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Lanth Sor
2017-08-07, 11:35 AM
Blackout Brawler

"Drunk? I'm not drunk, just intelligently intoxicated." - Victor Shoztein Human Blackout Brawler

Adventures: When you drink this much you may adventure to get the funds to drink more or even because you blacked out and found your self 3 towns over. Some adventurers become Blackout Brawlers after suffering a tragedy. Other Brawlers search the world for fine spirits to fuel their bouts.

Characteristics: Talented at consuming inhuman amounts of alcohol and utilizing their drunken stupor to maximum effect. They use alcohol to infuse their form, raise their spirits, or even replenish their vitality.

Alignment: Blackout brawlers tend toward the chaotic alignments, but nothing stops one from being lawful. Its not unheard of for a monk or war veteran to take up the path.

Religion: Religion doesn't often play a part in their revelry but if it does they favor gods of the drink or strength.

Background: There are many paths that lead to of a blackout brawler. Some are happenstance, some are grand, some are sad, but they all start at one place... the bottom of a bottle.

Races: Dwarves are some of the most notorious blackout brawlers. Other races that favor alcohol consumption are also prone to becoming brawlers. Most other races produce a few Blackout Brawlers on occasion but, they are rather uncommon.

Other Classes: Most classes tend to see their constant alcoholism a nuance. Rogues know the value of being unassuming. While barbarians and other combatants not prone to law find Brawlers good company. Wizards, Paladins, and Most Monks see them as bothersome and sad or a problem.

Role: Blackout Brawlers take the front line taking out the parties enemies with devastating kicks and punches.

Adaptation: Blackout Brawlers are just as likely to appear in your game world as a fighter.

GAME RULE INFORMATION
Blackout Brawler's have the following game statistics.
Abilities: Blackout brawler's favor high constitution to power their abilities and high strength to enhance their prowess in combat. Dexterity is helpful always helpful due to being a martial combatant.
Alignment: Any
Hit Die: d12
Starting Age: As barbarian
Starting Gold: As barbarian

Class Skills
The Blackout Brawl's class skills (and the key ability for each skill) are Balance(Dex), Bluff (Cha) Climb (Str), Craft (Int), Heal (Wis), Hide (Dex) Intimidate (Cha), Knowledge (Local), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis) Swim (Str) , Survival (Wis)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Blackout Brawler


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers
Readied
Maneuvers
Known
Stances
Known


1st

+1

+2

+0

+0
Take a Hit, Hit Like a Truck, Drink Like a Fish

2

4

1


2nd

+2

+3

+0

+0
Endless Flask, Two Sheets to the Wind, Iron Liver

2

5

1


3rd

+3

+3

+1

+1
Drunk Punch, Mettle

3

6

1


4th

+4

+4

+1

+1
Punch Drunk, Evasion

4

7

2


5th

+5

+4

+1

+1
Stagger, Flask of a Thousand Flavors

5

8

2


6th

+6

+5

+2

+2
Falling Up

6

9

2


7th

+7

+5

+2

+2
Seven Sheets to the Wind

6

10

2


8th

+8

+6

+2

+2
Improved Drunk Punch

7

11

3


9th

+9

+6

+3

+3
Improved Evasion, Flavors of Renown

8

12

3


10th

+10

+7

+3

+3
Stagger Healing

8

13

3


11th

+11

+7

+3

+3
Improve Drink Like a Fish, Improved Mettle

9

14

3


12th

+12

+8

+4

+4
Twelve Sheets to the Wind

10

15

4


13th

+13

+8

+4

+4
Greater Drunk Punch, Flavor's of Legend

11

16

4


14th

+14/+9/+4

+9

+4

+4


11

17

4


15th

+15/+10/+5

+9

+5

+5


12

18

4


16th

+16/+11/+6/+1

+10

+5

+5


13

19

5


17th

+17/+12/+7/+2

+10

+5

+5
Flavor's of Myth

14

20

5


18th

+18/+13/+8/+3

+11

+6

+6
Deadly Drunk Punch

14

21

5


19th

+19/+14/+9/+4

+11

+6

+6


15

22

5


20th

+20/+15/+10/+5

+12

+6

+6
Twenty Sheets to the Wind

16

23

6



Class Features
All of the following are class features of the blackout brawler.

Weapon and Armor Proficiencies: A blackout brawler is proficient with all simple weapons plus improvised weapons. She is proficient with light armor and shields (except tower shields).

Maneuvers(Ex): A Blackout Brawler learns maneuver from the Iron Heart school and three other martial school of their choice. If the other schools demands any special prerequisite (like Ancient Temple needing a feat) the Blackout Brawler must fulfill it as well. Her Initiator level is equal to her Blackout Brawler level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

The Blackout Brawler can recharge all her expended maneuvers by drinking an alcoholic beverage or potion in a particularly showy way as a Full round action that doesn't provoke attacks of opportunity.

At 4th level, and every even-numbered level afterwards, the blackout brawler can replace one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Take a Hit(Ex): The blackout brawler adds their con mod as natural armor while not wearing medium or heavy armor.

Hit Like a Truck(Ex): The blackout brawler gains improved unarmed strike as a bonus feat. Additionally they are treated as one size category larger for unarmed strike. At the 6th level their unarmed strike damage increases by one size category, and every six levels thereafter.

Drink Like a Fish(Ex): Drinking anything that would normally require a standard action is now a move action and does not provoke attacks of opportunity.
At the 11th level the action required to drink is reduced to a swift action, but you may still use a move or standard.

Endless Flask(Su): At the 2nd level the blackout brawler gains a flask, they often don’t know where it came from, but they never seem to lose it. And the flask seems to always be full.
This flask is an item always on them and if it should ever be taken away the moment they go to drink from it it reappears just in time to open. You may choose to have it linked to your clothes via a chain. Per use the flask can only create one dose of alcohol the type of alcohol is up to the user. The alcohol itself cannot be worth more than 1g squared per class level. If you ever try to sell this alcohol you instantly lose the benefits of this class feature until you gain a level in the class.

A single dose of alcohol is defined by modern 8oz beer, 5oz wine, 1oz spirit, base DC15 once you down the whole thing but the dc is reduced by 1 per 10 min spent drinking it. Every dose taken in the next 1 hour after the first regardless of if your are affected or not +2 to the DC. If drinking a beverage with a predefined DC, for every 2 it exceeds 15 by it counts as an additional dose of alcohol. Each dose increases the effect's duration by 45 minutes from the time the first drink was consumed. Each dose is removed from the total dose count 1 hour after consuming. By consuming fatty foods and breads you can gain a +1 per pound of food consumed. Failing a save vs alcohol inflicts the sickened condition, and after failing your con mod times you are staggered and after failing twice your con mod times you are nauseated. Being effected by alcohol is considered being intoxicated.

Two Sheets to the Wind(Ex): Starting at the 2nd level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 2 doses of alcohol the blackout brawler gains +2 STR, -2 Dex, +2 dodge bonus to AC and CMD.

Iron Liver(Ex): Starting at the 2nd level the blackout brawler gains a tolerance to ingested poisons. Gain +1/2 class level vs Ingested poisons additionally half all ingested poison duration.
Beginning at the sixth level this benefit applies to all poisons.

Drunk Punch(Ex): Starting at the 3rd level the blackout brawler treats his unarmed strikes as two handed weapons for all purposes where they would benefit from being such while intoxicated.

Mettle(Ex): Starting at the 3rd level whenever the blackout brawler succeeds on a will or fort save for partial they instead are unaffected.

Punch Drunk(Ex): Starting at the 4th level the blackout brawler gains their con mod on will saves while intoxicated.

Evasion(Ex): Starting at the 4th level whenever the blackout brawler succeeds on a reflex save for half they instead negate the effect.

Falling Up(Ex): Starting at the 4th level the blackout brawler gains their con mod on reflex saves while intoxicated.

Stagger(Ex): Starting at the 5th level the blackout brawler gains a stagger pool. All damage taken enters this pool first. At the end of their turn the blackout brawler takes the damage in their stagger pool. Their stagger pool has a maximum capacity of 5 x class level. Any damage that exceeds the stagger pool is dealt as normal to the blackout brawler. Any healing may be applied to either their stagger pool, current hp, or spread between the two at the blackout brawlers discretion.

Flask of a Thousand Flavors(Su): Starting at the 5th level the blackout brawler may draw sustenance from their liquor. When pouring from their endless flask they may have the liquor emulate an alchemical potion They gain 3+con mod use per day of Flask of a Thousand Flavors. Each use can produce the effect of any flavor presented below.. All bonuses are alchemy, as are all effects. Temporary increases to constitution do not provide extra uses. All effects are instantaneous unless otherwise stated.


Agility: +2 Dex for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Charm: +2 Cha for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Health: +2 Con for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Healing: Heal 1d6/ odd class level
Intellect: +2 Int for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Might: +2 Str for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Sea Striding: +10ft base swim speed for 1 hour. +10ft at 10th, 15th, and 20th levels. If you don’t have a swim speed you instead gain one equal to the bonus.
Sky Striding: +10ft base fly speed for 1 hour. +10ft at 10th, 15th, and 20th levels. This does not affect magic flight or grant a fly speed.
Striding: +10ft base land move speed for 1 hour. +10ft at 10th, 15th, and 20th levels.
Thick Hide: +1/3 levels natural armor for 1 hour.
Troll’s Blood: Gain Fast Healing 3 for 10 min. The fast healing increases by 1 every odd level.
Understanding: +2 Wis for 1 hour. This bonus by 2 at 10th, 15th, and 20th levels.
Waterbreathing: Gain the ability to breath air and water for 30 min.

Seven Sheets to the Wind(Ex): Starting at the 7th level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 7 doses of alcohol the blackout brawler gains +4 STR, -2 Dex, +3 dodge bonus to AC and CMD.

Improved Drunk Punch(Ex): Starting at the 8th level the blackout brawler’s unarmed strikes have have their critical threat range increases by 1 while intoxicated .

Improved Evasion(Ex): Starting at the 9th level whenever the blackout brawler fails a reflex save for half they take the half effect instead of the full effect.

Flavors of Renown(Su): Starting at the 9th level the blackout brawler can activate a Flavor of Renown.


Cleansing: Clear all Stagger
Energy Protection: Gain 10 resistance to chosen energy for 1 hour. Increases to 20 at 12th, and immunity at 19th levels
Invisibility: Gain Invisibility as per spell for 10 min
Magic Resist: Gain SR 11 + class level for 3 min.
Purifying Brew: Reroll a save on an effect you currently under. Roll twice and take the better.
Sea Swiftness: Double swim speed for 1 minute.
Sky Swiftness: Double fly speed for 1 minute. This does not affect magic flight.
Swiftness: Double land base speed for 1 minute. This does not stack with striding.
Sustenance: Gain the benefit of ring of sustenance for 1 day.
Vision: Gain +5 perception(spot and search), Low-Light Vision and Darkvision 60ft for 1 hour

Stagger Healing(Ex): Starting at the 10th level any healing to the blackout brawler’s stagger pool is doubled. Whenever normal HP is healed an equal amount of HP is healed from the stagger pool.

Improved Mettle(Ex): Starting at the 11th level whenever the blackout brawler fails a will or fort save for partial they take the partial effect instead of the full effect.

Twelve Sheets to the Wind(Ex): Starting at the 12th level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 12 doses of alcohol the blackout brawler gains +6 STR, -2 Dex, +4 dodge bonus to AC and CMD.

Greater Drunk Punch(Ex): Starting at the 13th level the blackout brawler’s unarmed strikes have have their critical threat range increases by 1 while intoxicated.

Flavors of Legend(Su): Starting at the 13th level the blackout brawler can activate a Flavor of Legend.


Superior Vision: Gain double the benefits of Vision and See Invisibility as the spell for 10 min.
Freedom: Gain effect of freedom of movement spell for 5 rounds
Sky Striding: +10ft base fly speed for 1 hour. +10ft at 10th, 15th, and 20th levels. This does not affect magic flight. If you do not have a fly speed you fall at the end of your movement and my only move in straight lines..
Stone Skin: Gain or increase your DR x/-, equal to level for 15 rounds.
Superior Invisibility: Gain Greater Invisibility as per the spell for 5 rounds.


Flavors of Myth(Su): Starting at the 17th level the blackout brawler can activate a Flavor of Myth. Flavors of Myth require 2 uses of Flask of a Thousand Flavors to activate.

Planar Acclimation: Choose a plane gain Immunity its energy and you are effect for 24 hrs.
Limited Invulnerability: Gain immunity to lethal physical damage from non spell sources for 2 rounds.
Nymph: For 10 mins gain the benefit Charm, additionally as a full round action you may make a bluff or diplomacy check DC 20+ targets HD. On success the target's attitude toward you shift one step in your favor. On failure greater than 10 results in a negative shift in attitude.
Phoenix: For 10 min gain the benefit of Understanding, additionally once during the duration when killed by damage, on what would be your following turn, heal 10d6 + class level. If the healing would bring you above death threshold you revive, but are stunned until the start of your next turn, and staggered for 1 min.
Sage: For 10 mins gain the benefit Intellect, additionally whenever you activate a maneuver you may make a IL check DC 20+ maneuver level to not expend the maneuver.
Tarrasque For 10 mins gain the benefit Health and gain regeneration 5 as a Tarrasque.
Titan: For 10 mins gain the benefit Might and all weapons are treated as if 2 size categories larger for determining damage dice.
True Vision: For 10 mins gain triple the benefits of Superior Vision and the True Sight spell.
Wendigo: For 10 mins gain the benefit of Agility and have the critical threat range increased by 2.


Deadly Drunk Punch(Ex): Starting at the eighteenth level the blackout brawler’s unarmed strikes have have their critical multiplier increases by 1 while intoxicated.

Twenty Sheets to the Wind(Ex): Starting at the 20th level the blackout brawler begins to gain a passive benefit for being intoxicated. As long as they are affected by at least 20 doses of alcohol the blackout brawler gains +8 STR, -2 Dex, +5 dodge bonus to AC and CMD.


Endless Flask with a Bottom: Each day the flask may produce 5 + class level doses of alcohol.

nonsi
2017-08-07, 01:34 PM
.
You might wanna specify martial disciplines.

Lanth Sor
2017-08-07, 04:13 PM
.
You might wanna specify martial disciplines.

Why would I. The only discipline that is "core" is the Iron heart, and the other disciplines are self taught so they have no rigid form to adhere to.