wadledo
2009-06-09, 12:54 AM
The Drunken Master
http://www.wizards.com/dnd/images/cw_ag/75406.jpg
HD: d8
Requirements
Skills: Tumble 8 ranks, Sense Motive 6.
Feats: Dodge, Great Fortitude, Improved Unarmed Strike (or the Swordsages’s unarmed strike ability).
Maneuvers: Ability to use a 2nd level Desert Wind or Setting Sun maneuver including at least one stance.
Special: Quick to Act +2 ability; 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 (6+Int modifier per level): Bluff, Balance, Climb, Concentration, Craft, Escape Artist, Heal, Hide, Intimidation, Jump, Know: History, Know: Local, Know: Nobility and Royalty, 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, Swordsage Abilities
2nd|+1|+3|+3|+0|Stagger, Improved Feint, Broken Hand Boxing I
3rd|+2|+3|+3|+1|Swaying Waist of Time Stance
4th|+3|+4|+4|+1|AC bonus +1, Improved Improvised Weapons
5th|+3|+4|+4|+1|Greater Improvised Weapons, Evasion
6th|+4|+5|+5|+2|Broken Hand Boxing II, There Is No Tomorrow
7th|+5|+5|+5|+2|Improved Grapple
8th|+6|+6|+6|+2|The Demon is Drunk, Broken Hand Boxing III
9th|+6|+6|+6|+3|AC bonus +2, Corkscrew Rush, Superior Improvised Weapons
10th|+7|+7|+7|+3|In One End And Out Both, Broken Hand Boxing IV[/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]
Maneuvers: At levels 1, 4, 7 and 10 the Drunken Master gains new maneuvers known from the Desert Wind and Setting Sun chosen at first level. If these discipline's main skills are not class skills for you, they becomes one. 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 or Setting Sun 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.
Swordsage Abilities: A Drunken Master adds his class level to his Swordsage level to determine his Quick to Act bonus and his unarmed damage.
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.
Broken Hand Boxing (Ex): Through the constant soaking of his body in alcohol, a Drunken Master may do things with his hands that make lesser martial-artists cringe. At 2nd level, a Drunken Master treats his unarmed and Improvised Weapon attacks as though they were magic for purposes of overcoming damage reduction. At 6th level the Drunken Master may add the number of drinks drunk to his unarmed and Improvised Weapon attack and damage. At 8th level, the Drunken Master may add his Wisdom modifier to his unarmed and Improvised Weapon attack and damage. At 10th level, his unarmed attacks and Improvised Weapons are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
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 and hit more often himself. By entering this stance as a swift action, but only while you have consumed at least one drink using Drink Like a Demon, and its effects last only as long as Drink Like a Demon is in effect, though you may exit this stance at any time before that. 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 imbued 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, as well as shortening your time in it. These extra attacks can be added to any full action or standard action attack.
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.
Evasion (Ex):At 5th level or higher if a Drunken Master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Drunken Master is wearing light armor or no armor. A helpless Drunken Master does not gain the benefit of evasion.
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.
Improved Grapple (Ex): A Drunken Master who attains 7th level gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.
The Demon is Drunk (Ex): At 8th 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.
Superior Improvised Weapons (Ex): Same as Superior Improvised Weapons found in CW pg 29.
In One End And Out Both (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. Everyone in the area of effect can make a Ref save (10+Drunken Masters Class level+ Drunken Masters Con modifier) for half damage. This also leaves the Drunken Master feeling refreshed and minty, acting as a Neutralize Poison and Cure Moderate Wounds spell at the Drunken Masters Initiator level as Caster level. This is treated as a Desert Wind strike.
http://www.wizards.com/dnd/images/cw_ag/75406.jpg
HD: d8
Requirements
Skills: Tumble 8 ranks, Sense Motive 6.
Feats: Dodge, Great Fortitude, Improved Unarmed Strike (or the Swordsages’s unarmed strike ability).
Maneuvers: Ability to use a 2nd level Desert Wind or Setting Sun maneuver including at least one stance.
Special: Quick to Act +2 ability; 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 (6+Int modifier per level): Bluff, Balance, Climb, Concentration, Craft, Escape Artist, Heal, Hide, Intimidation, Jump, Know: History, Know: Local, Know: Nobility and Royalty, 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, Swordsage Abilities
2nd|+1|+3|+3|+0|Stagger, Improved Feint, Broken Hand Boxing I
3rd|+2|+3|+3|+1|Swaying Waist of Time Stance
4th|+3|+4|+4|+1|AC bonus +1, Improved Improvised Weapons
5th|+3|+4|+4|+1|Greater Improvised Weapons, Evasion
6th|+4|+5|+5|+2|Broken Hand Boxing II, There Is No Tomorrow
7th|+5|+5|+5|+2|Improved Grapple
8th|+6|+6|+6|+2|The Demon is Drunk, Broken Hand Boxing III
9th|+6|+6|+6|+3|AC bonus +2, Corkscrew Rush, Superior Improvised Weapons
10th|+7|+7|+7|+3|In One End And Out Both, Broken Hand Boxing IV[/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]
Maneuvers: At levels 1, 4, 7 and 10 the Drunken Master gains new maneuvers known from the Desert Wind and Setting Sun chosen at first level. If these discipline's main skills are not class skills for you, they becomes one. 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 or Setting Sun 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.
Swordsage Abilities: A Drunken Master adds his class level to his Swordsage level to determine his Quick to Act bonus and his unarmed damage.
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.
Broken Hand Boxing (Ex): Through the constant soaking of his body in alcohol, a Drunken Master may do things with his hands that make lesser martial-artists cringe. At 2nd level, a Drunken Master treats his unarmed and Improvised Weapon attacks as though they were magic for purposes of overcoming damage reduction. At 6th level the Drunken Master may add the number of drinks drunk to his unarmed and Improvised Weapon attack and damage. At 8th level, the Drunken Master may add his Wisdom modifier to his unarmed and Improvised Weapon attack and damage. At 10th level, his unarmed attacks and Improvised Weapons are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
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 and hit more often himself. By entering this stance as a swift action, but only while you have consumed at least one drink using Drink Like a Demon, and its effects last only as long as Drink Like a Demon is in effect, though you may exit this stance at any time before that. 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 imbued 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, as well as shortening your time in it. These extra attacks can be added to any full action or standard action attack.
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.
Evasion (Ex):At 5th level or higher if a Drunken Master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Drunken Master is wearing light armor or no armor. A helpless Drunken Master does not gain the benefit of evasion.
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.
Improved Grapple (Ex): A Drunken Master who attains 7th level gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.
The Demon is Drunk (Ex): At 8th 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.
Superior Improvised Weapons (Ex): Same as Superior Improvised Weapons found in CW pg 29.
In One End And Out Both (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. Everyone in the area of effect can make a Ref save (10+Drunken Masters Class level+ Drunken Masters Con modifier) for half damage. This also leaves the Drunken Master feeling refreshed and minty, acting as a Neutralize Poison and Cure Moderate Wounds spell at the Drunken Masters Initiator level as Caster level. This is treated as a Desert Wind strike.