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View Full Version : Drunken Master - Revisited



Mongoose87
2010-10-10, 12:51 AM
It seems like everything home brew get martial maneuvers, these days, but, you know what? It's hard to knock it, when it works.

Hit die: d8
Prerequisites:
Skills: Tumble 8 ranks.
Feats: Great Fortitude
Martial Maneuvers: May not have any previous training with martial maneuvers.
Special: Evasion ability; must be chosen by existing drunken masters and survive a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.

The drunken master’s class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Martial Lore(Int),
Move Silently (Dex), Perform (Cha), Profession (Wis), Swim
(Str), and Tumble (Dex)

Drunken Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+2|
+2|
+0|Martial Maneuvers, Drink Like a Demon, Improvised Weapons|5|3|1

2nd|
+1|
+3|
+3|
+0|Stagger, Improvised Weapons +1d6|5|3|1

3rd|
+2|
+3|
+3|
+1|Bar-Top Battler, Bonus Feat|6|3|1

4th|
+3|
+4|
+4|
+1|For Medicinal Purposes|6|4|1

5th|
+3|
+4|
+4|
+1|Improvised Weapons +2d6|7|4|2

6th|
+4|
+5|
+5|
+2|Bonus Feat, Greater Improvised Weapons|7|4|2

7th|
+5|
+5|
+5|
+2|Swaying Waist|8|4|2

8th|
+6|
+6|
+6|
+2|Improved Stagger, Improvised Weapons +3d6|8|4|2

9th|
+6|
+6|
+6|
+3|Bonus Feat|9|4|3

10th|
+7|
+7|
+7|
+3|Breath of Flame|9|5|3[/table]

Maneuvers: A drunken master begin your career with knowledge
of five martial maneuvers. The disciplines available to him are Desert Wind, Diamond Mind, Setting Sun, Stone Dragon, Tiger Claw and White Raven.
Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by drunken masters is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39 (ToB), to determine the highest-level maneuvers he can learn.

Maneuvers Readied: A drunken master can ready three maneuvers he knows at 1st level, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. A drunken master readies maneuvers by drinking for 5 minutes. The maneuvers he chooses remain readied until he decides to drink again and change them. He needs not sleep or rest for any long period of time in order to ready his maneuvers; any time he spends 5 minutes drinking, he can change his readied maneuvers. A drunken master begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

Stances Known: A drunken master begins play with knowledge of one stance from the Desert Wind, Diamond Mind, Setting Sun, Stone Dragon, Tiger Claw or White Raven discipline. At 5th and 9th level, he can choose an additional stance. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, a drunken cannot learn a new stance at higher levels in place of one he already knows.

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 full-round action. Doing so recovers all of his expended maneuvers.

Improvised Weapons(Ex): While bottles and tankards are a drunken master’s preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. He is treated as being proficient with improvised weapons. Improvised weapons he wields deal additional damage based on his level, as shown on the chart. When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.

Stagger (Ex): By tripping, stumbling, and staggering, a drunken master of 2nd level or higher can make a charge attack that surprises his opponents. Although this is a charge, it need not be in a straight line.

Bar-Top Battler(Ex): At third level, a drunken master learns how to fight with unopened liquor bottles. As a swift action, he may forgo the normal benefits of a stance to gain those of this ability. He may draw unopened liquor bottles as a free action. Each enemy he strikes with one of these bottles takes one point of bleeding damage per round and must make a reflex save with a DC of 10 plus his initiator level or be blinded. Any healing of hit point damage ends both of these effects. For each time in a round that an enemy is struck by a drunken master using this ability, the save DC increases by two.

Bonus Feat: At 3rd, 6th and 9th level, a drunken master may select any feat introduced in the Tome of Battle as a bonus feat. He must meet the prerequisites to do so.

For Medicinal Purposes (Ex): At 4th level, a drunken master gains the ability to heal himself, by consuming a single drink. As a standard action, he consumes an alcoholic beverage, expends one maneuver and is healed 1d6 per level of the maneuver.

Greater Improvised Weapons: At 6th level, a drunken master improves his skills with improvised weapons. He treats improvised weapons as being associated with all disciplines of martial maneuvers. Additionally, his improvised weapons no longer break on a roll of a natural one.

Swaying Waist(Ex): A drunken master
knows how to weave and bob during an attack, making him more difficult to hit. As a swift action, a drunken master may forgo the normal benefits of a stance in favor of 1d20 miss chance. This value is determined each round on his turn.

Improved Swagger(Ex): At 8th level, when using his stagger ability, a drunken master may make a DC15 tumble check to avoid all attacks of opportunity he would normally provoke with his movement.

Breath of Flame(Ex): As a full-round action, a drunken master may consume a drink, as though using his Drink Like a Demon ability. He then lights it aflame and expels it over a 20 foot cone. Anyone within this area takes a number of d6s in fire damage equal to his initiator level, with a reflex save against a DC of 20 plus his dexterity modifier for half.