Mumbo_mojo
2007-01-12, 02:30 AM
Drunken Wizard
"Oh, aye, lad *hic*. If'n it weren't for me horshe, I wouldnae shpent that year *hic* in...urhm...What were we talkin' aboot again, lad? Oh right! My mind'sh eye hash expanded to ecompassh all o' creation and itsh grandeur! I am one wit' da' univershe. In other wordsh, I love ye, lad. *hic* Now howsh aboot another round? *Retch!*
--Elyke Nosirrah, Drunken Wizard Master
Like the masters of the Drunken Fist (or Drunken Boxing), drunken wizards have developed a new style of casting which imitates the fluidity of movement and fearlessness of a drunkard. Unlike a master of the Drunken Fist, however, the drunken wizard has to actually consume some form of alcohol in order to withstand the mental stress the magical properties flowing through his mind create. The drunken wizard's inebriation puts him into the proper mental state to become a conduit of arcane power, but at a price. That price, of course, is having to deal with an unpredictable drunk with phenomenal cosmic powers.
Wizards benefit most from learning the art of "Drunken Casting." It's unlikely that one would multiclass, choosing instead to perfect his craft. NPC drunken wizards are most likely either hermits, shunted from society and most wizard circles for their unacceptable beliefs, or gurus, offering training to would-be drunken wizards.
Hit Dice: d4
Requirements
To qualify to become a drunken wizard, a character must fulfill all of the following criteria.
Alignment: Any nonlawful.
Skills: Spellcraft 6 ranks, Profession (brewer) 6 ranks
Feats: Maximize Spell and Great Fortitude
Spells: Able to cast 5th-level arcane spells.
Special: Must have actually won a drinking contest.
Class Skills
The drunken wizard's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Wis), Knowledge (all skills, taken individually) (Int), Profession (brewer) (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
The Drunken Wizard
{table]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+0|+2|Drunken Invocation 1/day||
2nd|+1|+0|+0|+3|Drunken Invocation 2/day|+1 level of existing arcane spellcasting class
3rd|+1|+1|+1|+3||+1 level of existing arcane spellcasting class
4th|+2|+1|+1|+4|Drunken Invocation 3/day|+1 level of existing arcane spellcasting class
5th|+2|+1|+1|+4|Name your Poison|+1 level of existing arcane spellcasting class
6th|+3|+2|+2|+5|Drunken Invocation 4/day|+1 level of existing arcane spellcasting class
7th|+3|+2|+2|+5||+1 level of existing arcane spellcasting class
8th|+4|+2|+2|+6|Drunken Invocation 5/day; Inebriation Mastery|+1 level of existing arcane spellcasting class
9th|+4|+3|+3|+6||+1 level of existing arcane spellcasting class
10th|+5|+3|+3|+7|Drunken Invocation 6/day; Oneness with the Universe|+1 level of existing arcane spellcasting class[/table]Class Features
All of the following are class features of the drunken wizard prestige class.
Weapon and Armor Proficiency: Drunken wizards gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: Beginning with 2nd-level and every level after, when a new drunken wizard level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 5th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creaton feats, and so on). If a character had more than one arcane spellcasting class in which he could cast 5th-level spells before he became a drunken wizard, he must decide to which class he adds each level of drunken wizard for the purpose of determining spells per day.
Drunken Invocation (Ex): A drunken wizard can invoke the might of the cosmos by consuming a large quantity of alcohol in a very short period of time a certain number of times per day. In this state, a drunken wizard gains incredible arcane insight and power but becomes reckless and less able to perform physical functions. He temporarily gains a +4 bonus to his Intelligence, a +2 bonus to his effective caster leve for purposes of determining level-dependent spell variables and for caster level checks, and a +2 morale bonus on Fortitude saves, but takes a -4 penalty to Dexterity, and a -2 penalty to Armor Class. During the drunken invocation, a drunken wizard cannot use any Chrisma-, Dexterity-, or Wisdom-based skills or any skills that require patience or concentration (except for Concentration), nor can he make any type of successful range attack (though he can certainly try, which he might, because, ya' know, he's drunk). He can use any feat except item creation feats and any feat dealing with ranged attacks (such as Point Blank Shot or Weapon Focus (Ray)). The drunken invocation lasts for a number of rounds equal to 6 + the character's Constitution modifier. A drunken wizard may prematurely end his drunken invocation. At the end of the drunken invocation, the drunken wizard loses the drunken invocaton's modifiers and goes into a stupor and is confused (rolling d% to determine the character's course of action; Note: on rolls of 01-10 and 51-70, instead of the normal effects of confusion, the drunken wizard casts a random spell determined by the DM at a friendly or enemy target (respectively)) for the duration of the encounter (unless he is an 8th-level drunken wizard, at which point this limitation no longer applies.) A drunken wizard can invoke the power of the drunken invocation only once per encounter. At 1st level he can use his drunken invocation ability once per day. At 2nd level and every even numbered level of drunken wizard taken thereafter, he can use it one additional time per day (to a maximum of six times per day at 10th level). Entering the drunken state requires one move action to chug enough alcohol to enter the proper mind-set.
Name Your Poison (Ex): During a drunken invocation, a drunken wizard of 5th level or higher gains a +4 bonus on Fortitude saves to resist the effects of magical or mundane poisons. This bonus stacks with all other modifiers, including the morale bonus on Fortitude saves he also receives during his drunken invocation.
Inebriation Mastery (Ex): At 8th level and highter, a drunken wizard no longer becomes confused at the end of a drunken invocation.
Oneness with the Universe (Ex): At 10th level, a drunken wizard's bonus to Intelligence during his drunken invocation increases to +8, his effective caster level increases to +4, and his morale bonus to Fortitude saves increases to +4. The penalty to Dexterity remains at -4 and the penalty to AC remains at -2.
"Oh, aye, lad *hic*. If'n it weren't for me horshe, I wouldnae shpent that year *hic* in...urhm...What were we talkin' aboot again, lad? Oh right! My mind'sh eye hash expanded to ecompassh all o' creation and itsh grandeur! I am one wit' da' univershe. In other wordsh, I love ye, lad. *hic* Now howsh aboot another round? *Retch!*
--Elyke Nosirrah, Drunken Wizard Master
Like the masters of the Drunken Fist (or Drunken Boxing), drunken wizards have developed a new style of casting which imitates the fluidity of movement and fearlessness of a drunkard. Unlike a master of the Drunken Fist, however, the drunken wizard has to actually consume some form of alcohol in order to withstand the mental stress the magical properties flowing through his mind create. The drunken wizard's inebriation puts him into the proper mental state to become a conduit of arcane power, but at a price. That price, of course, is having to deal with an unpredictable drunk with phenomenal cosmic powers.
Wizards benefit most from learning the art of "Drunken Casting." It's unlikely that one would multiclass, choosing instead to perfect his craft. NPC drunken wizards are most likely either hermits, shunted from society and most wizard circles for their unacceptable beliefs, or gurus, offering training to would-be drunken wizards.
Hit Dice: d4
Requirements
To qualify to become a drunken wizard, a character must fulfill all of the following criteria.
Alignment: Any nonlawful.
Skills: Spellcraft 6 ranks, Profession (brewer) 6 ranks
Feats: Maximize Spell and Great Fortitude
Spells: Able to cast 5th-level arcane spells.
Special: Must have actually won a drinking contest.
Class Skills
The drunken wizard's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Wis), Knowledge (all skills, taken individually) (Int), Profession (brewer) (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier
The Drunken Wizard
{table]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+0|+2|Drunken Invocation 1/day||
2nd|+1|+0|+0|+3|Drunken Invocation 2/day|+1 level of existing arcane spellcasting class
3rd|+1|+1|+1|+3||+1 level of existing arcane spellcasting class
4th|+2|+1|+1|+4|Drunken Invocation 3/day|+1 level of existing arcane spellcasting class
5th|+2|+1|+1|+4|Name your Poison|+1 level of existing arcane spellcasting class
6th|+3|+2|+2|+5|Drunken Invocation 4/day|+1 level of existing arcane spellcasting class
7th|+3|+2|+2|+5||+1 level of existing arcane spellcasting class
8th|+4|+2|+2|+6|Drunken Invocation 5/day; Inebriation Mastery|+1 level of existing arcane spellcasting class
9th|+4|+3|+3|+6||+1 level of existing arcane spellcasting class
10th|+5|+3|+3|+7|Drunken Invocation 6/day; Oneness with the Universe|+1 level of existing arcane spellcasting class[/table]Class Features
All of the following are class features of the drunken wizard prestige class.
Weapon and Armor Proficiency: Drunken wizards gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: Beginning with 2nd-level and every level after, when a new drunken wizard level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 5th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creaton feats, and so on). If a character had more than one arcane spellcasting class in which he could cast 5th-level spells before he became a drunken wizard, he must decide to which class he adds each level of drunken wizard for the purpose of determining spells per day.
Drunken Invocation (Ex): A drunken wizard can invoke the might of the cosmos by consuming a large quantity of alcohol in a very short period of time a certain number of times per day. In this state, a drunken wizard gains incredible arcane insight and power but becomes reckless and less able to perform physical functions. He temporarily gains a +4 bonus to his Intelligence, a +2 bonus to his effective caster leve for purposes of determining level-dependent spell variables and for caster level checks, and a +2 morale bonus on Fortitude saves, but takes a -4 penalty to Dexterity, and a -2 penalty to Armor Class. During the drunken invocation, a drunken wizard cannot use any Chrisma-, Dexterity-, or Wisdom-based skills or any skills that require patience or concentration (except for Concentration), nor can he make any type of successful range attack (though he can certainly try, which he might, because, ya' know, he's drunk). He can use any feat except item creation feats and any feat dealing with ranged attacks (such as Point Blank Shot or Weapon Focus (Ray)). The drunken invocation lasts for a number of rounds equal to 6 + the character's Constitution modifier. A drunken wizard may prematurely end his drunken invocation. At the end of the drunken invocation, the drunken wizard loses the drunken invocaton's modifiers and goes into a stupor and is confused (rolling d% to determine the character's course of action; Note: on rolls of 01-10 and 51-70, instead of the normal effects of confusion, the drunken wizard casts a random spell determined by the DM at a friendly or enemy target (respectively)) for the duration of the encounter (unless he is an 8th-level drunken wizard, at which point this limitation no longer applies.) A drunken wizard can invoke the power of the drunken invocation only once per encounter. At 1st level he can use his drunken invocation ability once per day. At 2nd level and every even numbered level of drunken wizard taken thereafter, he can use it one additional time per day (to a maximum of six times per day at 10th level). Entering the drunken state requires one move action to chug enough alcohol to enter the proper mind-set.
Name Your Poison (Ex): During a drunken invocation, a drunken wizard of 5th level or higher gains a +4 bonus on Fortitude saves to resist the effects of magical or mundane poisons. This bonus stacks with all other modifiers, including the morale bonus on Fortitude saves he also receives during his drunken invocation.
Inebriation Mastery (Ex): At 8th level and highter, a drunken wizard no longer becomes confused at the end of a drunken invocation.
Oneness with the Universe (Ex): At 10th level, a drunken wizard's bonus to Intelligence during his drunken invocation increases to +8, his effective caster level increases to +4, and his morale bonus to Fortitude saves increases to +4. The penalty to Dexterity remains at -4 and the penalty to AC remains at -2.