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    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default [3.5]: The Martial Drunken Master

    Credit goes to wadledo, who's original Martial Drunken Master fix inspired me to do this one.

    The Drunken Master


    HD: d10

    Requirements
    Skills: Tumble 9 ranks, Sense Motive 6.
    Feats: Dodge, Great Fortitude, Improved Unarmed Strike (or the Swordsages’s unarmed strike ability).
    Maneuvers: Ability to use a Desert Wind, Setting Sun, or Tiger Claw maneuver including at least one stance.
    Special: Flurry of Blows or Quick to Act +2; Wisdom to AC; must be chosen by existing drunken masters and survive a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed; must not have immunity to poisons.

    Class Skills (4+Int modifier per level): Bluff, Balance, Climb, Craft, Escape Artist, Heal, Hide, Jump, Know: History, Know: Local, Know: , Listen, Martial Lore, Move Silently, Perform, Profession, Sense Motive, Swim, Tumble.

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+2|+2|+0|Drink Like a Demon, Improvised Weapons
    2nd|+1|+3|+3|+0|Stagger, Improved Feint
    3rd|+2|+3|+3|+1|Swaying Waist of Time Stance, Demon's Strike
    4th|+3|+4|+4|+1|AC bonus +1, Improved Improvised Weapons
    5th|+3|+4|+4|+1|Greater Improvised Weapons
    6th|+4|+5|+5|+2|There Is No Tomorrow, For Medicinal Purposes
    7th|+5|+5|+5|+2|The Demon is Drunk
    8th|+6|+6|+6|+2|Inebriating Strike
    9th|+6|+6|+6|+3|AC bonus +2, Corkscrew Rush, Superior Improvised Weapons
    10th|+7|+7|+7|+3|Drunken Master's Breath[/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|0|0
    2nd|0|0|0
    3rd|0|1|1
    4th|1|0|0
    5th|0|0|0
    6th|0|1|0
    7th|1|0|0
    8th|0|0|1
    9th|0|1|0
    10th|1|0|0[/table]

    Class Features
    Spoiler
    Show

    Maneuvers: At levels 1, 4, 7 and 10 the Drunken Master gains new maneuvers known from the Desert Wind, Setting Sun, and Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Drunken Master levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.

    Stances Known: At 3rd level and again at 8th level, you learn a new martial stance from the Desert Wind, Setting Sun, or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.

    Weapon and Armor Proficiency: Drunken masters gain no proficiency with any weapon or armor.

    Drink Like a Demon (Ex): A drunken master’s body handles alcohol differently from other people’s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom by 1 point, and Intelligence by 2 points, but increases his Strength or Constitution (character’s choice) by 2 points, and his Dexterity by 1. A drunken master may benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character’s drunken master level + 3.

    Improvised Weapons (Ex): Same as Improvised Weapon found in CW pg 28. In addition, any bonuses granted to a Drunken Master's unarmed strikes (from the Weapon Focus feat or a Amulet of Natural Attacks) are also transferred to any improvised weapon they wield.

    Stagger (Ex): Same as Stagger found in CW pg 28.

    Improved Feint (Ex): A drunken master who attains 2th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.

    Swaying Waist of Time Stance (Su): At 3rd level, a drunken master knows how to weave and bob during an attack, making him more difficult to hit while allowing him to launch a flurry of dizzying attacks. This counts as a Setting Sun Stance for any abilities and feats you may have.
    In this stance, you gain a dodge bonus equal to the number of drinks you have consumed with the class Drink Like a Demon ability. In addition, you may make additional attacks by burning off your alcohol supply, adding one attack per drink lost prematurely, thereby reducing the dodge bonus you get from this stance. These extra attacks can be added to any full action or standard action attack, and all attacks made suffer a -2 penalty. You may only add a single attack onto any given standard action or full action attack.

    Demon's Strike (EX): A 3rd level Drunken Master can use his drunkenness to fuel devastating attacks. The Drunken Master makes a Jump Check (DC = 15 +2 for each drink he has consumed). If he fails, he takes a -2 to AC. If he succeeds, he makes a single attack and gains +1 attack and +2d6 damage for each drink he has consumed.
    Demon's Strike counts as a Tiger Claw maneuver for the purpose of feats or class features. When you use Demon's Strike, you lose the use of one maneuver you have readied for the current encounter, just as if you had intitiatied it. This maneuver is lost even if you fail the Jump check. This maneuver can later be recovered as normal.

    AC Bonus (Ex): Same as AC Bonus found in CW pg 28.

    Improved Improvised Weapons (Ex): Same as Improved Improvised Weapons found in CW pg 28.

    Greater Improvised Weapons (Ex): Same as Greater Improvised Weapons found in CW pg 28.

    There Is No Tomorrow (Ex): At 6th level, the Drunken Master no longer looks forward or back, only to the now. None of the Drunken Master's ability scores may be reduced below 3 by poison, alcohol or his own use of Drink Like A Demon ability. His stats may still be reduced by spells, spell-like abilities, and other magical means.

    For Medicinal Purposes (Ex): At 6th level, the Drunken Master is healed and nourished by alcohol. As a standard action, he heals himself for 1d10+1 per drink he is currently under the effects of. This effect also ends the effect of one of his drinks prematurely.
    For Medicinal Purposes counts as a Setting Sun maneuver for the purpose of feats or class features. When you use For Medicinal Purposes, you lose the use of one maneuver you have readied for the current encounter, just as if you had intitiatied it. This maneuver can later be recovered as normal.

    The Demon is Drunk (Ex): At 7th level, a Drunken Master may drink and gain the benefits of Drink Like a Demon as a swift action, though he still has only one swift action per round. The Drunken Master may still drink as a move action, and that also counts as a drink for Drink Like a Demon(meaning the Drunken Master may drink a total of three drinks a round).

    Corkscrew Rush (Ex): Same as Corkscrew Rush found in CW pg 28.

    Inebriating Strike (Ex): The Drunken Master is a free spirit ruled by alcohol, and he can spread this "freedom" to others at 8th level. You make an attack. If it is successful, in addition to the damage done, the target takes 2 points each of Wisdom, Charisma, and Intelligence damage and must make a will save (DC = 16 + the Drunken Master's con modifier) or be Confused for 3 rounds (as the spell).
    Inebriating Strike counts as a Setting Sun maneuver for the purpose of feats or class features. When you use Inebriating Strike, you lose the use of one maneuver you have readied for the current encounter, just as if you had intitiatied it. This maneuver can later be recovered as normal.

    Superior Improvised Weapons (Ex): Same as Superior Improvised Weapons found in CW pg 29.

    Drunken Master's Breath (Su): By using up all the alcohol in his body in one final catastrophic meltdown, the Drunken Master may destroy everything in a large area, breaking the foundations of the earth under him. As a full round action that does not provoke attacks of opportunity, the Drunken Master may let loose a mighty shout, bringing forth fire and sound in a 40' radius around him, doing 2d6 damage for every drinks worth of alcohol in him, half the damage being fire damage and half being sonic damage. A Everyone in the area of effect can make a Ref save (18+ Drunken Masters Con modifier) for half damage. Individuals who fail their save are knocked prone and deafened for 1d4 rounds in addition to the damage dealt. This also leaves the Drunken Master feeling refreshed and minty, acting as a Neutralize Poison and Lesser Restoration spell cast on him.
    Drunken Master's Breath counts as a Desert Wind maneuver for the purpose of feats or class features. When you use Drunken Master's Breath, you lose the use of one maneuver you have readied for the current encounter, just as if you had intitiatied it. This maneuver can later be recovered as normal.


    Thoughts? Some of my own:
    - Would it kill this class to be Full BAB?
    - I know the prereqs are a bit wonky; this is to serve a player in a current campaign. It also allows some flexibility; while you're never going to get in without a Monk or Swordsage dip, that's better than the current master and it allows for some other multiclassing options.
    - Does the "this counts as an X maneuver and uses up a readied maneuver" thing make sense? I modeled it after the Bloodstorm Blade.
    - General comments or criticisms? What sort of power boost do you think this class is?
    Last edited by Hawk7915; 2011-01-23 at 10:52 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default Re: [3.5]: The Martial Drunken Master

    Off the front page with no comments? . I made a few quick edits. Cleaned up the wording on a few abilities and cut a few abilities since the class was really, really crowded.

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