sengmeng
2011-05-01, 04:08 PM
Drunken Brawler
We all know one. He's that guy who argues with the bouncer. He doesn't know when to stop. He spills feywine on your girlfriend, and won't apologize. Eventually, he throws a fit and possibly a table. He is the Drunken Brawler.
Prerequisites:
Base Attack Bonus: +4 or higher
Feats: Power Attack, Improved Grapple
Alignment: Any Chaotic
Special: Must have killed an opponent whose ECL was within 2 of his own level with an improvised weapon.
HD: d12
Skills: 2 + int modifier per level
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Weapon and Armor Proficiencies: The Drunken Brawler does not gain proficiency with any weapon or armor.
{table] Level|BAB|Fort Save|Ref Save|Will Save|Special|Flurry of Shanks
1st|+1|+2|+0|+0|Iron Liver, Drunken Rage, Improvised Weapon Proficiency|-/-
2nd|+2|+3|+0|+0|Improvised Power Attack, Shank +1d6|+0/+0
3rd|+3|+3|+1|+1|Shrug it Off, Improved Improvised Weapons|+1/+1
4th|+4|+4|+1|+1|Drink the Pain Away, Shank +2d6|+2/+2
5th|+5|+4|+1|+1|Dirty Barfighter, Tolerance +2|+4/+4
6th|+6|+5|+2|+2|Greater Drunken Rage, Shank +3d6 |+5/+5/+0
7th|+7|+5|+2|+2|Tolerance +4, Mean Drunk|+6/+6/+6/+1
8th|+8|+6|+2|+2|Blackout, Shank +4d6|+8/+8/+8/+3
9th|+9|+6|+3|+3|Tolerance +6, Perfect Brawler|+9/+9/+9/+4
10th|+10|+7|+3|+3|Hair of the Dog, Shank +5d6|+10/+10/+10/+5[/table]
Iron Liver: The Drunken Brawler's body does not handle alcohol like a normal person's. He may consume a tankard of ale, a bottle of wine, or a corresponding amount of stronger liquor as a move action. His liver stores this as an alcohol charge. He can use these to fuel certain abilities, most notable Drunken Rage. He also gains certain benefits when he has alcohol charges stored. Unused alcohol charges are removed at a rate of one per hour. The Drunken Brawler may store a number of alcohol charges equal to his Drunken Brawler level.
Drunken Rage: By calling on the alcohol stored within his body, the Drunken Brawler can fly into a terrifying rage. He temporarily gains a +6 bonus to his strength and a +4 bonus to his constitution, and a -4 to his dexterity and wisdom scores. The rage consumes one alcohol charge per round, and lasts for one more round per point of the Drunken Brawler's (improved) Constitution modifier. A Drunken Rage cannot be ended prematurely and always lasts as long as the available alcohol charges allow it to. There is no penalty to AC or bonus to Will saves; otherwise, Drunken Rage is identical to a Barbarian's Rage. Drunken Rage stacks with a Barbarian's Rage and a Frenzied Berserker's Frenzy abilities. A Drunken Brawler may not use Drunken Rage while he is fatigued.
Improvised Weapon Proficiency: The Drunken Brawler may use improvised weapons without the usual -4 nonproficiency penalty.
Improvised Power Attack: When using Power Attack with an improvised weapon, the Drunken Brawler may treat light improvised weapons as if they were one-handed (gaining a 1:1 return on the penalty from Power Attack), and may treat one-handed improvised weapons as if they were two-handed (gaining a 2:1 return on the penalty from Power Attack), and when using Power Attack with a two-handed improvised weapon, he gets a 3:1 return on the penalty from Power Attack. He does not get any extra benefit from using a one-handed improvised weapon in two hands. Unfortunately, this automatically breaks the weapon. If the weapon is a bottle, he may then use the broken bottle to perform a Shank.
Shank: When armed with a broken bottle, the Drunken Brawler may Shank. A Shank Attack deals extra damage under the same circumstances that are required for a Sneak Attack, and it stacks with Sneak Attack if the Drunken Brawler has Sneak Attack, but only if the attack is made with a broken bottle.
Flurry of Shanks: A Drunken Brawler of 2nd level or higher who is armed with two broken bottles may make a Flurry of Shanks as a full attack action. He gains a second attack at his highest base attack bonus, but all attacks carry a -2 penalty for the round. At 5th level, the penalty drops to -1. He gains a third attack at his highest base attack bonus at 6th level, and the penalty drops to -0 at 8th level. He does not need two-weapon fighting to perform a Flurry of Shanks, nor does it count as two-weapon fighting for the purpose of any feat or effect. The two-weapon fighting feat chain does not change the penalties or amount of attacks in a Flurry of Shanks.
Shrug it Off: The Drunken Brawler treats bludgeoning damage as non-lethal, and gains regeneration equal to his currently stored alcohol charges.
Improved Improvised Weapons: In the hands of a Drunken Brawler, any random object is deadlier than when wielded by lesser men. He uses the following table instead of the normal one for improvised weapons:
{table]weight|damage|type
1-2 lbs|1d3|light
2-5 lbs|1d4|light
6-10 lbs|1d6|one-handed
11-25 lbs|1d8|one-handed
26-50 lbs|2d6|two-handed
51-100 lbs|3d6|two-handed
101-150 lbs|4d6|two-handed
151-200 lbs|5d6|two-handed
201-250 lbs|6d6|two-handed
251-300 lbs|7d6|two-handed
+100 lbs|+1d6|two-handed
[/table]
He takes a penalty of -4 on attack rolls if the object is equal to a medium load, and a -8 penalty for an object that would be a heavy load. He cannot use an object if he cannot lift it over his head, and a single attack with an object the weight of a heavy load is a full-round action. Note that sharp objects, such as broken bottles, deal damage as if they weighed twice as much, and soft objects are treated as if they are half their weight and deal nonlethal damage.
Drink the Pain Away : the Drunken Brawler may expend two alcohol charges to instantly heal himself by 1d8+5 hitpoints of damage. This may be used during a Drunken Rage, and it shortens the Drunken Rage.
Dirty Barfighter: The Drunken Brawler does not take the standard -4 penalty to attack an opponent with a light weapon in a grapple. In addition if he pins an opponent with attacks remaining in that round, he may use them to make Shank Attacks if he is armed with a broken bottle. This does not meet the requirements of a sneak attack, so it does not stack with any Sneak Attack damage the Drunken Brawler may have from other sources.
Tolerance: The Drunken Brawler's activities acclimate him to toxins of all kinds. He gains a +2 competence bonus to Fortitude saves made against poisons of all kinds, and if he succeeds on the initial save, his body completely eliminates the poison, meaning he does not need to make a second save. This bonus increases to +4 at 7th level and +6 at 9th level.
Mean Drunk: The Drunken Brawler adds the number of alcohol charges he has stored to his Will saves against mind-affecting effects, enchantments, and compulsions.
Greater Drunken Rage: The Drunken Brawler's bonuses during a Drunken Rage increases to +8 strength and +6 constitution.
Blackout: During his Drunken Rage, a Drunken Brawler has the effects of a Mind Blank spell. However, during the time that he is fatigued after his Drunken Rage, he is under an effect identical to a Confusion spell.
Perfect Brawler: A Drunken Brawler of 9th level or higher is treated as one size category larger when grappling and when determining how large of an object he can pick up.
Hair of the Dog: A Drunken Brawler of 10th level may expend an alcohol charge to remove any fatigue effect currently affecting him, including those from a Drunken Rage ending.
Questions, comments, concerns? Overpowered, underpowered? Fun-looking?
We all know one. He's that guy who argues with the bouncer. He doesn't know when to stop. He spills feywine on your girlfriend, and won't apologize. Eventually, he throws a fit and possibly a table. He is the Drunken Brawler.
Prerequisites:
Base Attack Bonus: +4 or higher
Feats: Power Attack, Improved Grapple
Alignment: Any Chaotic
Special: Must have killed an opponent whose ECL was within 2 of his own level with an improvised weapon.
HD: d12
Skills: 2 + int modifier per level
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Weapon and Armor Proficiencies: The Drunken Brawler does not gain proficiency with any weapon or armor.
{table] Level|BAB|Fort Save|Ref Save|Will Save|Special|Flurry of Shanks
1st|+1|+2|+0|+0|Iron Liver, Drunken Rage, Improvised Weapon Proficiency|-/-
2nd|+2|+3|+0|+0|Improvised Power Attack, Shank +1d6|+0/+0
3rd|+3|+3|+1|+1|Shrug it Off, Improved Improvised Weapons|+1/+1
4th|+4|+4|+1|+1|Drink the Pain Away, Shank +2d6|+2/+2
5th|+5|+4|+1|+1|Dirty Barfighter, Tolerance +2|+4/+4
6th|+6|+5|+2|+2|Greater Drunken Rage, Shank +3d6 |+5/+5/+0
7th|+7|+5|+2|+2|Tolerance +4, Mean Drunk|+6/+6/+6/+1
8th|+8|+6|+2|+2|Blackout, Shank +4d6|+8/+8/+8/+3
9th|+9|+6|+3|+3|Tolerance +6, Perfect Brawler|+9/+9/+9/+4
10th|+10|+7|+3|+3|Hair of the Dog, Shank +5d6|+10/+10/+10/+5[/table]
Iron Liver: The Drunken Brawler's body does not handle alcohol like a normal person's. He may consume a tankard of ale, a bottle of wine, or a corresponding amount of stronger liquor as a move action. His liver stores this as an alcohol charge. He can use these to fuel certain abilities, most notable Drunken Rage. He also gains certain benefits when he has alcohol charges stored. Unused alcohol charges are removed at a rate of one per hour. The Drunken Brawler may store a number of alcohol charges equal to his Drunken Brawler level.
Drunken Rage: By calling on the alcohol stored within his body, the Drunken Brawler can fly into a terrifying rage. He temporarily gains a +6 bonus to his strength and a +4 bonus to his constitution, and a -4 to his dexterity and wisdom scores. The rage consumes one alcohol charge per round, and lasts for one more round per point of the Drunken Brawler's (improved) Constitution modifier. A Drunken Rage cannot be ended prematurely and always lasts as long as the available alcohol charges allow it to. There is no penalty to AC or bonus to Will saves; otherwise, Drunken Rage is identical to a Barbarian's Rage. Drunken Rage stacks with a Barbarian's Rage and a Frenzied Berserker's Frenzy abilities. A Drunken Brawler may not use Drunken Rage while he is fatigued.
Improvised Weapon Proficiency: The Drunken Brawler may use improvised weapons without the usual -4 nonproficiency penalty.
Improvised Power Attack: When using Power Attack with an improvised weapon, the Drunken Brawler may treat light improvised weapons as if they were one-handed (gaining a 1:1 return on the penalty from Power Attack), and may treat one-handed improvised weapons as if they were two-handed (gaining a 2:1 return on the penalty from Power Attack), and when using Power Attack with a two-handed improvised weapon, he gets a 3:1 return on the penalty from Power Attack. He does not get any extra benefit from using a one-handed improvised weapon in two hands. Unfortunately, this automatically breaks the weapon. If the weapon is a bottle, he may then use the broken bottle to perform a Shank.
Shank: When armed with a broken bottle, the Drunken Brawler may Shank. A Shank Attack deals extra damage under the same circumstances that are required for a Sneak Attack, and it stacks with Sneak Attack if the Drunken Brawler has Sneak Attack, but only if the attack is made with a broken bottle.
Flurry of Shanks: A Drunken Brawler of 2nd level or higher who is armed with two broken bottles may make a Flurry of Shanks as a full attack action. He gains a second attack at his highest base attack bonus, but all attacks carry a -2 penalty for the round. At 5th level, the penalty drops to -1. He gains a third attack at his highest base attack bonus at 6th level, and the penalty drops to -0 at 8th level. He does not need two-weapon fighting to perform a Flurry of Shanks, nor does it count as two-weapon fighting for the purpose of any feat or effect. The two-weapon fighting feat chain does not change the penalties or amount of attacks in a Flurry of Shanks.
Shrug it Off: The Drunken Brawler treats bludgeoning damage as non-lethal, and gains regeneration equal to his currently stored alcohol charges.
Improved Improvised Weapons: In the hands of a Drunken Brawler, any random object is deadlier than when wielded by lesser men. He uses the following table instead of the normal one for improvised weapons:
{table]weight|damage|type
1-2 lbs|1d3|light
2-5 lbs|1d4|light
6-10 lbs|1d6|one-handed
11-25 lbs|1d8|one-handed
26-50 lbs|2d6|two-handed
51-100 lbs|3d6|two-handed
101-150 lbs|4d6|two-handed
151-200 lbs|5d6|two-handed
201-250 lbs|6d6|two-handed
251-300 lbs|7d6|two-handed
+100 lbs|+1d6|two-handed
[/table]
He takes a penalty of -4 on attack rolls if the object is equal to a medium load, and a -8 penalty for an object that would be a heavy load. He cannot use an object if he cannot lift it over his head, and a single attack with an object the weight of a heavy load is a full-round action. Note that sharp objects, such as broken bottles, deal damage as if they weighed twice as much, and soft objects are treated as if they are half their weight and deal nonlethal damage.
Drink the Pain Away : the Drunken Brawler may expend two alcohol charges to instantly heal himself by 1d8+5 hitpoints of damage. This may be used during a Drunken Rage, and it shortens the Drunken Rage.
Dirty Barfighter: The Drunken Brawler does not take the standard -4 penalty to attack an opponent with a light weapon in a grapple. In addition if he pins an opponent with attacks remaining in that round, he may use them to make Shank Attacks if he is armed with a broken bottle. This does not meet the requirements of a sneak attack, so it does not stack with any Sneak Attack damage the Drunken Brawler may have from other sources.
Tolerance: The Drunken Brawler's activities acclimate him to toxins of all kinds. He gains a +2 competence bonus to Fortitude saves made against poisons of all kinds, and if he succeeds on the initial save, his body completely eliminates the poison, meaning he does not need to make a second save. This bonus increases to +4 at 7th level and +6 at 9th level.
Mean Drunk: The Drunken Brawler adds the number of alcohol charges he has stored to his Will saves against mind-affecting effects, enchantments, and compulsions.
Greater Drunken Rage: The Drunken Brawler's bonuses during a Drunken Rage increases to +8 strength and +6 constitution.
Blackout: During his Drunken Rage, a Drunken Brawler has the effects of a Mind Blank spell. However, during the time that he is fatigued after his Drunken Rage, he is under an effect identical to a Confusion spell.
Perfect Brawler: A Drunken Brawler of 9th level or higher is treated as one size category larger when grappling and when determining how large of an object he can pick up.
Hair of the Dog: A Drunken Brawler of 10th level may expend an alcohol charge to remove any fatigue effect currently affecting him, including those from a Drunken Rage ending.
Questions, comments, concerns? Overpowered, underpowered? Fun-looking?