, Spear Hand Strike, Elusive Brew

12th| +12/+7/+2 | +4 | +8 | +8 | Nimble Brew, Paralysis, Tier 4 Talent

13th| +13/+8/+3 | +4 | +8 | +8 | Spinning Crane Kick, Avert Harm

14th| +14/+9/+4 | +4 | +9 | +9 | Crackling Jade Lightning, Sparring

15th| +15/+10/+5 | +5 | +9 | +9 | Light Armour Specialisation, Tier 5 Talent

16th| +16/+11/+6/+1 | +5 | +10 | +10 | Summon Black Ox Statue, Mastery: Stagger

17th| +17/+12/+7/+2 | +5 | +10 | +10 | Transcendence, Touch of Karma

18th| +18/+13/+8/+3 | +6 | +11 | +11 | Resuscitate, Gift of the Ox, Tier 6 Talent

19th| +19/+14/+9/+4 | +6 | +11 | +11 | Legacy of the White Tiger, Internal Medicine

20th| +20/+15/+10/+5 | +6 | +12 | +12 | Storm, Earth and Fire, Zen Meditation[/table]

Class Skills: Balance, Bluff, Climb, Craft (Brews), Decipher Script, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (All), Listen, Profession (Brewmaster), Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Swim, Tumble.

Weapon and Armour Proficiencies: Brewmasters are not proficient with any weapons bar their unarmed strike.

They are proficient with light armour, but not shields of any variety.

Talents: At 3rd level and every 3 levels thereafter (6th, 9th, etc.), the Brewmaster can choose one of three Talents that are made available to him. These talents can only be changed by visiting the site of their monastery and paying (Brewmaster Level+Talent Tier)*1000gp and spending at least one week training at the monastery to acclimate to their new talent.


Tier 1 Talents:-

Celerity: Increases your maximum number of Roll/Chi Torpedo charges by 1, and reduces the cooldown by 1 round.

Tiger's Lust: As a swift action, the Brewmaster clears any Slow effects from a target within 30 feet. In addition, the target's movement speed with all movement modes is increased by 70' for one round.

Momentum: Every time the Brewmaster uses Roll/Chi Torpedo, their movement speed with all movement modes is increased by 25% for two rounds, stacking up to 50%.


Tier 2 Talents:-


Chi Wave: As a swift action the Brewmaster can launch a wave of Chi which bounces between both friend and foe - healing the former and hurting the latter. It deals (1d6/2 Brewmaster Levels) damage and heals for (1d3/2 Brewmaster Levels). Chi Wave bounces between a random target up to 10' away once each round, alternating between friend and foe up to 7 times. If it ever lacks a viable bounce target, Chi Wave fizzles and ends. Chi Wave has a three round cooldown.

Zen Sphere: The Brewmaster can create a Zen Sphere as a swift action at a friendly target within 30 feet, healing the target for (1d4/Brewmaster Level) health every round and dealing (1d6/2 Brewmaster Levels) damage to the closest enemy within 10' of the Zen Sphere. Zen Sphere lasts for 3 rounds. If the target of the Zen Sphere ever drops below 30% health, the Zen Sphere detonates and instantly dealing all of its remaining potential healing and damage at once. Only two Zen Spheres can be active at a time.

Chi Burst: As a standard action, the Brewmaster can summon an enormous torrent of Chi energy in a 40' line, damaging all foes and healing any friendly targets in its path. Chi Burst deals (2d6/2 Brewmaster Levels) damage and heals for half that much. Chi Burst will always heal the Brewmaster, and has a 5 round cooldown.


Tier 3 Talents:-


Power Strikes: Once every three rounds, your next Jab, Crackling Jade Lightning or Expel Harm will generate 1 additional Chi. If you are already at your maximum Chi, a Chi Sphere will be summoned near you.

Ascension: Increases your maximum Chi by 1 and your energy regen by 20%.

Chi Brew: Instantly restores all the Brewmaster's chi. Chi Brew has a 15 round cooldown.


Tier 4 Talents:-


Ring of Peace: As a standard action the Brewmaster can project a 30' radius bubble around them which lasts for two rounds. Foes in the bubble need to succeed on a Will save or be incapable of taking any offensive action for as long as they remain in the bubble. Foes who leave and re-enter the Ring of Peace must make the save again every time they re-enter. Ring of Peace can be used once every 10 Rounds.

Charging Ox Wave: The Brewmaster can launch an effigy of the Black Ox forwards in a 30' line. Any foe in this line must make a Fort save or be Stunned for one round. Charging Ox Wave can be used every 5 rounds, and is a Swift action.

Leg Sweep: The Brewmaster sweeps the leg with expert efficiency. All foes adjacent to the Brewmaster must make a Reflex save or be Stunned for one round, and also knocked prone. Leg Sweep is a swift action, and can be used every 5 rounds.


Tier 5 Talents:-


Healing Elixirs: Every time the Brewmaster consumes a Brew, they are healed by 15% of their maximum HP. Healing Elixirs has a three round cooldown.

Dampen Harm: The Brewmaster can reduce the physical damage dealt to it for the next 8 rounds. The next 3 physical attacks dealt to the Brewmaster which would deal more than 20% of the Brewmaster's total health are reduced by half. Dampen Harm can be used as an Immediate action and has a 15 round cooldown.

Diffuse Magic: As an immediate action, the Brewmaster can reduce all incoming magical damage by 90% for one round. Diffuse Magic also reverses any negative magical effects currently affecting the Brewmaster. If the original caster of the negative magical effect is within 40', the effect is instantly transferred to the caster. If the original caster is not within 40', then the effect dissipates harmlessly. Diffuse Magic can be used once every 15 rounds.


Tier 6 Talents:-


Rushing Jade Wind: At the cost of 2 Chi, the Brewmaster can summon a whirling Tornado of Chi which flies in a 30' line. Any targets in this line take 2d4 Brewmaster level damage, and all targets who take damage receive an additional 30% damage from Spinning Crane Kick for one round. It also activates Shuffle. Rushing Jade Wind costs a Standard Action and can be used once every 5 rounds.

Invoke Xuen, the White Tiger (Su): As a full round action, the Brewmaster can invoke the spirit of Xuen, the White Tiger. Appearing as an enormous crackling White Tiger, Xuen has the following stats:


Xuen, the White Tiger
Neutral Good Medium Elemental
Senses: darkvision 60 ft, permanent True Seeing;
AC: 23 (+7 Dex, +6 Nat), touch: 17, flat-footed: 16
HP: 171 (18d8+90)
Fort +16, Ref +18, Will +10
Speed: 60 ft.
Attack: -
Base Atk: +13/+8/+3, Grp: +17
Abilities: Str 18, Dex 25, Con 20, Int 10, Wis 18, Cha 14
Feats: Ability Focus (White Tiger Lightning)
Special Qualities: Elemental Traits
Special Abilities: Provoke, White Tiger Lightning, Displaced

Tactics: When summoned, the Brewmaster designates one target. Every round, Xuen will move towards this target and attempt to remain adjacent. Xuen will also use its Provoke ability on the target every round.

Provoke: As the Brewmaster ability, but can be used every round instead of once every two rounds.
White Tiger Lightning: At the end of each of Xuen's turn, he radiates crackling white lightning in a 10' burst around him, dealing 1d6/2HD electrical damage to everyone in that area. Reflex save (DC10+1/2HD+ChaMod) halves this damage.
Displaced: When Xuen is summoned, he is affected by a permanent Displacement spell. This can be dispelled, however it will be automatically applied the next time Xuen is invoked.


Xuen has HD equal to the level of the Brewmaster who summoned it.


Xuen lasts for a number of rounds equal to the Brewmaster's ConMod and can be used once per day.

Chi Torpedo: A Brewmaster's Roll ability is replaced by Chi Torpedo. Any enemies in the path of Chi Torpedo receive 1d4/2 Brewmaster Levels damage, and any friendly creatures in the path of Chi Torpedo receive 1d4/4 Brewmaster Levels healing.






Energy: A Brewmaster works on two major resource systems: Energy and Chi. Abilities which require Energy often (though not always) generate Chi. A Brewmaster has a maximum 100 Energy in their Energy pool, and they receive energy equal to 15+Dexterity Score at the start of their turn each round, regardless of negative effects (Helpless, Dying, etc.) affecting them.

Chi: Chi is the second of the Brewmaster's resources and generally powers their more powerful abilities. Brewmasters have a maximum Chi Pool of 4, and generate Chi by using certain abilities. If they attempt to generate Chi when they are at their current maximum, this Chi is wasted. Outside of combat, Chi dissipates at a rate of 1 chi per round.

Unarmed Strike: At first level, the Brewmaster gains the Improved Unarmed Strike feat. Their expert martial arts grant them higher than normal Unarmed Strike damage. A Brewmaster may enchant their unarmed strike appendages as if they were a blunt melee weapon.

Unarmed Strike Progression:

{table=Head]Levels|Unarmed Strike Damage
1-5|2d6
6-10|2d8
11-15|3d6
16-20|3d8[/table]


Stance of the Sturdy Ox: A Brewmaster's fighting stance is one built for defense while showing false weaknesses. They can enter this Stance as a standard action and it remains in place unless they are Helpless, Prone or Dead. While in this stance, a Brewmaster receives 25% less damage, his Constitution Score is increased by 2 (4 at 10th Level, 6 at 20th), and when attacked a foe's critical threat range is reduced by 1 (to a minimum of 20).

Stance of the Sturdy Ox also allows the Brewmaster to Stagger damage. In addition, while in this stance, the Brewmaster can use their Dexterity score/modifier in place of their Strength score/modifier when determining hit and damage with Brewmaster abilities. Further, every time the Brewmaster deals damage with a Brewmaster ability, the foe must succeed on a Will save. If it fails, any attacks it makes during its next turn must target the Brewmaster.

Stagger: The Brewmaster can shrug off physical attacks. 80% of the damage occurs instantly while the remaining 20% is divided over the next two rounds.

Jab: As an attack action, the Brewmaster can Jab the opponent with their unarmed strike. Jab costs 40 Energy and generates 1 Chi.

Blackout Kick: As an attack action, the Brewmaster can enhance their feet with dark energy, dealing 1.5* unarmed strike damage to one enemy. Blackout Kick costs 2 Chi, and also activates Shuffle.

Shuffle: For one round, a Brewmaster's Parry chance is increased by 20%, and the amount of damage they stagger is increased by 20%.

Roll: As a move action, the Brewmaster can leap forward and roll 30' in any one direction. They can roll through enemy squares without costing any additional movement or provoking attacks of opportunity, but must move the full 30'. If an obstacle (eg. wall) blocks their way, the Roll instantly ends. Roll has two charges, with each use of the ability costing one charge. Roll gains one charge every four rounds.

Tiger Palm: As an attack action, the Brewmaster can jab with their palm dealing 1d4 per 4 Brewmaster levels. If Tiger Palm connects, the Brewmaster can ignore 30% of enemy's AC, DR and Miss Chance for the next three rounds.

Drunken Haze: The Brewmaster hurls a keg of their finest brew as a splash weapon with a 40' range. Any foes in a 10' radius of the impact must beat a Reflex save or be affected by Drunken Haze. If affected, their movement speed is halved for the next two rounds and if they make a melee attack they have a 5% chance for it to backfire and instead do (Brewmaster DexMod) damage to them rather than their intended target. In addition, they must make a Will save as if they were damaged by a Brewmaster ability, otherwise be compelled to target the Brewmaster to the exception of all other targets. Drunken Haze is a Standard action, costs 20 Energy to use and lasts 3 rounds.

Vengeance: Whenever the Brewmaster takes damage they are filled with the desire for Vengeance. This manifests itself as +1 to attack and damage with all Brewmaster abilities for every 5 damage taken, capped at +1 per every 4 Brewmaster levels. Vengeance lasts for 2 rounds and is cumulative, refreshing the duration whenever the Brewmaster takes damage. Staggered damage does not activate Vengeance, however other damage over time effects (such as Acid Arrow) do.

Keg Smash: The Brewmaster slams a Keg of brew on all opponents adjacent to him as an attack action. This deals 1d6 per 2 Brewmaster levels and foes must succeed on a Reflex save or be affected by Drunken Haze. Keg Smash costs 40 Energy, generates 2 Chi and has a 2 round cooldown.

Provoke: As a swift action, the Brewmaster can Provoke one target within 40'. The target must make the Brewmaster their only target for the next round, and their movement speed is doubled. Provoke lasts 1 round and has a 2 round cooldown. If Provoke is used on the Brewmaster's Summoned Black Ox Statue, it provokes all enemies in a 5' radius area around the Statue.

Breath of Fire: The Brewmaster unleashes a torrent of flame from their mouth, covering all foes in a 15' cone with fire (1d6/2 Brewmaster levels, Reflex halves). In addition, if a foe is affected by Drunken Haze they take an additional 1d6+1 fire damage each round for as long as Drunken Haze remains on them. Breath of Fire costs 2 Chi to use, and counts as a Breath Weapon for feats/abilities/spells/etc. which affect Breath Weapons. Breath of Fire is a Standard action.

Healing Sphere: As a swift action the Brewmaster can summon a Healing Sphere at a targeted location within 30'. Any ally who passes through this sphere and is not at max health is instantly healed 1d6/3 Brewmaster levels. If an enemy or an ally who is at max health passes through the sphere, it does not activate and remains in place. Healing Sphere costs 40 energy and the Brewmaster can summon a maximum of 3 Healing Spheres this way at any one time. Healing Spheres last for one minute. If they expire before being used, they explode healing all targets (Friend and foe) within a 5' radius area for half the normal amount.

Zen Pilgrimage: A Brewmaster is nothing without a home. They can designate one place in the world as their Brewery/Monastery/Dojo/Home and travel to-and-from this place at will. Selecting a home for Zen Pilgrimage takes one week of careful brewing, meditation and martial practise in this place. Zen Pilgrimage takes ten minutes to cast and instantly teleports the Brewmaster home, along with any gear (though never any people) that they are carrying. It can then be cast again to transport back to the spot which they originally left from. Zen Pilgrimage can be used twice per day in this manner. Once to return home, and once to return to where they came from. If they do not return within one hour of leaving, Zen Pilgrimage fades and they can no longer return to the original spot.

Detox: As a full round action, the Brewmaster can remove all poisons and diseases from a target within 10'. Detox costs 20 Energy.

Clash: As a move action the Brewmaster can designate one target between 10' and 40' away. The target must succeed on a Will save or both Brewmaster and target will dash towards one another, clashing at the midpoint. All foes within a 5' area around the Clash must succeed on a Fort save or be stunned for one round. Clash has a 6 round cooldown.

Energising Brew: As a free action on their turn, the Brewmaster can chug an Energising Brew. This triples their Energy regeneration rate for two rounds. Energising Brew can be used once per encounter.

Legacy of the Emperor: As a full round action, the Brewmaster can channel their inner energies through themselves and their allies. The Brewmaster and up to 6 allies gain a +2 Insight bonus to their Strength, Dexterity and Intelligence. This lasts 24 hours, and costs 20 Energy to use.

Afterlife: When the Brewmaster kills a foe, they have a 20% chance to instantly generate a Healing Sphere at the location of the foe's corpse. This Healing Sphere acts as if summoned by the Healing Sphere ability, but does not count towards the maximum cap of Healing Spheres that can be available.

Parry: The Brewmaster gains the ability to parry blows directed at it. This is reflected by them gaining a miss chance equal to their Dexterity score, versus all melee attacks (including melee touch spells/abilities), but not ranged attacks/ranged touch spells.

Swift Reflexes: Whenever the Brewmaster avoids an attack by Parrying it, they instantly lash out at the enemy they parried, dealing damage equal to half their Dexterity score.

Fortifying Brew: As an Immediate action, the Brewmaster can chug their Fortifying Brew. This grants them 20% extra hit points, increases the amount of damage they stagger by 20% and reduces all damage taken by a further 20%. Fortifying Brew can be used once per encounter and lasts three rounds.

Expel Harm: As an attack action, the Brewmaster can heal themselves for 1d6/Brewmaster Level. Expel Harm also deals 50% of the damage healed to a random enemy within 10'. Expel Harm costs 40 Energy and generates 1 Chi, with a 3 round cooldown. If used when the Brewmaster is below 30% health, it does not activate its cooldown.

Guard: As an attack action, the Brewmaster can grant themselves a shield of temporary hit points equal to their Constitution score*2, lasting for 5 rounds. Any heals from Brewmaster abilities applied to the Brewmaster themself while they are affected by Guard are increased by 30%. In addition, if the Brewmaster is currently under the affect of Tiger Palm, the multiplier for Guard's temporary hit points is increased to x3, rather than x2. Guard can be used once every 6 rounds.

Touch of Death: As a standard action, the Brewmaster can Touch of Death on one enemy within melee range which has less than 10% of its maximum health. The target instantly dies. Touch of Death can only be used on living targets (not undead/constructs). The Brewmaster instinctively knows when a target is below 10% hitpoints. Touch of Death costs 3 Chi and can only be used once per encounter.

Zen Flight: The Brewmaster gains a fly speed (perfect) equal to half their base land speed.

Disable: The Brewmaster attempts to strike a foe's weakspot. As an attack action, they can Disable a foe (Reflex negates). If they are Disabled, their movement speed is halved for as long as they are within 15' of the Brewmaster and for one round afterwards. They are incapable of performing a 5' step while disabled. If the foe's movement speed is already hindered (such as by Drunken Haze), they are also rooted in place for one round. They can act as normal, but are incapable of taking move actions. Disable costs 15 energy.

Spear Hand Strike: As an immediate action, the Brewmaster can jab their fingers into the throat of an enemy spellcaster who attempts to cast a spell while threatened by the Brewmaster. The spellcaster must make a Fortitude save or lose their spell. If the spell is lost, they are also incapable of casting any spell from that school for one round. Spear Hand Strike has a 3 round cooldown.

Elusive Brew: Whenever a Brewmaster deals damage with a Brewmaster ability (but only once per round), they gain two charges of Elusive Brew. Once a Brewmaster gains six charges, they can consume them as a free action during their turn, which grants them a 30% miss chance against all attacks for one round. Brewmasters can have a maximum of 18 charges of Elusive Brew, and can consume them in multiples of six. For each additional six charges, they gain another round of Elusive Brew's miss chance.

Nimble Brew: As an immediate action, the Brewmaster can chug their Nimble Brew, which immediately breaks any and all Stun, Fear, Daze, Entangled, Fatigue, Nauseate, Paralyze or Sicken effects currently affecting the Brewmaster. It also grants them a +6 bonus on saves vs. those effects for one round after Nimble Brew is used. Nimble Brew can be used once per encounter, and can be used while under any of the aforementioned effects, even if the effect would normally not allow the Brewmaster to take such an action.

Paralysis: The Brewmaster reaches out to one foe within 15' and attempts to Paralyze it. The Foe is paralyzed for two rounds (Fort save negates). Paralysis is a swift action and costs 20 energy. If the foe is not aware of the Brewmaster, the duration of Paralysis increases to 5 minutes. Any damage taken during the paralysis ends the effect after the damage is resolved.

Spinning Crane Kick: As an attack action, the Brewmaster can spinkick all foes which they threaten, dealing half his unarmed strike damage to each foe. If Spinning Crane Kick hits three or more foes, the Monk gains 1 Chi. Spinning Crane Kick costs 40 energy.

Sparring: Whenever the Brewmaster takes a melee hit, is affected by a melee touch spell or Parries they gain a stack of Sparring, which increases their Parry chance by 5%. Brewmasters can gain a total of three stacks of Sparring (total 15% additional Parry chance), and Sparring lasts for two rounds, but its duration is refreshed every time they gain a new stack. Sparring is also refreshed if they would gain a new stack, but are already at 3 stacks.

Light Armour Specialisation: While they have Light Armour equipped, a Brewmaster gains a further +2 Insight bonus to Constitution. This stacks with the bonus from Stance of the Sturdy Ox.

Summon Black Ox Statue: As a Swift action, the Brewmaster can summon a Black Ox Statue at a point within 50'. Whenever the Brewmaster deals damage equal to four times their Dexterity Score, one friendly target within 30' of the Black Ox Statue is gains the Guard effect (as detailed above), using the Brewmaster's Constitution for determining the size of the temporary hit points.

This damage is a cumulative total which carries over to following rounds. The counter resets whenever a new Black Ox Statue is summoned. The Black Ox statue can be targeted and damaged. It has Hardness 25 and HP equal to double the Brewmaster's class levels.

Mastery: Stagger: The Brewmaster staggers an additional ConMod damage, rounded down to the nearest 5%.

Transcendence (Su): As a swift action, the Brewmaster can summon a Spectral version of themself in their current location. As an Immediate action, they can then instantly switch places with their spectral form as long as they are within 50' of it. The Spectral form cannot be damaged or destroyed in any way and lasts for fifteen minutes or until the Brewmaster moves more than 100' away from it, whichever is sooner. Transporting via Transcendance has a 7 round cooldown.

Touch of Karma: As a swift action the Brewmaster can redirect all damage towards an enemy target that they threaten. For the next round, any damage the Brewmaster takes up to their maximum HP is instead redirected to their Touch of Karma target (Will save halves damage), split over the next two rounds. Touch of Karma can be used once per encounter, but only twice per day.

Resuscitate (Sp): The Brewmaster can cast Raise Dead as a Spell Like Ability once per day. This costs 50 Energy, but has no material cost.

Gift of the Ox: Whenever the Brewmaster deals damage they have a chance to summon a Healing Sphere within 10' of them, useable only by the Brewmaster. These Healing Spheres operate like the ability described above, but do not count towards the maximum Healing Sphere total of that ability.

Legacy of the White Tiger: The Brewmaster invigorates their allies further. As a full round action he can affect himself and up to six allies with Legacy of the White Tiger. The threat range of all creatures affected increases by 1, which stacks with any other critical threat range increasing effects (such as Keen). In addition, the Insight bonus granted by Legacy of the Emperor is increased by a further +2 to Strength, Dexterity and Intelligence when they are also affected by Legacy of the White Tiger. Legacy of the White Tiger lasts 24 hours and costs 20 Energy to use.

Internal Medicine: The Brewmaster's Detox ability will now also purge any magical effects currently on the target.

Storm, Earth and Fire: The Brewmaster reaches the pinnacle of their training, granting them mastery over form and function. They see clearly that each things has its place in the world. The Brewmaster splits into three distinct spectral forms - Storm, Earth and Fire. These forms retain all of the Brewmaster abilities, though each deals only 50% of the damage that the normal Brewmaster would deal. Each spirit acts on the Brewmaster's initiative count but has its own set of actions independent of the other spirits.

Each Spectral form has the hitpoints and ability scores that the Brewmaster had when it activated Storm, Earth and Fire, including the benefits from any magic items the Brewmaster was carrying. As long as at least one form remains alive when Storm, Earth and Fire's duration expires, the Brewmaster returns at the same HP that it activated the ability on. If all three spectral forms are killed, the Brewmaster is also killed, its body appearing at the location of the last most spirit killed.

Storm, Earth and Fire lasts for 5 rounds, and can be used once per day.

Zen Meditation: The Brewmaster can enter a state of zen meditation as a full round action. In doing so, all attacks performed against his allies are immediately redirected to the Brewmaster for the next round. They effectively target the Brewmaster instead of the ally and thus are targetted against the Brewmaster's defensive abilities (Parry, Elusive Brew, AC, Damage Reduction, etc.) rather than their ally. Zen Meditation's effect automatically ceases if an attack they are redirecting would kill the Brewmaster. This can be overridden, but the Brewmaster is aware of this eventuality.

Zen Meditation can be used once per encounter, and twice per day.

Design Intent/Thoughts:

So I've wanted to write this for a while, but only really sat down to do it recently. The intention, as you may have noticed, is to attempt to create a 'tank' class which functions as a proper tank in a manner not entirely disimilar to the Crusader. I'm not sure how I did, but that's for you guys to decide, right?

If I had to name one problem with it thus far, it's the wording. I can get very wordy and it does tend to bog things down, but in the end I'm still not sure I'm clear on matters and I'm damn sure that some things could be clearer - with any luck, you guys can give some suggestions on rectifying that.

Other than that, I'm mostly happy with the philosophy behind the design and I think besides some language clearing up and some numbers tweaking, it's not a bad effort (hopefully).


Would also like to give a shout out to Jarian whose homebrew contributions were a major inspiration for this project (and they're just really good in general - seriously, you guys should check 'em out. (http://www.giantitp.com/forums/showpost.php?p=10512914&postcount=109))