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View Full Version : Contest Base Class Contest XXI - Can I Get Some Booze From the Crowd?



Temotei
2014-01-20, 12:22 AM
Can I Get Some Booze From the Crowd?

Welcome to base class challenge number twenty-one! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of alcohol; anything is possible, from an adaptation of the drunken master to a literal boozehound (weredrunk, if you will), so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on March 3rd, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Cheers!

Temotei
2014-01-20, 12:24 AM
Base Class Name

Put an optional image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
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+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

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Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Zaydos
2014-01-20, 01:02 AM
Intoxicanter

Put a quote by or about a member of your class here!

An Intoxicanter is one who has understood the sublime power of intoxication, allowing the essence of alcohol to become part and parcel with their very being. An Intoxicanter could be called alcohol's acolyte, priest, and servant. They dedicate themselves to understanding its way and powers, incorporating it into both their body and soul. In a way an Intoxicanter is an alchemist, simply one specializing in alcoholic productions, and their long

Adventures: To find the fine wines and alcohols of the world, of course. Though a canny Intoxicanter knows he ought to find and sample the fine wines and alcohols of all the worlds. On a more serious note, an intoxicanter might adventure to learn more about alchemy, discover secrets of ancient and supernatural ales, or like many adventurers for wealth.

Characteristics: An intoxicanter is filled with the power of alcohol. They carry with them, allowing their very touch to channel a concentrated form of its effects. Their very presence fills the air around them with its intoxicating effects, and eventually their blood intoxicates foes foolish enough to bite them. In addition to these self transformations an intoxicanter is a highly skilled alchemist and able to distill a variety of powerful alcoholic brews with near magical qualities, ranging from simple healing or fortification of courage to reviving the dead and holding back time's toll upon the drinker.

Alignment: An Intoxicanter may be of any alignments. While some might argue that a walking embodiment of alcohol could in no way be lawful, dwarven society would seem to be the easiest highlight of a place where such is not true. Lawful Intoxicanters recognize alcohol's place as a social lubricant, a medicinal tool (anesthesia and cleaning of wounds and tools), and in religious services (such as the Feast of 12 Ales held in the service of Moradin). Chaotic Intoxicanters believe "In Vino Veritas" saying that wine serves to release humanoids from their societal restraints and act out their true natures. Good Intoxicanters use their abilities as a nonlethal method of subduing potential threats, to provide the blissful relief of sleep unconsciousness, to diffuse hostile situations, and even to heal and tend to others. Evil Intoxicanters make full use of their aura's effects to become persuasive leaders, using their touch to whittle away at the minds' of others and taking advantage of them when they recover from the stupor.

Religion: Intoxicanters follow gods of booze and alcohol, at least when they don't skip the middle-man and worship alcohol itself. Some intoxicanters worship gods of ingenuity and cleverness, or of alchemy.

Background: Some say that to become an intoxicanter requires a sublime understanding of alcohol, and some catalyst of natural talent or power. Of course others teach the art, training involving large, unhealthy amounts of alcohol till the fluids suffuse their entire being both body and soul. Whatever the cause intoxicanters come from those with a deep and enduring love of alcohol.

Races: Intoxicanters can come from any race able to drink, and love booze. Dwarven intoxicanters are common for their intense racial love of the drink, and tolerance to its effects allowing themselves to be thoroughly saturated with it. Gnomish intoxicanters are also very common, combining a tolerance almost the rival of a dwarf's, a love for all things made with care, and a certain disruptive prankster streak to become master intoxicanters. Elven intoxicanters are rare, as few can hold their wine well enough to become one.

Other Classes: Intoxicanters find themselves friends of enchanters and mages specializing in mind-bending, and mages specializing in physical transformations may sometimes find them to be interesting subjects for study. They find kindred in the more laid back classes; barbarians and bards especially find a natural fondness for their talents in making booze if nothing else.

Role: An intoxicanter's primary role is a combat de-buffer. Their drunken touch weakens a foe's agility and will power making them easier for both the warriors to hit and the mages to enchant. Intoxicating Touch allows for a variety of potentially debilitating effects from Constitution damage which allows for an easier time in slaying the foe with death magic while also directly damaging it relative to its own combat power to nausea which directly stops the foe from contributing offensively to the fight for several rounds. Their dehydrating touch allows for a direct contribution to damage, and their intoxicating aura aids them in playing the role of party face.

Adaptation: The simplest change to an intoxicanter is the shift from alcohol to alchemy; by refluffing them as masters of alchemy whose bodies absorb some of the qualities of the poisons and reagents that they deal with for so long (mechanical changes might include making Alchemist help with skill checks related to poisons, adding all Knowledge skills to their class skill list, as well as Spellcraft but removing certain social skills, making Intoxicating Aura no longer add to Charisma based skills but granting Poison Use at Lv 4, and making the DCs of their effects Int based instead of Charisma based). Alternatively an intoxicanter could be directly linked to a god of alcohol, serving as their agents and priests.

An intoxicanter could also be a type of witch, their intoxicating touch a supernatural curse effect. In this case the changes are much the same as an alchemical intoxicanter, except that you leave Intoxicating Aura's Charisma bonus, and DCs as Charisma based, and potentially allow certain new Intoxicating Touch feats.

Another option is make them Always Evil, allow Vile feats as Intoxicanter bonus feats, and refluff them as holy assassins of a god of plague and poison. Their Blood of Wine ability should now grant Disease immunity. Add Knowledge (Religion) to their class skill list.

GAME RULE INFORMATION
Intoxicanters have the following game statistics.
Abilities: Charisma determines the difficulty to resist those abilities of an Intoxicanter which allow saving throws. Dexterity determines your AC and with Weapon Finesse how easy it is to strike targets with your touch attacks. Constitution determines how easily you can resist the effects of alcohol at low levels and hit points. Strength helps if you focus on weapons adding to your damage. Intelligence determines skills, while Wisdom aids Will saves.
Alignment: Any.
Hit Die: d8
Starting Age: As Fighter.
Starting Gold: As Barbarian.

Class Skills
The Intoxicanter's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

INTOXICANTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Alchemist, Drunken Touch, Intoxicating Touch (Con damage)

2nd|
+1|
+3|
+0|
+3|Dehydrating Touch (1d6), Water to Wine

3rd|
+2|
+3|
+1|
+3|Brew Potion, Medicinal Alcohols, Intoxicating Touch (Drunken Burst)

4th|
+3|
+4|
+1|
+4|Dehydrating Touch (2d6), Intoxicating Aura, Fast Quaff

5th|
+3|
+4|
+1|
+4|Blood of Wine, Intoxicating Touch (Exhausting), Create Alcohol

6th|
+4|
+5|
+2|
+5|Dehydrating Touch (3d6), Combined Touch, Bonus Feat

7th|
+5|
+5|
+2|
+5|Mettle, Liquid Courage

8th|
+6|
+6|
+2|
+6|Dehydrating Touch (4d6), Intoxicating Touch (Intelligence and Charisma)

9th|
+6|
+6|
+3|
+6|Greater Alcoholic Touch, Improved Brew Potion (4th level)

10th|
+7|
+7|
+3|
+7|Dehydrating Touch (5d6), Ranged Intoxication

11th|
+8|
+7|
+3|
+7|Intoxicating Touch (Nausea), Distill Vitality

12th|
+9|
+8|
+4|
+8|Dehydrating Touch (6d6), Perfect Body, Swift Quaff, Bonus Feat

13th|
+9|
+8|
+4|
+8|Immortal Vine, Intoxicating Touch (Greater Drunken Burst), Improved Brew Potion (5th level)

14th|
+10|
+9|
+4|
+9|Dehydrating Touch (7d6), Intoxicating Blood

15th|
+11|
+9|
+5|
+9|Intoxicating Touch (double), Wine of Life

16th|
+12|
+10|
+5|
+10|Dehydrating Touch (8d6)

17th|
+12|
+10|
+5|
+10|Wine of Immortality, Improved Brew Potion (6th level)

18th|
+13|
+11|
+6|
+11|Dehydrating Touch (9d6), Toxic Aura, Bonus Feat

19th|
+14|
+11|
+6|
+11|Intoxicating Touch (Greater)

20th|
+15|
+12|
+6|
+12|Dehydrating Touch (10d6), Improved Brew Potion (7th level), Limitless Intoxicants[/table]

Class Features
All of the following are class features of the Intoxicanter.

Weapon and Armor Proficiencies: An Intoxicanter has only the most basic training in weapons and armor. They gain proficiency in all simple weapons, as well as light armor and shields (except Tower Shields).

Alchemist (Ex): An Intoxicanter can use the Craft (Alchemy) skill as if they were a spellcaster. In addition they gain a +2 bonus to Craft (Alchemy) checks, Profession (Sommelier) checks, any Craft or Knowledge check dealing with alcoholic beverages, and checks made to identify potions or alchemical items. This bonus increases by +2 at 5th level and every 5th level thereafter. An Intoxicanter may make any such check untrained.

Drunken Touch (Su): An Intoxicanter can charge their touch with the intoxicating power of alcohol. This allows them to, once per round, make a single melee touch attack as a standard action which deals 1d4+1 Dexterity or Wisdom damage to the target; a target immune to poison is immune to this ability. The ability damage dealt by Drunken Touch (but not by an Intoxicating Touch that may add other types of ability score damage) increases by +1 at 8th level and an additional +1 at 16th.

No matter how many standard actions an Intoxicanter may possess they may only use one Drunken Touch each turn.

Intoxicating Touch (Su): An Intoxicanter can choose to charge their Drunken Touch with additional power a number of times each day equal to 1/2 their Intoxicanter level + 2; a creature immune to poison is immune to an Intoxicanter’s Intoxicating Touch and any bonuses on saves versus poison apply on saves against Intoxicating Touch. At first level this enables it to deal 1d4+1 Constitution damage in addition to its Dexterity or Wisdom damage, alternatively they may use this ability to cause their Drunken Touch to deal both Dexterity and Wisdom damage, but as an Intoxicanter gains levels they gain additional options to use with Intoxicating Touch. At 3rd level they can use a daily use of Intoxicating Touch to turn their Drunken Touch into a Drunken Burst which is a 10-ft radius burst within 60-ft, any creature caught in the area may make a Fortitude save to negate the effect. At 5th level they can instead cause the touched creature to become exhausted for 1 minute, a successful Fortitude save (DC 10 +1/2 Intoxicanter class level + Charisma) reduces this to merely fatigued. At 8th level they can choose to deal 1d4+1 Intelligence and Charisma damage to a target (in addition to the normal Dexterity or Wisdom damage of Drunken Touch). At 11th level they can choose to render the touched creature nauseated for 1d4+1 rounds, a successful Fort save (DC 10 +1/2 Intoxicanter class level + Charisma) reduces this effect to 1d4+1 rounds sickened. At 13th level if they use their Drunken Burst ability a Fortitude save no longer negates the effect, but instead halves it and creatures without Con scores may still be affected but automatically make their Fortitude saves. Beginning at 15th level they may select 2 of these effects when using Intoxicating Touch; if used to combine an ability with Drunken Burst any ability damage dealt is halved if they succeed on their save to halve the Dex and Wis damage. Beginning at 19th level all ability damage dealt with an Intoxicating Touch (including the Dexterity and/or Wisdom damage) is increased by 2, this counts as one of the two abilities selected for the Intoxicating Touch. Any ability damage dealt by an Intoxicating Touch is dealt after all saves associated with the attack.

Water to Wine (Sp): An Intoxicanter can infuse water with ethanol as a standard action a number of times per day equal to their Intoxicanter class level. This process transforms 1 gallon of water or other liquid per intoxicanter level into 15% alcohol by volume; more concentrated alcohol can be created by using this ability to affect less than its maximum quantity (for example a 20th level intoxicanter could create 10 gallons of 30% alcohol by using this ability, or 5 gallons at 60%) to a maximum of 90% alcohol by volume (<4 gallons at 20th level), or more dilute alcohol from larger quantities of liquid (a 2nd level intoxicanter could create 30 gallons of 1% alcohol). Despite its name this ability cannot actually transform water into wine, although it could be used to make grape juice into something that might could pass as wine. This is the equivalent of a 1st level spell of the transmutation school with an instantaneous duration, and an intoxicanter’s caster level for this effect is equal to their class level.

Dehydrating Touch (Su): Alcohol consumption can lead to dehydration and an intoxicanter can skip the middle-man channeling the after-effects straight through their touch. They may, as an attack action (and thus usable as part of a full-attack) make a melee touch attack which deals 1d6 desiccation damage per 2 intoxicanter class levels they possess. This damage only affects living creatures, and creatures with the Fire subtype are immune; plants, as well as creatures with the aquatic, amphibious, or water subtypes take an additional point of damage per die. This ability may not normally be combined with Drunken Touch. Dehydrating touch may only be performed with one hand each round, although one may choose to wield a weapon in another hand in which case regular two weapon fighting rules apply.

Brew Potion (Ex): An intoxicanter’s mastery of brews extend beyond mere alcohol and alchemy, stretching as far as magical potions. An intoxicanter gains Brew Potion as a bonus feat, and may emulate spells from the Cleric, Druid, and Wizard spell lists as if they were a member of the appropriate class of their class level for the purpose of creating potions. They may treat their caster level for doing so as up to their character level (and must treat it as at least the level required for a cleric, druid, or wizard to cast the spell).

Medicinal Alcohols (Ex): By spending an hour distilling alcohols (this requires an alchemist’s lab or similar tools; and raw materials of negligible cost) an intoxicanter can create up to 1 dose of medicinal alcohol per two class levels. Each dose heals 1d6 per intoxicanter level to a creature drinking it, or heals 1 point of damage to each ability score +1 per 4 intoxicanter levels (chosen when the dose is created); drinking a dose of medicinal alcohol is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink Like a Demon ability (in which case they gain the healing effect in addition to the effects of that ability). Beginning at 8th level an intoxicanter can create potions that give a creature fast healing of 1 per 6 intoxicanter levels for 3 minutes, or cure 1 point of ability drain to each ability score. Medicinal Alcohols only affect living creatures, and after 24 hours they lose their potency completely.

Intoxicating Aura (Su): An intoxicanter radiates an alcoholic aura around them. Any non-mindless creature entering this aura must make a Will save (DC 10 +1/2 class level + Charisma modifier) or suffer a Wisdom penalty of 2 +1/4 your intoxicanter level (this may not reduce their wisdom to below 1) for as long as they are within the aura and until they spend 5 consecutive rounds outside of it. When you make a Charisma check, or Charisma based skill check to interact with a creature suffering from the effects of this aura you gain a bonus equal to ½ your class level. This aura begins with a range of 10-ft, increasing by 10-ft for every 3 intoxicanter levels beyond 4th you possess. On a successful save a creature is immune to an intoxicanter’s Intoxicating Aura for 24 hours. An intoxicanter’s intoxicating aura is not considered an attack (even for the purposes of invisibility), and a successful save is not automatically noticed. An intoxicanter may suppress or reactivate their intoxicating aura as a free action. This is a mind-affecting effect.

Fast Quaff (Ex): An intoxicanter learns to drink potions more quickly. Beginning at 4th level an intoxicanter may drink a potion as a move action instead of a standard action (this does not apply for oils which are applied instead of drunk).

Blood of Wine (Ex): An intoxicanter’s body develops resistance to toxins and alcohol. Beginning at 5th level an Intoxicanter becomes immune to poison and to the negative effects of alcohol (this immunity does not affect Distilled Vitality created with the Distill Vitality).

Create Alcohol (Sp): An intoxicanter learns to conjure alcoholic beverages from nowhere. To do so is the equivalent of a 3rd level Conjuration (Creation) spell and creates 1 gallon of (low quality) alcoholic beverage per intoxicanter level. An intoxicanter may use this ability 1/day per 5 intoxicanter levels.

Combined Touch: An intoxicanter may apply their drunken touch (including any intoxicating touch ability they choose to use) to one Dehydrating Touch each round.

Bonus Feat: At 6th level, and every sixth level thereafter, an Intoxicanter gains a bonus Intoxicanter feat (a feat with the intoxicanter tag).

Mettle (Ex): An intoxicanter’s great expertise and spiritual oneness with a biological mind-altering substance renders them resistant to effects which would decay either the body or the mind. Beginning at 7th level an intoxicanter gains Mettle.

Liquid Courage (Ex): An intoxicanter learns to distill more and more forms of extraordinary alcohol. Beginning at 7th level they may, as part of the same 1 hour distilling process as creating their medicinal alcohol (or a 1 hour distilling process of its own) distill 1 dose of Liquid Courage per two class levels. A creature which drinks a dose of liquid courage gains immunity to fear for 1 minute per 2 class levels you possess, and any fear effect currently affecting them is immediately ended. Like Medicinal Alcohols, Liquid Courage loses its potency 24 hours after its creation. Drinking a dose of Liquid Courage is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain the fear immunity/ending effect in addition to the effects of that ability).

Greater Alcoholic Touch (Su): An intoxicanter’s powers are not purely physical reaching into the realm of the spirit. As such as an intoxicanter hones their discipline they gain the ability to overcome resistances to dehydration and intoxication. Beginning at Lv 9, creatures immune to poison are no longer immune to your Drunken Touch or Intoxicating Touch, although they do gain a +4 bonus on any saving throw made against them, and bonuses to saves versus poison no longer apply against these abilities. In addition your dehydrating touch may now damage non-living creatures and creatures with the fire subtype.

Improved Brew Potion: Beginning at 9th level an intoxicanter can create potions of spells of up to 4th level. This increases to 5th level spells at 13th level, 6th level spells at 17th and 7th level spells at 20th.

Ranged Intoxication (Su): An intoxicanter learns to overcome the limitations of their alcoholic transference. Beginning at 10th level an intoxicanter may use their Dehydrating Touch and/or Drunken Touch ability on any creature within 10-ft per intoxicanter level to which they have line of sight. This does not require an attack roll, but the target is allowed a Fortitude save (DC 10 +1/2 Intoxicanter level + Charisma modifier) to halve the damage and/or ability damage inflicted.

Distill Vitality (Ex): Beginning at 11th an intoxicanter adds another special brew to their repartee, one that increases the vitality and vigor of the drinker. An intoxicanter can make this drink, up to 1 dose per two class levels each day, as part of making their medicinal alcohol and/or liquid courage, or as a 1 hour action of its own. Each dose of distilled vitality grants the drinker +2 to Strength and Constitution for 1 minute, but deals 2 points of damage to each mental ability score which cannot be healed until the beneficial effects of the distilled vitality end; a creature immune to ability damage suffers a stacking penalty to their mental ability scores (which may reduce their score to 0) for the duration of the benefits, a creature immune to ability damage and penalties must either waive the immunity to ability score penalties or gain neither benefits nor disadvantages from Distilled Vitality. Each additional dose of distilled vitality stacks with previous doses and resets the duration. Drinking a dose of Distilled Vitality is the same action as drinking a potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain the effects stack with each other).

Perfect Body (Ex): An intoxicanter’s body is already the perfect wine, and further intoxicants and poisons have no effect upon them. Beginning at 12th level an intoxicanter’s close connection to alcohol has granted them immunity to any effect which would inflict ability damage or a penalty to an ability score as well as the effects of other intoxicanter’s intoxicating touch.

Swift Quaff (Ex): An intoxicanter learns to drink even quicker. Beginning at 12th level an intoxicanter can drink a potion as either a swift or move action.

Immortal Vine (Ex): An intoxicanter’s body is so thoroughly saturated with perfected alcohol that they cease to noticeably age. An intoxicanter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred, however, remain in place.
Bonuses still accrue, and the intoxicanter still dies of old age when her time is up.


Beginning at 17th level an intoxicanter no longer ages; bonuses still accrue but they no longer die of old age when their time is up.

Intoxicating Blood (Su): An intoxicanter’s blood is mostly wine, and as they progress in power it progresses in potency. Beginning at 14th level any creature that deals damage to an intoxicanter through a bite attack suffers 2 points of Wisdom damage. Any creature which drinks an intoxicanter’s blood through a blood drain attack instead suffers 2 points of Wisdom damage per point of Constitution damage or drain they (would have) inflicted.

Wine of Life (Su): An intoxicanter can brew a wine of such power that it can restore the dead to life. This functions as a Raise Dead spell except that it may raise creatures killed by death effects. Forcing a corpse to drink the Wine of Life is a full-round action, and brewing the wine of life requires exotic ingredients worth 1000 GP and requires 3 hours of work.

Wine of Immortality (Su): An intoxicanter can brew the heavenly wine, the wine that holds back old age for those who drink it. This requires 8 hours of work, and an intoxicanter can only create one dose per day. Anyone which drinks a dose of the Wine of Immortality (a dose being roughly equivalent to a bottle of wine) ceases to age for 1 week.

Toxic Aura (Su): An intoxicanter of sufficient skill can instill their intoxicating aura with a dangerous energy which floods creatures’ blood with alcohol. Beginning at 18th level any creature within an intoxicanter’s intoxicating aura must also make a Fortitude save (same DC) or take 2 Constitution damage. On a successful save they are immune to this ability for 24 hours, on a failed save they must make this save in 1 minute (if still in the aura at that time) or suffer this damage again. Unlike Intoxicating Aura this ability does qualify as an attack. An intoxicanter may suppress their toxic aura without suppressing their intoxicating aura as a free action (or reactivate it as a free action), but they may not have it active without also having their intoxicating aura active. A creature immune to poison is not immune to an intoxicanter’s Toxic Aura, but do gain a +4 bonus to their save; this is not a mind-affecting effect.

Limitless Intoxicants: An intoxicanter at the very height of their skill finds that their ability to inflict drastic intoxication on foes is nigh limitless. At 20th level an intoxicanter gains the ability to use their intoxicating touch ability without expending daily uses of Intoxicating Touch unless they use the Greater ability to increase ability damage dealt by 2.

Dwarf Intoxicanter (Racial Substitution Level):
Dwarf Intoxicanters are an age old institution, respected for their ability to cripple foes in combat and to bring communities closer together in times of peace. As such dwarven intoxicanters are slightly different than their fellows in other races, putting a greater emphasis on good old dwarven toughness, and camaraderie over drunken excess.
HD: d10.
Requirements: To take a dwarf intoxicanter substitution level, a character must be a dwarf about to take his 1st, 4th, or 7th level of intoxicanter.
Class Skills: Dwarf intoxicanter substitution levels have the class skills of the standard intoxicanter class plus Knowledge (dungeoneering) (Int).
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Dwarven Intoxicants: A Dwarf Intoxicanter’s intoxications are powered not by some force of personality, but good old fashioned dwarven grit and alcohol tolerance. An Intoxicanter who takes the first level of Dwarf Intoxicanter bases the saving throw DCs for their Intoxicating Touch abilities off of their Constitution instead of their Charisma (this does not apply to their Intoxicating Aura). This replaces the save DCs for their Intoxicating Touch and nothing else.

Aura of Camaraderie (Su): A Dwarf Intoxicanter does not represent the power of alcohol to sap the mind, but instead its effect to bring together a people. A Dwarf Intoxicanter projects an aura of camaraderie out to the extent of a normal Intoxicanter’s intoxicating aura. Allies (excepting yourself) within the aura gain a +5 bonus to checks made to aid another, as well as a +1 morale bonus to saving throws, increasing to +2 at 8th level, and +3 at 16th level. In addition Dwarf Intoxicanter adds half their class level as a bonus on all Charisma checks and Charisma based skill checks against creatures in this aura as it inclines them to trust the Intoxicanter. Like with Intoxicating Aura this is not considered an attack.
This replaces an Intoxicanter’s Intoxicating Aura, its range increasing whenever the Intoxicating Aura’s normally would.
If you would gain the Toxic Aura ability you instead gain a Greater Aura of Camaraderie which grants allies (excepting yourself) within the aura immunity to poison and a +4 morale bonus to Constitution.

Dwarven Stout (Ex): A traditional dwarven brew of some power, dwarven stout brewed by a true master of the art is said to be able to grant the drinker a resistance to magical effects. Beginning at 7th level they may, as part of the same 1 hour distilling process as creating their medicinal alcohol (or a 1 hour distilling process of its own) distill 1 dose of Dwarven Stout per 2 class levels. Upon drinking dwarven stout the drinker may immediately make another saving throw against any spell effects currently affecting them and gain +2 a bonus on saves versus spells and spell-like abilities, these bonuses last 1 minute per Intoxicanter level you possess. Like Medicinal Alcohols, Dwarven Stout loses its potency 24 hours after its creation. Drinking a dose of Dwarven Stout is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain the fear immunity/ending effect in addition to the effects of that ability).
This replaces a normal Intoxicanter’s Liquid Courage ability, and if an ability would grant additional uses of Liquid Courage it instead grants additional uses of Dwarven Stout.

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+0|+2| Alchemist +2, Drunken Touch, Dwarven Intoxicants, Intoxicating Touch (Con damage)
4th|+3|+4|+1|+4| Dehydrating Touch (2d6), Aura of Camaraderie (10-ft), Fast Quaff
7th|+5|+5|+2|+5| Mettle, Dwarven Stout[/table]

Gnome Intoxicanter (Racial Substitution Level):
Gnome Intoxicanters are masters of a variety of hallucinogenic drinks, and drinks that other species wouldn’t even think of brewing. They are able to generate these hallucinogens into their intoxicating aura, mixing it with their racial aptitude for illusion to create phantasmal images, or turn these same substances inward to vanish from sight completely. Additionally they know the secrets of the traditional gnomish drink, nitro-vodka, which begins as a dangerous explosive until it settles some time after being brewed.
HD: d8.
Requirements: To take a gnome intoxicanter substitution level, a character must be a gnome about to take their 5th, 7th, or 11th level of intoxicanter.
Class Skills: Gnome intoxicanter substitution levels have the class skills of the standard intoxicanter class as well as Hide and Move Silently; Gnome Intoxicanters value stealth more than most.
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Hallucinatory Vapors (Su): A Gnome Intoxicanter is able to channel their racial predilection for illusions through their intoxicating aura. By spending a daily use of their Intoxicating Touch a (5th level or higher) Gnome Intoxicanters can create an illusion within the range of their Intoxicating Aura as a standard action. At 5th level this functions as a Silent Image spell, increasing to Minor Image at 7th, Major Image at 10th, and Persistent Image at 13th. As a supernatural ability the save DC to resist the illusion is 10 + ½ your Intoxicanter level + your Charisma modifier, and the duration is increased by 1 round for Silent Image (becoming concentration + 1), 2 rounds for Minor Image (becoming concentration + 4 rounds), 3 rounds for Major Image and 2 minutes/Intoxicanter level for Persistent Image.
This replaces your ability to use Intoxicating Touch to inflict Exhaustion.

Gnomish Nitro-Vodka (Ex): A traditional gnomish drink, this primarily potato liquor makes some humans question the sanity of the gnomish race due to its high volatility. Beginning at 7th level they may, as part of the same 1 hour distilling process as creating their medicinal alcohol (or a 1 hour distilling process of its own) distill 1 dose of Gnomish Nitro-Vodka per class level (the uses are intentionally higher than for other distillations). Unlike other Intoxicanter distillations Gnomish Nitro-Vodka is not drunk, but instead thrown (as a standard action, although an Intoxicanter’s Fast Quaff and Swift Quaff abilities apply to throwing Nitro-Vodka as well as drinking potions) which causes the nitrogen heavy drink to react explosively. Gnomish Nitro-Vodka is thrown like a splash weapon, with a 20-ft range increment, exploding in a 15-ft radius when it strikes dealing 1d8 fire damage per 3 Intoxicanter levels you have obtained within its area; a successful Reflex save (DC 10 + ½ your Intoxicanter level + your Charisma modifier) halves this damage. Like Medicinal Alcohols, Gnomish Nitro-Vodka loses its (explosive) potency 24 hours after its creation.
This replaces a normal Intoxicanter’s Liquid Courage ability, and if an ability would grant additional uses of Liquid Courage it instead grants additional uses of Gnomish Nitro-Vodka.

Invisibility Mixture (Su): A Gnome Intoxicanter learns how to use certain intoxicating energies already in their systems, the same intoxicating energies that fuel their intoxicating touch, to jump-start their natural illusionary abilities, specifically the ability to disappear. By spending a standard action, and a daily use of Intoxicating Touch, a Gnome Intoxicanter may become invisible for 1 round per Intoxicanter level as the Greater Invisibility spell or may spend a use of Intoxicating Touch as a swift action to become invisible for 1 minute per Intoxicanter level as the Invisibility spell (including it ending if they attack).
This replaces a normal Intoxicanter’s ability to inflict nausea with an Intoxicating Touch.
{table=head]Level|BAB|Fort|Ref|Will|Special
5th|+3|+4|+1|+4| Alchemist +4, Blood of Wine, Hallucinatory Vapors, Create Alcohol
7th|+5|+5|+2|+5| Mettle, Gnomish Nitro-Vodka
11th|+8|+7|+3|+7|Invisibility Mixture, Distill Vitality[/table]


Halfling Intoxicanter (Racial Substitution Level):
Halfling Intoxicanters are able to channel their small stature into their intoxicating touch shrinking a target with the merest touch, or channel their luck through the same granting a creature a lucky blessing that protects them and supports them. They can create halfling cider pies, which fill the eater with lasting weal.
HD: d8.
Requirements: To take a halfling intoxicanter substitution level, a character must be a halfling about to take their 5th, 7th, or 11th level of intoxicanter.
Class Skills: Halfling intoxicanter substitution levels have the class skills of the standard intoxicanter class as well as Hide and Move Silently; Gnome Intoxicanters value stealth more than most.
Skill Points per Level: 4 + Int (or 4 times this as a 1st level character).
Class Features:
Luck Touch (Su): A halfling intoxicanter can channel good fortune through their intoxicating touch, filling the target with weal and plenty. This grants the target a +1 luck bonus on attack rolls, weapon damage, AC, saving throws, skill and ability checks for 1 minute per intoxicanter level. A halfling intoxicanter can either use this ability as part of a drunken touch (as normal), or may choose not to deal Dexterity or Wisdom damage to the recipient; regardless it still expends a single use of their Intoxicating Touch ability (unless they have Limitless Intoxicants).
This replaces your ability to use Intoxicating Touch to inflict Exhaustion.

Halfling Cider Pie (Ex): A traditional halfling treat, cider pie is a variety of apple pie made with special hard ciders which when made with an intoxicanter's skill fills its eater with delightful resilience. Beginning at 7th level they may, as part of the same 1 hour distilling process as creating their medicinal alcohol (or a 1 hour distilling process of its own) create 1 meal of Halfling Cider Pie per 2 class levels. Unlike other Intoxicanter distillations Halfling Cider Pie is not drunk, but instead eaten, an act which requires 10 minutes. A creature which eats a meal of halfling cider pie gains a +4 alchemical bonus on saves versus Fear, and effects which would make them nauseated or sickened for 1 hour per 2 class levels you possess. Like Medicinal Alcohols, Halfling Cider Pie loses its potency 24 hours after its creation.
This replaces a normal Intoxicanter’s Liquid Courage ability, and if an ability would grant additional uses of Liquid Courage it instead grants additional uses of Halfling Cider Pie.

Shrinking Touch (Su): A Halfling Intoxicanter learns how to use certain intoxicating energies in their systems to channel their own smallness into a target and reduce its size. Beginning at 11th level, as an intoxicating touch (although the halfling intoxicanter can choose to forgo the drunken touch's normal ability damage) a halfling intoxicanter can cause a target to shrink up to 2 size categories to a minimum of fine. A target suffers a -4 penalty to Strength per size category lost (this penalty may not reduce their strength below 1), and a -2 penalty to natural armor (this penalty may not reduce their natural armor below +0) per size category lost, as well as reduced damage and reach, but gains a +2 to Dex per size category lost. This effect lasts 10 minutes per intoxicanter level. An unwilling target may make a Fortitude save to reduce the number of size categories shrunken to 1. Beginning at 17th level this ability now shrinks a target up to 3 size categories (a successful save still reduces it to only 1).
This replaces a normal Intoxicanter’s ability to inflict nausea with an Intoxicating Touch.
{table=head]Level|BAB|Fort|Ref|Will|Special
5th|+3|+4|+1|+4| Alchemist +4, Blood of Wine, Lucky Touch, Create Alcohol
7th|+5|+5|+2|+5| Mettle, Halfling Cinder Pie
11th|+8|+7|+3|+7|Shrinking Touch, Distill Vitality[/table]

Zaydos
2014-01-20, 01:03 AM
Intoxicanter Feats:

Drunken Blade (Intoxicanter)
You are able to channel your drunken touch through a held weapon allowing you to apply it to your armed strikes.
Prerequisites: Drunken Touch, Intoxicating Touch
Benefits: Once per round you may channel your Drunken Touch and/or Intoxicating Touch through a melee or thrown weapon attack as part of making a melee attack. You may not also channel your Dehydrating Touch through that attack unless you have Dehydrating Blade and the Combined Touch ability.

If you have the Ranged Intoxication you may also channel your Drunken Touch and/or Intoxicating Touch ability through a ranged weapon attack.

Dehydrating Blade (Intoxicanter)
You are able to channel your dehydrating touch through a held weapon allowing you to apply it to your armed strikes making them more devastating.
Prerequisites: Dehydrating Touch
Benefits: You may channel your Dehydrating Touch ability through a melee or thrown weapon, dealing the damage of your Dehydrating Touch ability as bonus damage on each attack with that weapon. You may only channel your Dehydrating Touch through 1 weapon during any given round. You may not also channel your Drunken or Intoxicating Touch through an attack channeling your Dehydrating Touch unless you have Drunken Blade and the Combined Touch ability.

If you have the Ranged Intoxication you may also channel your Drunken Touch and/or Intoxicating Touch ability through a ranged weapon attack.

Extra Intoxicating Touch (Intoxicanter)
Your body is full of additional intoxicants allowing you to use Intoxicating Touch more often each day.
Prerequisites: Intoxicating Touch.
Benefits: You gain an extra 3 daily uses of your Intoxicating Touch each day.
Special: You may take this feat multiple times, its effects stack.

Touch of Dehydration (Intoxicanter)
Your dehydrating touch leaves targets vulnerable to environmental heat and fatigued.
Prerequisites: Dehydrating Touch.
Benefits: Whenever you hit a creature with your Dehydrating Touch, or Drunken Touch that is not enhanced with Intoxicating Touch, that creature must make a Fortitude save (DC 10 +1/2 your Intoxicanter class level + your Charisma modifier) or be dehydrated (see Sandburn) and fatigued for 1 minute. A creature which successfully saves against this ability does not have to save against it again that round.

Improved Drunken Touch (Intoxicanter)
Your drunken touch is more powerful and thus more dangerous.
Prerequisites: Drunken Touch, character level 5+.
Benefits: When dealing ability damage with your Drunken Touch or Intoxicating Touch abilities this damage is increased by 1.

Confusing Touch (Intoxicanter)
Your intoxicating touch channels the power of such spirits as traditional dwarven and gnomish shroom ciders that can scramble the mind of the unprepared straight into the very being of your foes making it hard for them to act as they normally would.
Prerequisites: One of Dwarf or Gnome or Charisma 13+, and Intoxicanter level 4+
Benefits: You gain an additional option when using your Intoxicating Touch. You may, instead of using one of the options granted by the Intoxicanter instead force the target to make a Will save (DC 10 +1/2 Intoxicanter level + 1/4 HD or class levels other than those in the Intoxicanter class + Charisma modifier) or be confused as the spell Confusion for 1d4+1 rounds. On a successful save the target is still confused for one round, but attacks you on a 01-25, acts normally on a 26-55, does nothing on a 56-75, flees from you on a 76-90, or attacks the nearest living creature on a 91-100. This is a mind-affecting effect.

Widened Drunken Burst (Intoxicanter)
Your drunken burst covers a much larger area.
Prerequisites: Intoxicating Touch (Drunken Burst)
Benefits: When using Drunken Burst you may have it affect a 20-ft radius instead of a 10-ft radius.

Empower Drunken Touch (Intoxicanter)
Prerequisites: Improved Drunken Touch, character level 8+.
Benefits: When using your Drunken Touch ability you may spend a daily use of Intoxicating Touch (even if you are using an Intoxicating Touch, and even if you have gained Limitless Intoxicants) to increase the Dexterity and/or Wisdom damage dealt by 1, or you may spend 2 daily uses to increase the amount by 3. You may combine this ability with an Intoxicating Touch used to deal ability damage but if you do so you must choose whether to increase the Dexterity and/or Wisdom damage, or to increase the ability score damage caused by one of your Intoxicating Touch effects.

Sapping Touch: (Intoxicanter)
Your drunken touch drains the strength of a target instead of the more common effects of alcohol.
Prerequisites: Drunken Touch.
Benefits: You may choose to do Strength damage instead of Dexterity and Wisdom damage when using your Drunken Touch (including via Drunken Burst). You may also add Strength damage in addition to the normal Drunken Touch effects as an Intoxicating Touch effect.

Wood Alcohol Touch (Intoxicanter)
Through rigorous training you have learned to channel the power of wood alcohol, the dangerous substance known as methanol capable of causing permanent blindness.
Prerequisites: Intoxicating Touch (Exhausting)
Benefits: You gain an additional option when using your Intoxicating Touch. You may, instead of using one of the options granted by the Intoxicanter instead force the target to make a Fortitude save (DC 10 +1/2 Intoxicanter level + 1/4 HD or class levels other than those in the Intoxicanter class + Charisma modifier) or be blinded permanently. On a successful save the target is dazzled for 1d4+1 rounds.

Soporific Touch (Intoxicanter)
You are able to instill your Intoxicating Touch with the more soporific aspects of alcohol putting a touched creature to sleep.
Prerequisites: Constitution 13+, Intoxicating Touch (Exhausting)
Benefits: You gain an additional option when using your Intoxicating Touch. You may, instead of using one of the options granted by the Intoxicanter instead force the target to make a Will save (DC 10 +1/2 Intoxicanter level + 1/4 HD or class levels other than those in the Intoxicanter class + Charisma modifier) or be put to sleep as the spell Sleep (with no HD limit) for 1d4+2 rounds; if the battle ends while they are still asleep they will remain asleep for 1 hour per round remaining of the duration. On a successful save the target is merely slowed (as the spell Slow) for one round due to drowsiness. This is a mind-affecting, sleep effect.

Improved Intoxicating Aura: (Intoxicanter)
Your intoxicating aura is stronger than the norm.
Prerequisites: Intoxicating Aura.
Benefits: The Wisdom penalty inflicted by your Intoxicating Aura and the bonus to Charisma based checks you receive against targets suffering from your Intoxicating Aura are both increased by 2.

Drunken Aura (Intoxicanter)
Your intoxicating aura is capable of driving those within it into temporary madness and reckless destructiveness.
Prerequisites: Intoxicating Aura, Improved Intoxicating Aura, Charisma 15+.
Benefits: You may intensify the power of your Intoxicating Aura, at will as a free action; this lasts until you spend a free action to suppress this intensification. While this is active your Intoxicating Aura counts as an attack (and creatures which succeed their save are automatically aware of it), but any creature which fails its save and is within your aura at the start of its turn for 3 consecutive rounds becomes confused as the spell Confusion for as long as it remains under the effects of the aura.

Charming Intoxicant (Intoxicanter)
Your intoxicating aura is capable of ingratiating yourself deep within a person's mind to make them think of you as an old and dearly valued friend.
Prerequisites: Charisma 15+, Improved Intoxicating Aura.
Benefits:By spending a use of Intoxicating Touch as a standard action you can fill your Intoxicating Aura with a charming effect. If you spend 1 use of Intoxicating touch a single creature under the effects of your Intoxicating Aura must make a Will save (same DC as your Intoxicating Aura) or be charmed (as the spell Charm Monster) until it has spent 1 hour outside of your Intoxicating Aura per intoxicanter level you possess. If you spend 2 dailyuses of intoxicating touch this ability instead affects all creatures within your Intoxicating Aura currently under its affects.

Priest of the Vine: (Intoxicanter)
Your connection to alcohol bolsters your connection to your god.
Prerequisites: Dehydrating Touch 2d6, ability to cast divine spells.
Benefits: When you take this feat select one class which grants you divine spells; you add ½ your Intoxicanter level to your levels in that class to determine your spells per day, caster level, and spells known.

In addition you may add your levels in a single divine spellcasting class to your Intoxicanter level to determine your daily uses of Intoxicating Touch.

Intoxicating Songsmith: (Intoxicanter)
Your connection to alcohol is bolstered by the power of your songs.
Prerequisites: Bardic Music, Intoxicating Aura
Benefits: Your Bard levels stack with your Intoxicanter levels for Intoxicating Aura and for daily uses of Intoxicating Touch.
Your Intoxicanter levels stack with your Bard levels for the purposes of determining daily uses of Bardic Music.
The bonus granted by your Inspire Courage ability is increased by 1 for any creature affected by yours or another Intoxicanter’s Liquid Courage.
Finally you gain a new use of Bardic Music which allows you to spend a daily use of Intoxicating Touch (in addition to a use of Bardic Music) to begin a Song of Drunkeness which deals 2 Wisdom damage per round to all enemies within 60-ft which can hear it for as long as you spend a move action each round to maintain the song.

Eldritch Brewer (Intoxicanter)
Some warlocks make pacts with demons of hate, wrath, lust, or corruption, some with devils of pride, jealousy, or temptation, others turn to fey of winter chill, summer storms, or mischief. An Eldritch Brewer, though, has a pact with a spirit of alcohol; perhaps one of the small folk, perhaps a demon spawned by a strange level of the Abyss, or even a minor devil baron.
Prerequisites: Eldritch Blast, Dehydrating Touch.
Benefits: You may apply your Dehydrating Touch damage to your Eldritch Blast, and may add your Intoxicanter level to your caster level for the purposes of Eldritch Blast.
You add your warlock level to your Intoxicanter to determine uses of Intoxicating Touch per day and range of your Intoxicating Aura.
In addition once your combined Intoxicanter and Warlock level (including any prestige classes which advance intoxicating touch or warlock caster level) reaches 11th you gain a bonus eldritch essence called Pan-Galactic Gargle Blast.
Pan-Galactic Gargle Blast:
Greater; 6th; Eldritch Essence
Your Eldritch Blast carries the effects of your Drunken Touch (and Intoxicating Touch if any is used) to any creature struck by it. If used with a blast shape which causes your eldritch blast not to require an attack roll the target is allowed a Reflex save to half any ability damage dealt by the Drunken (and Intoxicating) Touch (if a Reflex save is allowed for half damage the same save is used for both).

Brew Romulan Ale (Intoxicanter)
Romulan Ale is a bright blue, exotic drink filled with power. It is said to stimulate the diplomat's tongue, and the sage's mind, though its intoxicating effects and horrible hangovers has resulted in it being banned in many countries.
Prerequisites: Medicinal Alcohol class feature, Intelligence 13+.
Benefits: You may create Romulan Ale. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to your character level in doses of Romulan Ale, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. A creature which drinks a dose of Romulan Ale gains a +4 enhancement bonus to Intelligence and Charisma, increasing to +6 at 7th level and +8 at 14th level, and granting a competence bonus to Intelligence and Charisma checks as well as skill checks based on those ability scores, but it also inflicts 2 points of Wisdom damage to the drinker, increasing to 4 points at 7th and 6 at 14th. These benefits last for 1 minute per character level you possess, after which time you are fatigued and suffer a -4 penalty to Concentration checks and a -2 penalty to Intelligence and Charisma checks and skill checks based upon Intelligence or Charisma for 1 minute per character level you possess lasted due to the powerful hangover (Blood of Wine protects an intoxicanter from such effects) during this period you cannot gain the benefits of another dose although they will extend the duration of this effect. Like Medicinal Alcohols, Romulan Ale loses its potency 24 hours after its creation. Drinking a dose of Romulan Ale is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain the Intelligence and Charisma increasing effect in addition to the effects of that ability). Drinking a 2nd dose while under the effects of a first resets the duration, applies Wisdom damage again, and adds the duration of the 2nd dose's hangover to the first's.

Bottle Life: (Intoxicanter)
Bottled life is living essence distilled into its purest liquid form. Not quite blood, but filled with essence and energy.
Prerequisites: Distilled Vitality class feature and Undead type or Wine of Life
Benefits: You may create Bottled Life. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to 1/2 your character level in doses of Bottled Life, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. A creature which drinks a dose of Bottled Life gains +1 competence bonus to ability checks, skills, saving throws, gains 5 temporary hit points, and gains an effective hit die (whenever hit die are used in a die roll or calculation) that cannot be used to fulfill prerequisite. These benefits last 1 minute per 4 character levels you possess, and multiple doses of bottled life stack but each one’s duration is calculated independently. Every 2 doses of Bottled Life grant the drinker either power points equal to their manifester level or an extra spell slot of their highest spell level or restores one prepared spell that has been expended or grants an extra daily use of 1 spell-like ability or class feature that creature possesses. Like Medicinal Alcohols, Bottled Life loses its potency 24 hours after its creation. Drinking a dose of Bottled Life is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain the competence bonuses effect in addition to the effects of that ability). In addition a dose of bottled life satiates undead hunger for life as if they had drained 1 level or 3 points of Constitution.

Distill Blue Milk (http://darthsanddroids.net/episodes/0951.html) (Intoxicanter)
A strange drink, so called "blue milk" or "bantha milk" is highly prized by some as it is rumored to stimulate mystical powers in the drinker, or ferment insanity. Only the most skilled, or foolish, of intoxicanters are known to create this drink, and even amongst their kind it is one of the lesser known mixtures.
Prerequisites: Liquid Courage class feature or an ACF that replaces it.
Benefits: You may create Blue Milk. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to your character level in doses of Blue Milk, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. A creature which drinks a dose of blue milk gains telekinetic powers for 1 minute per character level you possess. This telekinetic power allows them to move unattended objects up to 250 lbs +25 lbs per level you possess telekinetically within 200-ft +20-ft per level you possess up to 20-ft per round as a Standard Action which provokes an attack of opportunity. In addition they may, as a standard action which provokes an attack of opportunity, immediately end these benefits to make a bull rush (you are considered to move with the target as far as you desire for the purposes of distance) or trip attempt against a creature within 10-ft per level you possess with a modifier on the attempt equal to your character level (they retain the +4 bonus from Improved Trip or Improved Bull Rush if they possess those feats but no other bonuses); if the drinker loses the opposed roll the opponent does not get a chance to trip back as this is performed telekinetically. For the full duration of the effect (even if the benefit is ended prematurely) the drinker suffer minor paranoia giving them a -2 penalty on Wisdom checks, Wisdom based skill checks, and saves versus fear (Blood of Wine protects an Intoxicanter from these side effects); this penalty does not stack. Like Medicinal Alcohols, Blue Milk loses its potency 24 hours after its creation. Drinking a dose of Blue Milk is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain the blue milk's effects in addition to the effects of that ability). Drinking a 2nd dose while under the effects of a first resets the duration but does not grant an extra use of the telekinetic bull rush or trip.

Extra Distilling (Intoxicanter)
You are capable of distilling more of your special alcohols each day.
Prerequisites: Medicinal Alcohol.
Benefits: You gain 3 extra daily doses of Medicinal Alcohol, Liquid Courage, or Distilled Vitality. You may choose each day which of these three distillations that you can create to use these extra uses for and may mix and match to a total of 3 extra distillations (for example you could make 2 extra Medicinal Alcohols and 1 extra Distilled Vitality).
Special: You may take this feat multiple times, its effects stack.

Improved Medicinal Alcohol (Intoxicanter)
You are able to create more powerful and more varied Medicinal Alcohols.
Prerequisites: Medicinal Alcohol
Benefits: Your medicinal alcohol heals 1 additional hit point per die, or grants fast healing for 1 additional minute, or heals 1 additional point of ability damage to each ability score, or heals 1 additional point of ability drain to each ability score (determined by which effect the medicinal alcohol would normally have) or you may create Medicinal Alcohol with one of the following effects:
Cures blindness/deafness
Cures paralysis, Hold effects, and magical (or non-magical) sleep.
Grants Regeneration 1 for 1 minute (has no effect on creatures without a Constitution score). Creatures under this effect can reattach lost body parts if they are held to the stump for 1 round, but may not regrow them.
Heals 1d6 damage per Intoxicanter level and heals 1 point of ability score damage to each ability score +1 per 4 Intoxicanter levels.
Heals 2d6+2 hp per Intoxicanter level when drunk; each dose with this ability counts as 3 of the daily doses of Medicinal Alcohol you can create.

Synthesize Melange (Intoxicanter)
You are able to synthesize the cinnamon scented melange, called by some the water of life, said to be able to grant the drinker the power to peer through their lineage both past and future. Of course the synthetic melange lacks the full power of the real thing.
Prerequisites: Medicinal Alcohol class feature.
Benefits: You may brew a drink of synthetic melange. This is done as part of the same 1 hour distilling process as creating your medicinal alcohol (or a 1 hour distilling process of its own) and you may distill up to your character level in doses of Synthetic Melange, but each dose you distill costs you one distilled dose of either Medicinal Alcohol, Liquid Courage (or an ACF that replaces it), or Distilled Vitality. A creature which drinks a dose of synthetic melange gains visions of potential futures for 1 minute per character level you possess. These flashes of conflicting futures give them a -1 penalty on all d20s rolls (an Intoxicanter's Blood of Wine ability negates this penalty), but they may immediately end the effect of the synthetic melange as part of making a d20 roll before rolling, if they do they may roll it twice taking the better result. Like Medicinal Alcohols, Synthetic Melange loses its potency 24 hours after its creation. Drinking a dose of Synthetic Melange is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Master’s Drink like a Demon ability (in which case they gain the melange's effects in addition to the effects of that ability). Drinking a 2nd dose of Synthetic Melange while under the influence of a previous dose increases the penalties by 1 but does not grant any additional benefit (both are ended with one extra roll and do not stack their benefits to that roll).

Beginning at 9th level you may distill an extra potent version (this costs you three daily uses) which can be used twice before its effects end.

Xhosant
2014-01-20, 06:53 AM
Brew Fist

Put an optional image of your class here!

'A good brew is like enlightenment. It should be shared with those wiling to receive it, and feared by those who don't.'

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
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+x|Class Ability

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+x|
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+x|Class Ability

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+x|
+x|
+x|
+x|Class Ability

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+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
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+x|Class Ability

12th|
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+x|
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+x|Class Ability

13th|
+x|
+x|
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14th|
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+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Beelzebub1111
2014-01-21, 06:21 AM
Master Drunkard


"A white dragon, you say? BARKEEP! I'll take a snifter of brandy, a flask of cinnamon whiskey, and a bottle of burbon to go. I'll pay my tab and buy a round for the house when I get back."

There is natural magic all around us, we can feel it when it affects us. The Master Drunkard taps into those magics and works them to his advantage.

Adventures: A Master Drunkard often adventure for many of the same reasons as anyone else. Money, Fame, Power. Though some are just looking to pay their bar tab. Others seek rare and valuable alcohols, ancient elixers, and delecacies from all across the multiverse

Characteristics: Master Drunkards tend to be jovial and personable. They are most at home in large crowds of happy people.

Alignment:

Religion: Olidammara is a favored god among Master Drunkards. Those that like to gamble pay homage to Norebo and Rudd.

Background:

Races: Humans, Dwarves, and Halflings are natural master Drunkards. Their societies are generally accepting of their jovial and outgoing nature. Orcs also do well as drunkards, though are rarely the social types. Elven society tends to look down upon those that revel in the bottle.

Other Classes:

Role:

Adaptation:

GAME RULE INFORMATION
Master Drunkards have the following game statistics.
Abilities: Constitution and Charisma determine the saving throws for abilities. Dexterity and Strength are important for combat.
Alignment: Any
Hit Die: d8
Starting Age: As Rogue
Starting Gold: As Rogue
Class Skills
The Master Drunkard's class skills are Balance (Dex), Bluff(Cha), Craft(Int), Diplomacy(Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge(local)(Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Slight of Hand (Dex), Tumble (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Master Drunkard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Bar Tricks Known

1st|
+0|
+2|
+2|
+0|Drunken Rage, Liver of Stone|0

2nd|
+1|
+3|
+3|
+0|Warms your Insides|0

3rd|
+2|
+3|
+3|
+1|Share a Cold One|0

4th|
+3|
+4|
+4|
+1|Bar Trick|1

5th|
+3|
+4|
+4|
+1|Hair of the Dog|1

6th|
+4|
+5|
+5|
+2|Warms your Insides (Cold Resistance 5)|1

7th|
+5|
+5|
+5|
+2|Stirred not Shaken|2

8th|
+6/+1|
+6|
+6|
+2|Improve Bar Trick|2

9th|
+6/+1|
+6|
+6|
+3|Never Drink Tequila|2

10th|
+7/+2|
+7|
+7|
3|Warms your Insides (Cold Resistance 10)|3

11th|
+8/+3|
+7|
+7|
+3|Greater Drunken Rage|3

12th|
+9/+4|
+8|
+8|
+4|Absinth Dreams|3

13th|
+9/+4|
+8|
+8|
+4|Improve Bar Trick|4

14th|
+10/+5|
+9|
+9|
+4|Warms your Insides (Cold Resistance 20)|4

15th|
+11/+6/+1|
+9|
+9|
+5|Greater Stirred not Shaken|4

16th|
+12/+7/+2|
+10|
+10|
+5|Don't Waste a Drop|5

17th|
+12/+7/+2|
+10|
+10|
+5|Greater Absinth Dreams|5

18th|
+13/+8/+3|
+11|
+11|
+6|Imrpove Bar Trick, Warms your Insides (Cold Immunity)|5

19th|
+14/+9/+4|
+11|
+11|
+6||6

20th|
+15/+10/+5|
+12|
+12|
+6||6[/table]

Class Features
All of the following are class features of the Master Drunkard

Weapon and Armor Proficiencies: A Master Drunkard is proficient with light armor and all simple weapons plus the Sap and Truncheon (Book of Exalted Deeds). He also takes no penalty for fighting with improvised weapons.

Drunken Rage (Ex):

Liver of Stone (Ex):

Warms your Insides (Su):

Share a cold one (Su):

Bar Trick (Ex or Su):

Hair of the Dog (Ex): A monk would say that Injury and Pain are mental constructs, and that a strong willpower can overcome them. A Master Drukard would equate them to a bad hangover. At 5th level once per day, he can drink a bloody mary (vodka, tomato juice, celery stalk) to gain restorative properties. He immetiately regains 3d8+his class Level hit points, and may remove two of the following conditions: Fatigued, Exhausted, Sickened, Nausiated, Blinded, Deafened, or Shaken. He may use this ability an additional time per day for every three levels after fifth (8th, 11th, 14th, etc.)

Stirred nto Shaken (Ex):

Improve Bar Trick:

Never Trink Tequila (Su):

Greater Drunken Rage (Ex):

Absinth Dreams (Su):

Greater Stirred not Shaken (Ex):

Don't Waste a Drop (Ex):

Greater Absinth Dreams (Su):

Tricks:
C'mon! Hit me!: When in a Drunken Rage, the Master Drunkard gains Damage Reduction 5/-
Improved: The Master Drunkard's damage reduction while in Drunken Rage improves to 10/-. While in a Drunken Rage, he becomes immune to the detrimental effects of pain, such as from the Symbol of Pain or Wrack spells, as well as damage described as pain, as with the Recall Agony Psionic Power.

Darts? I don't know, I'm a bit tipsy (Ex): Any bar worth its salt has a dart board, and you've become a master of the game. You gain the benefits of the Point Blank Shot, Rapid Shot, Far Shot, and Quick Draw when weilding darts.
Improved: You gain an extra attack at your full base attack bonus when weilding darts. Attacks with darts are resolved as ranged touch attacks.

Beelzebub1111
2014-01-21, 06:22 AM
<reserved for Tequila Table>

sengmeng
2014-01-29, 02:12 PM
Imbiber

Put an image of your class here!


I’m better when I’m drunk...

Adventures: Well, I had a little*hic*mishap in my hometown...

Characteristics: Magic's easy. Whazzat? No, that's what wizard's want you to think. It's easier with booze in you. Here, watch...

Alignment: I'm sick of you people telling me when I've had enough. What do you even know about it? I'm the expert in spelling drinks while I cast. What? No, I'm a spilldrinker. I mean a spellcaster. Screw your rules! No magic in the tavern? Get off me!

Religion: Church of what now? I guess there's some gods that're okay.

Background: I was apprenticed to master... say that's a funny word, apprentice. Apprentice, apprentice. Yeah, to master-*hic*He didn't like me. Spilled ale on his spellbook. Got his familiar hammered. What's he know, anyway? Who needs 'im, am I right?

Races: You ever tried that dwarf stuff? 'S good drinking. Elves're sissies, that feywine. Halflings hold a lot of booze for such little...*hic*Never heard of anyone but humans castdrunking, I mean drunkcasting. S'pose anybody could, though. Pass that mug...

Other Classes: Drinkin's like adventurin': it's better with friends. I used to be an adventurer, you know. There's Joe over there, he used to go on dungeon crawls and pub crawls with me. Why, I remember one time... what Joe? That was yesterday? I know your name's not 'Joe,' but elf names are impossible to pron-nunc-i-ate. What was I saying?

Role: Spells. I casts them.*hic*And the drinks that make it all better. I'm going to lie on the puke so I don't floor, okay? Wow, that's strong stuff.

Adaptation: ZZZZZzzzzz...

GAME RULE INFORMATION
Imbibers have the following game statistics.
Abilities: Intelligence allows the imbiber to cast their spells, and constitution helps them with their many fortitude saves. However, all imbibers are limited by their lowest ability score.
Alignment: Any
Hit Die: d4
Starting Age: As wizard
Starting Gold: As wizard

Class Skills
The Imbiber's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

{table]level|BAB|Fort|Ref|Will|Special|0|1st|2nd|3rd|4th| 5th|6th|7th|8th|9th
1|+0|+2|+0|+2|Alcoholism, Infusing |3|1|-|-|-|-|-|-|-|-
2|+1|+3|+0|+3| |3|2|-|-|-|-|-|-|-|-
3|+1|+3|+0|+3| |3|2|1|-|-|-|-|-|-|-
4|+2|+4|+1|+4| |3|3|2|-|-|-|-|-|-|-
5|+2|+4|+1|+4| |3|3|2|1|-|-|-|-|-|-
6|+3|+5|+1|+5| |3|3|3|2|-|-|-|-|-|-
7|+3|+5|+1|+5| |3|3|3|2|1|-|-|-|-|-
8|+4|+6|+2|+6| |3|3|3|3|2|-|-|-|-|-
9|+4|+6|+2|+6| |3|3|3|3|2|1|-|-|-|-
10|+5|+7|+2|+7| |3|3|3|3|3|2|-|-|-|-
11|+5|+7|+3|+7| |3|3|3|3|3|2|1|-|-|-
12|+6|+8|+3|+8| |3|3|3|3|3|3|2|-|-|-
13|+6|+8|+3|+8| |3|3|3|3|3|3|2|1|-|-
14|+7|+9|+4|+9| |3|3|3|3|3|3|3|2|-|-
15|+7|+9|+4|+9| |3|3|3|3|3|3|3|2|1|-
16|+8|+10|+4|+10| |3|3|3|3|3|3|3|3|2|-
17|+8|+10|+5|+10| |3|3|3|3|3|3|3|3|2|1
18|+9|+11|+5|+11| |3|3|3|3|3|3|3|3|3|1
19|+9|+11|+5|+11| |3|3|3|3|3|3|3|3|3|2
20|+10|+12|+6|+12| |3|3|3|3|3|3|3|3|3|3
[/table]

Weapon and Armor Proficiencies: Imbibers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spellcasting: The Imbiber prepares and learns spells the way a wizard does, though isn't able to cast as many per day. He uses the Sorceror/Wizard spell list.

Alcoholism: Due to magical experimentation, Imbibers process alcohol differently than most humanoids. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a standard action. Each drink causes a -1 penalty to all abilities scores, but this does not affect the DC's of any spells the Imbiber casts, nor does it affect the highest level spell he can cast or the number of drinks he can affect with his infusing ability. These penalties go away one hour after the drink is consumed. The Imbiber gains +1 to his caster level for each alcoholic drink in his system that he is still suffering a penalty for. These ability score penalties can be negated by neutralize poison, but not any other source. If the Imbiber is reduced to zero constitution, he is dead of alcohol poisoning; if any other ability score reaches zero, he is helpless until the alcohol wears off enough to allow him to have a positive score in that ability.

Infusing: As a full-round action, the Imbiber can sacrifice a prepared spell to infuse one or more alcoholic drinks he is touching with magic, up to his intelligence bonus. They function as a potion of any spell the Imbiber knows of a level equal or lower than the level of the sacrificed spell. Lower level spells can have metamagic feats applied to them if a spell of a higher level is sacrificed. The spell, and any choices involved in casting it, is decided when the Imbiber uses the ability; a drink infused with Alter Self must have the form decided at the time of the infusion. A teleportation potion has the destination already decided, and a potion of resist elements already has the element it protects from decided. This may cause certain potions to fail; dimension door may have a specific destination in mind that is out of reach when it is consumed. Spells with an area effect only affect the person who consumes the infused beverage. Harmful spells can be made into infused drinks, but it is nearly impossible to force an opponent to drink one. Mass versions of spells do not gain any real benefit from being made into infusions. Anyone, including the Imbiber, who drinks one of these infused drinks suffers the same -1 to all abilities that the Imbiber does when drinking normal alcoholic beverages, regardless of how they normally process alcohol. If they have the "Alcoholism" class feature, or any other class feature that interacts with alcohol, then they also gain their normal benefits and penalties. Infused drinks revert to normal alcoholic beverages after one hour.

FEATS

Chug-a-lug
Prerequisites: Alcoholism class feature

You can drink an alcoholic drink as a move action.


Guzzle
Prerequisites: Chug-a-lug feat, Alcoholism class feature.

You can drink an alcoholic drink as a swift action.


Brewmaster
Prerequisites: Chug-a-lug feat, Brew Potion feat, Alcoholism class feature.

You can drink normal potions at the same speed you drink alcoholic drinks.


Mixologist
Prerequisites: Brew Potion Feat, Infusing Class feature

You can sacrifice a spell slot to infuse drinks with two spells whose levels total the level of the sacrificed spell, i.e., you could lose a ninth level prepared spell to infuse one or more drinks with a fifth level spell and a fourth level spell, or metamagic versions of even lower spells.

CryWolfCorrupt
2014-01-30, 12:43 PM
The Bartender

http://img823.imageshack.us/img823/1303/gragasesq.jpg
"An alcoholic is someone you don't like, who drinks just as much as you do."
-Dylan Thomas, Gentleman and a Drunk

Bartenders are the glue that holds society together. There are two kinds of people in this world: those who say they need a drink, and dirty f*ckin' liars. Without Bartenders, the economy would collapse, no one would get any work done, ugly people would never get any action, and uptight people could never let loose. But that is a lot of responsibility on these wonderful individuals. Some of them choose to cut ties with society and seek adventures of their own; often seeking the bottom of the bottle at the same time.

Adventures: Bartenders are a valuable addition to any group, and they want to get out from behind the bar! Think about it; no one wants a Bartender who doesn't have a good story up their sleeve! Now, some of them take the easy way out and choose to steal their tales from their patrons, but the truly noteworthy Bartenders are the ones who follow their guts and do things for themselves! Explore the world, test their limits, and bring back stories of wonder and grandeur to their awaiting publics.

Characteristics: Bartenders are masters of the drink. They know what does what, where what goes, and how what where is who... no wait, that's the drunks. In all honesty, Bartenders are best at knowing what ails you. Then, they find the best thing that ales you. They are exceptional people-persons... people-people? They're good with people. They excel with social skills and are tremendously handy to have where sleight of hand and quick motions or actions are valuable. They can talk most people into anything, and provide them with exactly what they need to get there.

Alignment: Any alignment. Typically, you can tell a Bartender's alignment by looking at the name of his bar/tavern/pub.

Religion: Bartenders may serve any number of gods, but the one thing they all udnerstand and worship is the bottom of the glass.

Background: Becoming a Bartender is easy. Walk into the bar, watch the current Bartender, and learn to do what they do. Practice makes perfect, and if you want to perfect your recipes, you absolutely will have to practice... hic!

Races: Almost all races can become Bartenders, though some, like the Elves, will prefer a lighter drink or wine to the mixed drinks and ales that Bartenders are known best for. Humans and Dwarves make the most popular Bartenders, but Halflings are surprisingly high up on the list as well.

Other Classes: Any and all other classes love Bartenders. They typically mesh well with about any class when combined, but are exceptionally well off when paired with Bards... this is why many Bards will spend a hefty amount of their time in bars/taverns/pubs.

Role: The Bartender is best as a buffer/debuffer with a moderate amount of damage. Their licquors provide their team with per-round bonuses, while turning their enemyies' advantages into disadvantages. They also make terrific party faces, as their social skills are terrific.

Adaptation: DM's can easily adapt a campaign to include the Bartender... If nothing else, for once in the history of D&D, the Bartender can get off their lazy @ss and actually help complete the quest.

GAME RULE INFORMATION
Bartenders have the following game statistics.
Abilities: Charisma is the most important ability score for Bartenders. It affects the DC's of their more powerful abilities, while affecting the potency of their drinks and controlling their social skills when interacting with others. Dexterity and Strength also affect the Bartender's damage output when he needs to resort to violence, and Con will help the Bartender with more hit points and resist the effects of alcohol early on before he develops a tolerance.
Alignment: Any.
Hit Die: d6
Starting Age: As bard.
Starting Gold: As bard.

Class Skills
The Bartender's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Bartender
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Alcoholic +1, Happy Hour

2nd|
+1|
+3|
+0|
+3|Bar Fight!, Bottle Toss 1d6

3rd|
+2|
+3|
+0|
+3|Alcoholic +2, Brew, Spike the Drinks (2)

4th|
+3|
+4|
+1|
+4|Happy Hour +1, Bottle Toss 2d6, The Only Cure

5th|
+3|
+4|
+1|
+4|Create Alcohol, Liquid Courage

6th|
+4|
+5|
+1|
+5|Alcoholic +3, Bottle Toss 3d6, Bar Fight! +2, Spike the Drinks (4)

7th|
+5|
+5|
+1|
+5|Close to Water, Mettle

8th|
+6|
+6|
+2|
+6|Happy Hour +2, Bottle Toss 4d6

9th|
+6|
+6|
+2|
+6|Alcoholic +4, Spike the Drinks (6), Drunk 'til Morning, Bar Tricks

10th|
+7|
+7|
+2|
+7|Bottle Toss 5d6, Dehydration/Rehydration

11th|
+8|
+7|
+3|
+7|Close the Tabs, Have Another, on Me!

12th|
+9|
+8|
+3|
+8|Alcoholic +5, Happy Hour +3, Bottle Toss 6d6, Bar Fight! +4, Spike the Drinks (8)

13th|
+9|
+8|
+3|
+8|Knock 'Em Back, Drunken Valor

14th|
+10|
+9|
+4|
+9|Bottle Toss 7d6, Better with Age

15th|
+11|
+9|
+4|
+9|Alcoholic +6, Spike the Drinks (10), Tolerance

16th|
+12|
+10|
+4|
+10|Happy Hour +4, Bottle Toss 8d6

17th|
+12|
+10|
+5|
+10|Er'body'sh Drunk

18th|
+13|
+11|
+5|
+11|Alcoholic +7, Bottle Toss 9d6, Bar Fight! +6, Spike the Drinks (12)

19th|
+14|
+11|
+5|
+11|Drunken Aura

20th|
+15|
+12|
+6|
+12|Alcoholic +8, Happy Hour +5, Bottle Toss 10d6, Alone Behind the Bar[/table]

Class Features
All of the following are class features of the Bartender.

Weapon and Armor Proficiencies: Bartenders have proficiency with simple weapons and light armor.

Alcoholic (Ex): A Bartender knows the powers of alcohol, and exploits them often. He may take points in Craft (Alchemy) as if he were a spellcaster, and gains a bonus of +1 each level to any Craft or Knowledge check pertaining to alcohol, poison, or other alchemical items. Every third level, the bonus increases by +1.

Happy Hour (Ex): A Bartender can instill happiness into even the most lonely patron with these two simple words. As a standard action, he may encourage an ally within 30' to drink one alcoholic beverage. Drinks consumed in this way automatically increases the drunkenness of allies who drink by 1, but decrease the DC to avoid getting drunk off future drinks by 2. As he levels, the Bartender can inspire more allies to drink, and Spiked Drinks consumed during Happy Hour increase their potency by +1 per 4th Bartender level.

Drunk: Drinking has 5 stages: tipsy, drunk, wasted, plastered, and blackout. A drinker takes a -1 penalty to Int and Wis scores, but may increase their Str or Con by 1 for each step, falling unconscious upon reaching blackout. Each drink taken after drunk is made at a DC15 (+2 for each drink) Fort save. A failed save increases the level of drunkenness, and upon reaching plastered, the drinker adds an additional -4 to Dex. The benefits and penalties for drinking a Bartender's drink last a number of turns equal to the Bartender's level +3. Drunkenness may be ended prematurely, but results in a hangover, removing penalties and benefits but for each step of drunkenness giving a -2 penalty to hit, -5 move speed, +2 damage from sonic, force, or radiant/light sources, and nausea for 1d4 rounds.

Bar Fight!: Bartenders know what it is like to have unruly patrons, and are experts at using improvised weapons. A Bartender may make one melee touch attack as a standard action, using an improvised weapon at no penalty, dealing 1d6+2 damage and he may use his Strength or Dexterity modifier to hit. The damage from Bar Fight! increases by 1d6+2 at 6th level, and again at 12th, increasing to 4d8+8 at 18th level, and becomes 5d10+10 at 20th level. In addition, beginning at 6th level, each attack made by a Bartender may force a Fort save (DC 10 + 1/2 Bartender level + CHA mod) or the opponent gets tipsy. If the opponent is already tipsy, they become drunk. Attacks cannot force a save past the drunken stage.

Bottle Toss (Ex): A Bartender prefers to stay behind the bar, safe from patrons looking to coerce something from them. As an attack action, and thus as part of a full-attack action, they may throw a bottle at an enemy within 30'. This is a ranged touch attack, does not provoke attacks of opportunity, and deals 1d6 damage per two levels of Bartender. Beginning at 10th level, a Bartender may apply a Spiked Drink to their attacks, and at 15th level may apply a second Spiked Drink. These drinks do not stack on each attack, but rather up to two Spiked Drinks may be added total to any attack in the Bartender's action.

Brew (Ex): A Bartender is a master of creating drinks, and gains Brew Potion as a bonus feat, and may create potions as a Druid, Cleric, or Wizard of their level. The caster level required to create a potion is determined by his Bartender levels. He may also imbue any beverage he has with alcohol, provided he has the alcohol on hand. This process is a swift action. In addition, he may drink any alcoholic or brewed beverage as a swift action or a move action instead of a standard action. He may imbue his potions with alcohol if he chooses (one gallon spikes 10 potions).

Spike The Drinks (Su): Starting at 3rd level, a Bartender may apply one of his own concoctions to any beverage they have. They learn their first two concoctions at 3rd level, and an additional 2 every 3rd level after that. A Bartender may spike up to three drinks as a standard action, or only one as a swift action. If he only creates one, as part of his action the drink may be given to any ally within 10'. Drinks may be given to any ally within 30' that have line of sight and line of effect, however the Bartender must succeed on a ranged touch attack or the bottle smashes on the ground (or is saved by a DC15 balance check from the ally, DC20 to not land prone). At 12th level, the Bartender may spike four drinks at once as a standard action or two as a swift action, and as part of the action may take one of the shots himself. Giving away pre-made Spiked Drinks can be done as a swift, move, or standard action.
Tequila Sunrise: A beautiful drink made of fruit juices and tequila. It softens the inhibitions and loosens the tongue, allowing those who partake to speak freely what's on their mind. Grants a +2 competence bonus on Charisma-based skill checks to allies. Enemies affected by Tequila Sunrise must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or be charmed for 1d4 rounds.
Jager Bomb: A powerful shot of Jagermeister dropped in pure energy. A well done Jager Bomb can inspire acts of courage one would not typically undergo, and encourages a good fist fight. Grants a +2 competence bonus on damage rolls. Enemies affected by Jager Bomb must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or take 1 damage per Bartender level, maximum 10.
Bay Breeze: A delicious mixture of tropical fruits and vodka, the Bay Breeze is a classic for the sophisticated types. It inspires new ways of thinking and is a great drink to enjoy when innovating. Grants a +2 competence bonus to allies' Intelligence scores. Enemies affected by Bay Breeze must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or be silenced for 1d4 rounds.
Whiskey Sour: A real man's drink, with just the slightest hint of feminism. A strong, aged whiskey and sour mix. For those who are almost men, but not quite there. This drink inspires a feeling of manliness and empowerment that would be difficult to find drinking other mixed drinks. Grants a +2 competence bonus to allies' Strength scores. Enemies affected by Whiskey Sour must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or take a -2 penalty to their Strength score.
White Russian: A well stirred creamy mixture of rum and milk with other flavors subtly added, the White Russian brings on a feeling of security and safety. Grants a +2 bonus to AC to allies. Enemies affected by White Russian must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or lose their Dexterity bonus to AC.
Cape Codder: A classy, easy to make drink of cranberry juice and vodka. Add a lime for "wow" factor. Just brilliant. Almost as brilliant as allies are for ordering such a simple drink with just the right amount of "oomph" to it. Grants allies a +2 competence bonus to their Wisdom scores. Enemies affected by Cape Codder must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or lose a spell slot up to 4th level (roll a 1d4 to determine which level).
Grasshopper: A spry, minty flavored drink for those who want to feel lighter than air on their excursions. Those who enjoy this beverage often find themselves moving more agilely (or at least believe they are!) than they normally would. Grants allies a +2 competence bonus to their Dexterity scores. Enemies affected by Grasshopper must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or they fail their next two Reflex saves.
Long Island Iced Tea: Not for the faint of liver. This drink mixes your top shelf licquors; tequila, rum, vodka, gin, with sour mix and a splash of coke. One of these will have you feelin' good. These drinks inspire you to keep going, to push through it, and live like never before. Grants allies a +2 competence bonus to their Constitution scores. Enemies affected by Long Island Iced Tea must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or be dazed for 1 round.
Sex on the Beach: Fruit juices, vodka, and schnapps, or a girl's best friend. Drinks like a juice, feels like a shot. These drinks encourage you to ignore protection and just act. Grants a +1 competence bonus to allies' spell DC's. Enemies affected by Sex on the Beach must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or be diseased immediately(roll a 1d4. 1=Slimy Doom, 2=Red Ache, 3=Filth Fever, 4=Cackle Fever).
Screwdriver: A tasty combination of top shelf vodka and orange juice, this cocktail drives the ladies wild and makes it easier to single out the ones they want. Grants a +1 competence bonus to allies' attack rolls. Enemies affected by Screwdriver must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or take a -2 penalty on attack rolls.
Rum Runner: The rum runner is a classic. A lil' bit of Captain, some fruit liqueurs, and crushed ice give it nice smoothie feel. This drink inspires relaxation, with no worries. Grants a +1 competence bonus to allies' saves. Enemies affected by Rum Runner must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or increase the DC of future drinks by +1.
Red Headed Slut: The crazy, fiendish, but still lovely, lady of luck. Schnapps and Jager with a splash of cranberry, who can resist a drink like that? Every man wants a Red Headed Slut, and will chase them all day and night. Grants a +5 competence bonus to allies' move speed. Enemies affected by Red Headed Slut must make a Fort save with a DC of 10 + 1/2 Bartender level + CHA mod or have their move speed halved.
Allies can consume one Spiked Drink as a standard action or two as a full-round action, but may not have more than two active at one time. Consuming one does not affect the Fort save to avoid becoming drunk. Consuming both increases the DC by 2, and drinking two of the same drink increases the DC by 4. Spiked Drinks consumed through Happy Hour last until the start of the Bartender's next turn. Drinks are otherwise good until the end of the drinker's next turn, then they lose their potency and any bonuses they would normally hold. The negative effects of Spiked Drinks only last until the Bartender's next turn.

The Only Cure (Ex): A Bartender knows his way around the brewery, and knows the different powers of alcohol. The claims that alcohol can cure anything are true when a Bartender is around. By spending an hour distilling two gallon of alcohol, increasing by one hour for every additional gallon being distilled, the Bartender may create up to six bottles of curative alcohol from each gallon. Drinking from a bottle heals a living creature (with no effect on Undead) for 1d4+1 for each Bartender level. It can be used instead to heal ability damage, restoring 1d4 points to a damaged ability score, with the excess (i.e. 2 points drained, 3 points restored) remaining for 1 hour. Curative alcohol cannot be consumed to increase an ability score that has not been damaged. Beginning at level 9, a Bartender's curative medicine can restore 1d4 points to drained ability scores, and at 18th level, all healing granted from curative alcohol increases to 1d6 from 1d4 (cumulative bonuses continue to stack). Curative alcohol does not induce drunkenness.

Create Alcohol (Sp): Once per day/3 Bartender levels, a Bartender may use Create Alcohol has a 3rd level Conjuration (Creation) spell. This ability creates 1 gallon of alcohol per Bartender level (will cover 10 potions/10 Spiked Drinks/50 alcoholic drinks). Anyone who consumes alcohol must succeed a DC15 Fort save or become drunk. A Bartender may consume 1/2 his Bartender level in drinks before requiring the Fort save, but may choose to increase his drunkenness up to drunk off any drink that would normally increase his drunkenness.

Liquid Courage (Ex): Whenever the Bartender or one of his allies consumes a Spiked Drink, they may make an Intimidate check (even if untrained) against the AC of all enemies within 20' of them. They gain a +1 untyped bonus to attack rolls up to their Bartender level for each success (increasing by +1 for each step of drunkenness past tipsy they are), but have no other effect on the enemies. If the Bartender and his ally both consume a Spiked Drink at the same time, for each enemy they both succeed against, the bonus is doubled. The Bartender also adds +1 to his Charisma modifier for each step of drunkenness he is.

Close to Water (Ex): Alcohol opens the more lucrative side of the brain for Bartenders, who sometimes need a shot simply to get through the day. Alcohol is considered a boon for them. A Bartender may choose any two stats to take the penalty to when they get drunk, and may increase any two stats of their choice.

Mettle: Alcohol is known to numb the heart, mind, soul, and body. Anything that would normally cause stress to these has no power where alcohol is present. A Bartender at 7th level gains Mettle.

Drunk 'til Morning (Su): Beginning at 7th level, a Bartender gains double the benefit of their brewed potions and double the benefit of drunkenness without doubling the penalties, and can extend their drunkenness for as long as they like.

Bar Tricks (Ex): A Bartender's sleight of hand is known to amaze and arouse the crowds that watch them. As a standard action, a Bartender may flip bottles and drinks alike, and any opponent within 50' who can see him when he performs the Bar Tricks must make a successful Will save (DC 10 + 1/2 Bartender level + CHA mod) or be fascinated for 1d4 rounds/step of drunkenness. This ability may be used to create one Spiked Drink, but it cannot be given away until his next turn. He may also do this as a DC16 Sleight of Hand check outside combat.

Dehydration, Rehydration (Su): Beginning at 10th level, a Bartender can choose to water down his drinks, or make them stronger than normal. He also knows how to avoid the morning-after problems. He may get drunk at will off any alcoholic beverage. He may reduce his drunkennness by one step at any time by drinking water as a standard action. This does not cause a hangover, and the Bartender does not incur the penalties for ending their drunkenness prematurely.

Close the Tabs (Su): Bartenders have to know when to collect. Immediately after a full-attack action, the Bartender may make roll 1d6/1d8/1d10/1d12, 2d8 (tipsy, drunk, wasted, plastered, blackout) for each enemy successfully affected by alcohol (or the effects of Bar Fight!). He gains that much gold. This ability may be used once per encounter, and can be decided after the attacks are resolved.

Have Another, On Me! (Ex): Anytime a Bartender successfully causes an opponent to become plastered through Bar Fight! or Bottle Toss, he may create a Spiked Drink or give one to an ally (but not both). Anytime he successfully causes an opponent to fall unconscious due to blacking out, he may create, drink, or give away a Spiked Drink (but only one).

Knock 'Em Back (Ex): A Bartender learns to adapt on the job, and knows that squeezing in the shot that saves them sometimes means doing so as they poor someone else's. Beginning at 13th level, he can begin one action per turn (move, swift, attack, full-attack) by drinking a Spiked Drink.

Drunken Valor (Ex): A Bartender knows that those under the influence only want to help! Anytime he attacks an enemy, he grants allies who also attack that enemy a +2 competence bonus to attack rolls for each step of drunkenness he is, and a +2 bonus for each step of drunkenness of the attacking ally, maximum +8.

Better with Age (Su): Like a fine wine, Bartenders only grow better as they age. They become immune to poison and disease, as well as no longer suffering from the effects of aging and cannot be magically aged, though any effects done prior remain. They still gain any knowledge-based bonuses that normally accompany aging, but none of the physical penalties and they do not die of old age.

Tolerance (Ex): A Bartender can drink indefinitely without ever risking the negative side effects of drunkenness. He can choose to progress through the steps of drunkenness at will with each alcoholic beverage, and drinking water as a standard action can now remove all drunkenness from him (but he can still only increase drunkenness one step at a time). In addition, the Bartender can progress past plastered to gain the -5/+5 stat adjustments without blacking out.

Er'body'sh Drunk (Su): As a standard action, the Bartender may apply his level of drunkenness to everyone around him. This affects any non-mindless creature within 15' of him, including allies. He cannot use this ability to induce blackout level drunkenness. When he uses this ability, he chooses the stats to be affected by both the penalties and benefits of drunkenness, as the Close to Water ability.

Drunken Aura (Su): All around a Bartender, people find themselves easily persuaded into drinking another round. Any non-mindless creature that comes within 30' of the Bartender must succeed a Will save (DC 10 + 1/2 Bartender levels + CHA mod) or take a 2d4 Wis penalty for as long as they are within the aura or until they spend 3 consecutive rounds outside it. A successful save renders them immune to this aura for 24 hours. The Bartender also doubles their Charisma modifier for purposes of Bluff, Diplomacy, Intimidate, or other Charisma-based forms of persuasion against those within the aura. Anytime the Bartender succeeds on one of these checks, he can choose to increase the drunkenness of the affected by one step, once per day per creature. Any creature within the aura for greater than 8 rounds (8 minutes outside combat) must succeed a Fort save (DC 10 + 1/2 Bartender levels + CHA mod) or fall unconscious. The Bartender can choose whom this aura affects.

Alone Behind the Bar (Ex): A Bartender truly worth their merit can handle an entire bar alone. At the pinnacle of their skill and expertise, a Bartender knows how to make multiple drinks at once, and can take care of multiple patrons at one time without breaking a sweat. At 20th level, the Bartender increases the range of Drunken Aura by 20' and gains the ability to damage enemies while inspiring allies. When he successfully deals damage with Bottle Toss, each enemy he hits inspires one ally to immediately take a drink of one of the Bartender's drinks as a free action. Only one ally can drink per enemy hit (i.e. Enemy A gets hit, Ally A drinks. Enemy B gets hit, Ally B drinks) and each ally can only take one drink per round in this manner. In addition, once per round a Bartender may double the effects of one Spiked Drink when he drinks it.

CryWolfCorrupt
2014-01-30, 12:45 PM
Reserved just in case.

Ra_Va
2014-02-11, 05:24 AM
Vicari of Sanguine

Put an optional image of your class here!

"One day a talented lass or fellow, A special one with face of yellow, will make the Rod of Resistance found, from its hiding refuge underground and with a noble army at helm, this Master Builder will thwart the Kraken and save the realm ."

- Yorick Guevenne creating a false prophecy.

The Shape-shifting Lord of Debauchery indeed has tremendous power in Mundus, but outside of it he not is not a true deity. His Vicari act as his Clerics, until such a time he can gain enough Divine Energy to to be a true God in other realms.

Adventures: Vicari of Sanguine often travel for material wealth, to gain riches to run the day-to-day, operations of a Temple of Sanguine.

Characteristics:

Alignment: As servants of the Daedric Lord of Debauchery, only Chaotic Souls may enter this class.

Religion: Vicari of Sanguine...well they worship Sanguine, Daedric Prince of Debauchery, while they may revere 'other' gods or pantheons, such reverence will be secondary.

Background: Vicari of Sanguine, are those who Sanguine has blessed with his presence. In one way or another they have impressed him, and he has given them the divine duty of spreading his name.

Races: Sanguine does not bar any race from entering his fold, however races with strong anti-debauchery traditions or already established deities of a similar portfolio are more difficult for him to sway, though not impossible.

Other Classes: Paladins and other classes of Lawful alignments will likely have trouble accepting a Vicari of Sanguine as a member of the party

Role:

Adaptation:

GAME RULE INFORMATION
Vicari of Sanguine's have the following game statistics.

Abilities:

Alignment: Any Chaotic

Hit Die: d6

Starting Age: As Cleric

Starting Gold: As Cleric

Class Skills
The Vicari of Sanguine's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride(Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at First Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

Vicari of Sanguine
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Alcoholic Blast1d6, Vicari Amulet

2nd|
+1|
+0|
+0|
+3|Detect Magic

3rd|
+2|
+1|
+1|
+3|Slurred Speach

4th|
+3|
+1|
+1|
+4|Alcoholic Blast 2d6, Summon Booze Elemental

5th|
+3|
+1|
+1|
+4|Clannfear Mount

6th|
+4|
+2|
+2|
+5|Methanol Surge

7th|
5|
+2|
+2|
+5|Alcoholic Blast 3d6

8th|
+6/+1|
+2|
+2|
+6|

9th|
+6/+1|
+3|
+3|
+6|Venom Immunity

10th|
+7/+2|
+3|
+3|
+7|Alcoholic Blast 4d6

11th|
+8/+3|
+3|
+3|
+7|

12th|
+9/+4|
+4|
+4|
+8|Methanol Surge

13th|
+9/+4|
+4|
+4|
+8|Alcoholic Blast 4d6

14th|
+10/+5|
+4|
+4|
+9|

15th|
+11/+6|
+5|
+5|
+9|

16th|
+12/+7|
+5|
+5|
+10|Alcoholic Blast 5d6

17th|
+12/+7|
+5|
+5|
+10|

18th|
+13/+8|
+6|
+6|
+11|

19th|
+14/+9|
+6|
+6|
+11|Alcoholic Blast 6d6

20th|
+15/+10/+1|
+6|
+6|
+12|Dremora Form
[/table]

Divine Scroll Use
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|3|1|-|-|-|-|-|-|-|-
2|3|2|-|-|-|-|-|-|-|-
3|3|2|1|-|-|-|-|-|-|-
4|3|2|1|-|-|-|-|-|-|-
5|3|2|1|-|-|-|-|-|-|-
6|3|3|3|2|-|-|-|-|-|-
7|3|3|3|2|1|-|-|-|-|-
8|3|3|3|3|2|-|-|-|-|-
9|3|3|3|3|2|1|-|-|-|-
10|3|3|3|3|3|2|-|-|-|-
11|3|3|3|3|3|2|1|-|-|-
12|3|3|3|3|3|3|2|-|-|-
13|3|3|3|3|3|3|2|1|-|-
14|3|3|3|3|3|3|3|2|-|-
15|3|3|3|3|3|3|3|2|1|-
16|3|3|3|3|3|3|3|3|2|-
17|3|3|3|3|3|3|3|3|2|1
18|3|3|3|3|3|3|3|3|3|1
19|3|3|3|3|3|3|3|3|3|2
20|3|3|3|3|3|3|3|3|3|3
[/table]

Class Features
All of the following are class features of the Vicari of Sanguine.

Weapon and Armor Proficiencies: Vicari are proficient with all simple weapons, with all types of armor (light, medium, and heavy). They are not proficient with any shields.

Alcoholic Blast(Sp): Sanguine Grants the ability to pour alcohol from your very hands as well as harness it as a blast using magical energy to deal damage and sometimes cause its target to become Inebriated

Each Blast requires a Con check (DC 15 + 1 per additional Blast), and racial bonus against poison apply.

Each failed check means 1 damage to your opponents Dex and Wis, and a -1 penalty to their Con for the purpose of resisting further Blast.

An Alcoholic Blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target. An alcoholic blast deals 1d6 points of damage at 1st level and increases in power as the Vicari rises in level. An alcoholic blast is the equivalent of a 1st-level spell.

An Alcoholic blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to alcoholic blast. An alcoholic blast deals half damage to objects. Metamagic feats cannot improve a Vicari's Alcoholic blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (Alcoholic blast) increases the DC for all saving throws (if any) associated with a Vicari's Alcoholic blast by 2.

Vicari Amulet: The Amulet is the source of the Vicari's power, connecting the Vicari to the Daedric Energies of Oblivion, powering his class abilities, and allowing minimal use of Divine Magic Scrolls.

If the amulet is Stolen or Damaged the Vicari looses all abilities associated with being a Vicari, except his Skills, Weapon and Armor Proficiencies.

He will be unable to regain his abilities or continue progressing in Vicari levels until he Summons Sanguine to him for another amulet, an act that can only be done on the 16th of every Month and requires a Statue of Sanguine, Burning Incense, and Prayer Beads to accomplish. This act takes 2 Hours and 500 XP per casting.

Detect Magic(Sp): Beginning at 2nd level, a Vicari can use detect magic as the spell at will. His caster level equals his Vicari class level.

Bolt of Slurred Speech: If a target was successfully Inebriated last round you can cast Bolt of Slurred Speech at that single target. If successfully hit the enemy makes a Will save (DC 10 +1 Per additional Vicari Level after 3rd.), if save is unsuccessful the target suffers from 'slurred speech' -4 to any attempt to communicate, use spells with vocal components, or abilities requiring speech (Bard, Truenamer, etc)

Summon Booze Elemental: Summons a Creature known as a 'Booze Elemental' that has a Challenge Rating is 3 less than his character level or lower. He can also choose to double the number of Elementals by reducing the max CR of the Elementals by 2 per doubling (a 9th level Saint could create one CR 6 elemental, two CR 4 elementals, 4 CR 2 elementals, or 8 CR 1 elementals).

Clannfear Mount(Sp): Upon reaching 5th level, a Vicari gains the service of an unusually intelligent, strong, and loyal Clannfear steed to serve them.

Once per day, as a full-round action, a Vicari may magically call their mount from the realms of Misty Grove in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Vicari's level, it may be dismissed at any time as a free action.

Each time the Clannfear is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Vicari’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Vicari may not summon another mount for thirty days or until they gains a level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Vicari takes a -1 penalty on attack and weapon damage rolls.

ClannFear
{table=head]
Size/Type|
HD|
Initiative|
Speed|
AC|
Base Attack/Grapple|
Attack|
Space/Reach|
Special|
Saves|
Abilities|
Skills|
Feats|
CR


Large Outsider Animal|
3d8+9|
+1|
30ft.|
15 (+1 Dex, +4 natural), touch 11, flat-footed 14|
+2/+6|
Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)|
5 ft./5 ft.|
Improved Grab|
Low-Light Vision[|
+Fort 6, Ref +4, Will +2|
Str 17, Dex 12, Con 17, Int 1, Wis 12, Cha 6|
Alertness, Keen Scent|
2
[/table]

Methanol Surge: 3/day if you are in or within 30ft of a wooded area you can cast a Cone-shaped burst from your hands, causing creatures to become blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

At level 12 you no longer have to be within 30 ft. of a wooden area to use,

2 HD or less
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD
The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD
The creature is Blinded for 1 round.

Sightless creatures are not affected by Methanol Surge.


Venom Immunity (Ex): At 9th level, a Vicari gains immunity to all poisons.

Dremora Form: At level 20 you gain the ability to turn yourself into a Dremora, and back again once per day. Changing form (to Dremora or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use Dremora Form, you regain lost hit points as if you had rested for a night. While in this form you gain +5 Strength, +5 Intimidation, +2 affinity from Chaotically Aligned Outsiders, and Resistance to Fire 5. Dremora Form last for an hour, or until morphed back.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Vaynor
2014-02-15, 09:51 AM
Abstainer

http://i.imgur.com/1TTsqId.jpg
image credit (http://sirtiefling.deviantart.com/art/Tamisen-the-Paladin-416332905)


”The purity of the mind is sacred, and I will cleanse yours even if you will not abstain.”
Kal-ren, human abstainer


An abstainer is a holy warrior that denies the pleasures of drugs and alcohol. To an abstainer, the mind is sacred and altering your mental state is sinful. However, common folk cannot be expected to understand the sacred nature of the mind and waste their intelligence by falling prey to destructive forces. To stem the tide of this corruption, the abstainer uses her powers to go out in the world and cleanse the weak-minded of the corruption of alcohol, or, if they refuse to stop their sinful ways, rid the world of their corrupting presence. The abstainer is a strong melee combatant that empowers their strength with divine power.

Adventures: While the abstainer's main focus is on ridding the world of drugs and alcohol, they seek to eliminate corruption in all forms.

Characteristics: The abstainer is a powerful supporting asset to a party, and can provide powerful healing and cleansing spells while also being able to hold their own in combat with more offensive magic and physical strength.

Alignment: Abstainers are always lawful, and usually good, although they are not restricted to the good alignment. Although rare, abstainers can even be evil. An evil abstainer is usually one who despises all corruption and lacks any empathy for the corrupted, seeking to destroy corruption at any cost. Abstainers usually act from a compassionate stance, and tend to be good because of this. A neutral abstainer is generally compassionate but might have the more fervent aspects of an evil abstainer at times.

Religion: An abstainer, by nature, opposes corruption. Any god or cause that espouses corruption cannot be worshiped by an abstainer, but otherwise she has no restrictions on religion. Abstainers tend to worship gods that fight corruption.

Background: Abstainers are usually part of a holy order of some kind, either exclusively or incidentally dedicated to ridding the world of corruption. However, abstainers can just as easily work alone or in any other kind of organization.

Races: No race is barred from becoming an abstainer. However, humans are the most common race for abstainers. Races that have a culture that promotes drinking tend not to be abstainers, although abstainers that come from these races tend to be even more fervent.

Other Classes: Abstainers tend not to get along well with anyone who imbibes alcohol, drugs, or other mind-altering substances. Additionally, spellcasters who influence the mind of their enemies are looked down upon by most abstainers as their powers corrupt the mind in a similar way to alcohol or drugs.

Role: The abstainer fills a support role that focuses on cleansing and healing their party, providing defensive buffs, and emitting auras to aid their allies. Additionally, the abstainer can cripple her foes with magic and use more traditional weapons to fight them.

Adaptation: An abstainer could fight other forms of corruption, and their abilities could be altered to pertain to that kind of corruption instead of drugs and alcohol. Additionally, in a low-powered campaign, the abstainer's spell point system could be replaced with the bard's spells known and spells per day (while still casting divine spells and drawing their spells from the cleric spell list).

GAME RULE INFORMATION
Abstainers have the following game statistics.
Abilities: Charisma determines the power of the abstainer's spells and abilities, so it is the most important ability for an abstainer. Constitution and Strength both help to increase the abstainer's viability in melee combat, and a high Wisdom score can be beneficial for improving the abstainer's resistance to spells.
Alignment: Any Lawful.
Hit Die: d8
Starting Age: As paladin.
Starting Gold: As paladin.

Class Skills
The abstainer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis).
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier



Level

BAB
Fort
Ref
Will

Special
Spell Points Per Day
Maximum Spell Level


1st

+0

+2

+0

+2
Aura of abstinence -1, detect alcohol, cleanse 1d6 (alcohol and drugs), code of conduct

0

0


2nd

+1

+3

+0

+3
Divine grace

0

1


3rd

+2

+3

+1

+3
Cleanse 2d6 (channeled), divine fortitude

1

1


4th

+3

+4

+1

+4
Aura of sobriety

5

2


5th

+3

+4

+1

+4
Cleanse 3d6 (disease, poison)

6

2


6th

+4

+5

+2

+5
Resist corruption

9

2


7th

+5

+5

+2

+5
Cleanse 4d6 (health)

14

3


8th

+6/+1

+6

+2

+6
Aura of abstinence -2

17

3


9th

+6/+1

+6

+3

+6
Cleanse 5d6 (ranged)

22

3


10th

+7/+2

+7

+3

+7


29

4


11th

+8/+3

+7

+3

+7
Cleanse 6d6 (charms and compulsions)

34

4


12th

+9/+4

+8

+4

+8
Defy corruption

41

4


13th

+9/+4

+8

+4

+8
Cleanse 7d6 (ability damage)

50

5


14th

+10/+5

+9

+4

+9


57

5


15th

+11/+6/+1

+9

+5

+9
Cleanse 8d6 (area)

67

5


16th

+12/+7/+2

+10

+5

+10
Aura of abstinence -3

81

6


17th

+12/+7/+2

+10

+5

+10
Cleanse 9d6 (ability drain)

95

6


18th

+13/+8/+3

+11

+6

+11


113

6


19th

+14/+9/+4

+11

+6

+11
Cleanse 10d6 (energy drain)

133

6


20th

+15/+10/+5

+12

+6

+12
Abstinent perfection

144

6



Class Features
All of the following are class features of the abstainer.

Weapon and Armor Proficiencies: An abstainer is proficient with all simple and martial weapons, with all types of armor (heavy, medium, light), and with shields (except tower shields).

Spellcasting: The abstainer casts divine spells drawn from the cleric spell list. An abstainer must choose and prepare her spells in advance (see table below). To prepare or cast a spell, an abstainer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an abstainer's spell is 10 + the spell level + the abstainer's Charisma modifier.

An abstainer casts spells using spell points (described in detail in Unearthed Arcana pg. 153). All spell point rules from Unearthed Arcana apply unless noted otherwise. An abstainer has an amount of spell points available per day according to her level (as shown on the table above). Additionally, the abstainer gains a number of bonus spell points from a high Charisma score (see table 5-4 on UA pg. 154). The abstainer does not gain bonus prepared spells per day from a high Charisma score. If an abstainer does not have enough spell points to cast a spell of a specific level, she is unable to cast spells of that level. An abstainer must choose which spells to prepare each day, but may choose any spell available to a cleric of her alignment. An abstainer may prepare a number of spells per day as described on the chart below, but may use her spell points on these spells as she wishes. Spell point cost of spells is listed on the table below.

An abstainer regains her daily spell point allotment by praying or meditating. An abstainer must spend at least 10 minutes meditating or praying in order to regain her spell point allotment, and must choose which spells she prepares for the day at this time.

Additionally, the abstainer gains access to a single domain (and the domain's granted power). An abstainer may choose one domain from the following list: Courage, Healing, Inquisition, Law, Purification, Renewal, War. Additionally, a good-aligned abstainer can choose the Good domain, and an evil-aligned abstainer can choose the Evil domain; a neutral-aligned abstainer can choose either. An abstainer automatically has access to all spells granted by her domain without needing to prepare them. An abstainer is not limited by her maximum spell level when determining whether or not she can cast a domain spell. Instead, her caster level must be at least double the domain spell's spell level. For example, a level 14 abstainer would be able to cast the 7th-level spell granted by her domain. All domain spells cost the normal amount of spell points given on the table below. At level 3, and every 4 levels thereafter, the abstainer may change her granted domain.

Spells Prepared Per Day


Level
0-level
1st
2nd
3rd
4th
5th
6th



1

2















2

3

1













3

4

2













4

5

3

1











5

5

3

2











6

5

4

3











7

5

4

3

1









8

6

4

4

2









9

6

4

4

3









10

6

4

4

3

1







11

6

4

4

4

2







12

6

4

4

4

3







13

6

4

4

4

3

1





14

6

4

4

4

4

2





15

6

4

4

4

4

3





16

6

4

4

4

4

3

1



17

6

5

4

4

4

4

2



18

6

5

5

4

4

4

3



19

6

5

5

5

4

4

3



20

6

5

5

5

5

4

4



Spell Point Cost


Level
Cost



0

0*


1

1


2

3


3

5


4

7


5

9


6

11


7

13


8

15


9

17


*An abstainer can cast a number of 0-level spells per day equal to 3 + Charisma modifier.

Code of Conduct: An abstainer follows a strict code of conduct. The abstainer cannot willingly imbibe any form of alcohol, drug, alchemical item, or mind-altering substance. This includes potions and other otherwise helpful substances. Additionally, the abstainer cannot give any other living creature any of the listed substances. The abstainer cannot use any mind-affecting spells or abilities on another creature without their consent. The abstainer may associate with creatures who imbibe such substances, but must do so in order to achieve their goal of ridding the world of corruption.

Aura of Abstinence (Su): An abstainer promotes abstinence by her presence alone. Every ally (including the abstainer) within 30 ft. of the abstainer gains a +4 morale bonus on saving throws versus disease, poison, drugs, and other mind-altering substances (such as alcohol, drugs, etc.). Additionally, all creatures within range of the aura that have willingly consumed alcohol, drugs, or alchemical items in the last 24 hours receive a -1 penalty on all attack rolls, saving throws, and skill checks. This penalty increases to -2 at level 8, and -3 at level 16.

Detect Alcohol (Su): Divine power has granted the abstainer the ability to detect corruption in nearby creatures. An abstainer is able to detect whether a creature is under the effects of drugs, alcohol, alchemical items, and mind-altering substances. If a creature is currently under the effects of any of those substance types, they glow red to the abstainer. If a creature has imbibed such a substance within 24 hours, they glow orange to the abstainer. This ability is active for all creatures within 60 ft. of the abstainer.

Cleanse (Su): With a touch, an abstainer can remove the taint of corrupting influences. As a standard action, the abstainer can immediately sober an ally or willing target. All effects from alcohol, drugs, alchemical items, or mind-altering substances immediately end. Additionally, the abstainer can force an enemy or unwilling target to become sober by making a touch attack as a standard action. Because the abstainer is forcefully removing the corrupting influence, the process is much more damaging to the target, and they take 1d6 damage (as well as all effects from alcohol, drugs, alchemical items, or mind-altering substances being removed as normal). This damage increases to 2d6 at level 3, and an additional +1d6 every two levels thereafter. If the target is not affected by any form of alcohol, drugs, alchemical items, or mind-altering substances and has not been for at least 24 hours, this damage is halved.

The abstainer can use cleanse (including any use of cleanse found below) on herself as a move action.

Additionally, the abstainer can use this power to destroy existing corrupting substances. For every dice of damage that cleanse deals, the abstainer can destroy the specified amount of the following substances: 1 gallon of alcohol, one dose of drugs, one potion (not magical oils), or one dose of mind-altering substances. This ability affects any substance within 10 feet of the abstainer, and the abstainer can choose which substances are destroyed. When such an item is destroyed, nothing remains of the substance itself, but the storage container (if any) remains intact.

As the abstainer grows in power, they are able to cure more powerful corruptions, but these attempts require additional power. The abstainer may perform a number of empowered cleanses per day equal to half class level + Charisma modifier. Any use of cleanse that requires an empowered cleanse use is noted as such below.

At level 3, an abstainer can channel cleanse through a melee weapon. As part of a normal attack action, the effects of cleanse are added to the attack (including the damage). The abstainer can only choose one attack per round to be affected by cleanse, and must choose this attack before rolling. If the attack misses, the cleanse attempt is wasted.

At level 5, an abstainer can use cleanse to cure diseases and poison. This is an alternative to a normal cleanse, and cleanse cannot cure the effects of alcohol, drugs, or mind-altering substances at the same time it cures diseases and poison. Use the abstainer's caster level as if she cast remove disease to determine whether a disease or poison can be cured.

At level 7, an abstainer can use cleanse to restore health to her allies. An amount of health equal to the abstainer's cleanse damage is restored to the target. This is an empowered cleanse.

At level 9, an abstainer can cleanse targets at a range. Cleanse can be used on any target within 5 ft./class level of the abstainer. The abstainer can cleanse any ally or willing target as normal (except at a range), and now may make a ranged touch attack when using cleanse on an enemy or unwilling target. The abstainer can still use cleanse as a normal touch attack. Additionally, the abstainer may channel cleanse with a ranged attack as long as the target is within the range of cleanse.

At level 11, an abstainer can use cleanse to help the target resist charms and compulsions. Immediately after cleansing the target, they can re-roll their saving throw against the charm or compulsion with a +4 morale bonus. If the target fails their saving throw after cleanse is used in this fashion, they may not receive the benefits of cleanse for that spell or effect for 1 hour. If the target is under the effects of multiple charms or compulsions, they are able to retry their saving throw with the +4 morale bonus on all of them. This is an empowered cleanse.

At level 13, an abstainer can use cleanse to cure ability damage. All temporary ability damage is removed. This is an empowered cleanse.

At level 15, an abstainer is able to cleanse as an area-effect. An area-effect cleanse can affect both allies and enemies simultaneously. All creatures within 15 ft. of the abstainer are affected by this ability. Enemies or unwilling targets are allowed a Will save for half damage. The DC for this saving throw is 10 + half class level + Charisma modifier. This ability, by default, uses the standard cleanse (which removes the effects of alcohol, drugs, and mind-altering substances). The abstainer can cure other effects and even make this ability an empowered cleanse, but cleanse only affects allies when used this way.

At level 17, an abstainer can use cleanse to cure ability drain. All points permanently drained from a single ability score (of the abstainer's choice if more than one has been drained) are restored as well as restoring all temporary ability damage. This is an empowered cleanse.

At level 19, an abstainer can cleanse energy drain. All negative levels are dispelled as well as restoring one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. This ability does not restore levels or Constitution points lost due to death. This is an empowered cleanse.

Divine Grace (Su): At level 2, an abstainer gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Fortitude (Ex): At level 3, an abstainer becomes immune to the effects of common sources of corruption. The abstainer is immune to all diseases (including supernatural and magical diseases) and poisons, and is no longer affected by alcohol, drugs, and mind-altering substances.

Aura of Sobriety (Su): At level 4, an abstainer begins to emit an aura of sobriety. All creatures within 30 ft. of the abstainer must succeed on a DC 10 + half class level + Charisma modifier Will save or be affected by this ability. Any creature within range can be affected by this ability willingly with no save. Any affected creature is unable to become inebriated and is no longer affected further by any alcohol, drugs, or mind-altering substances. This ability does not remove the effects of anything imbibed before being affected by this ability.

Resist Corruption (Ex): At level 6, the abstainer's mind becomes resistant to more forms of corruption. The abstainer gains a +4 bonus to all saving throws versus mind-affecting effects, and any effect that forcefully changes her physical form.

Defy Corruption (Ex): At level 12, the abstainer's resistance to corruption increases. The abstainer now adds their Charisma modifier to all saving throws that Resist Corruption would affect (use this bonus or the +4 bonus from Resist Corruption, whichever is higher). This bonus stacks with Divine Grace. Additionally, the abstainer gains a +4 bonus on all saving throws to resist effects that would cause ability damage, ability drain, or negative levels.

Abstinent Perfection (Ex): At level 20, the abstainer's resolve increases their power dramatically. The abstainer is now immune to all mind-affecting effects and effects that forcefully alter the abstainer's physical form.

Ex-Abstainers
An abstainer who ceases to be lawful or willingly imbibes alcohol, drugs, alchemical items, or any other mind-altering substances or violates her code of conduct loses all abstainer spells and abilities (but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as an abstainer. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. An abstainer does not lose her spells or abilities if the substance is imbibed accidentally.

Jester of Doom
2014-03-02, 03:12 PM
Bacchanalian Priest

http://upload.wikimedia.org/wikipedia/commons/thumb/3/39/Bacchusbycaravaggio.jpeg/419px-Bacchusbycaravaggio.jpeg
In vino, veritas.
-Roman saying, latin for “in wine, truth.”

”Steel isn’t strong, boy. Flesh is stronger. […] What is steel compared to the hand that wields it?”
-Thulsa Doom

A Bacchanalian Priest is servant of a god, similar in many ways to a Cleric. But whereas Clerics are typically stoic warrior priests, a Bacchanalian Priest is a bender of words that celebrates hedonism, who typically prefers to empower his warrior allies from a discreet and safe distance.

Adventures: Although Bacchanalian Priests do not seem like the sort that would be predisposed toward crawling through dank and dangerous dungeons, they are found doing so surprisingly often. Many adventure for wealth and power, when political endeavors prove somewhat less lucrative, but most frequently they adventure for their god or church, with the promise of increased standing being merely the icing on the cake.

Characteristics: Bacchanalian Priests are divine casters, and like most divine casters they have and admirable skill at healing, but they are specialists in mental magic, charm spells and the like. They are also known for their ability to imbue wine and other intoxicants with holy power, creating effects that vary from simple healing to powerful love potions and turning people into animals. Bacchanalian Priests are not as skilled in battle as other priests, however, and few of them belong on the frontlines of any combat.

Alignment: Bacchanalian Priests can be of any alignment, much like the deities themselves. However, not all deities are approving of the lifestyle typical of Bacchanalian Priests. Specifically, Chaotic deities are far more likely to have Bacchanalian Priests than Lawful ones. The distribution of Good and Evil varies from world to world, based on the deities that are worshipped. In worlds where most gods accept Bacchanalian Priests, they are usually Good, for the same reasons as Clerics. In worlds where the major Good-aligned powers find bacchanalian hedonism abhorrent, however, typically have very few non-Evil Bacchanalian Priests.

Religion: Like most divine casters, Bacchanalian Priests have quite varied religious practices, however, they do follow certain trends. Although there are exceptions, Bacchanalian Priests usually worship gods of wine, gods of festivals, fertility gods, or racial gods. But so long as the god does not forbid drinking, lusting, and celebrating, there are some Bacchanalian Priests in their clergy.
Like Clerics, Bacchanalian Priests need not worship a deity, and may instead worship an “ideal.” Unlike Clerics, however, who typically exposit ideals like “charity,” or “protection,” or even “Good,” Bacchanalian Priests of ideals are infamous for trying to create zealous cults of personality, and making all sorts of insane power grabs.

Background: Bacchanalian Priests come from all walks of life, but they are far more likely to come from the socialite upper crust of society. Bacchanalian Priests are most common in societies where being a priest is a powerful and revered social position, but they are still found in less prestigious social ranks, hanging around in bars, reminding the common people that their god isn’t going to guilt-trip people for having a beer, or sleeping around.

Races: Bacchanalian Priests are found among all races, although they are more common among Chaotic beings. Dwarves are a notable exception, in that despite their Lawful alignment and warrior culture they frequently have Bacchanalian priests, holding the clans together and mediating disputes during times of unrest.

Other Classes: Bacchanalian Priests typically get along well with most everyone, possessing an array of helpful abilities and silver tongues. Warriors love them for their healing and supplies of magical spirits. Thieves often find a kindred spirit in Bacchanalian Priests, but some Bacchanalians are just as condescending towards theft and criminal acts as most Clerics. Ultimately, like Clerics, most relations are determined by the god they worship. Clerics treat them much as they would another Cleric, although some churches have nasty, hostile schisms between their Clerics and Bacchanalians. Bacchanalian Priests usually get along with Druids better than Clerics do. In fact, many Bacchanalian Priests with the Nature Sphere are members of druidic orders, instead of serving in a god’s church.

Role: Bacchanalian Priests are most obviously suited to the role of party healer, but their potential goes far beyond that. They possess a substantial array of buff spells and charm effects, and they have the skills and spells to serve as the perfect party face, which may indeed be their primary role. Depending upon their chosen sphere, they often have more direct combat options, and might even become capable of brief forays into melee combat.

Adaptation: The hedonistic aspect need not be focused on as much, or indeed at all. By removing Transmute Water to Wine and altering their Holy Sacrament ability slightly, they could be used purely as a social Cleric that does not put a focus on melee combat.

GAME RULE INFORMATION
Bacchanalian Priests have the following game statistics.
Abilities: Charisma is by far the most important ability, affecting both their spellcasting and many of their skills. Dexterity is important due to their poor armor proficiencies, Intelligence is important for skill points, and Constitution is important for hit points.
Alignment: Any.
Hit Die: d6
Starting Age: As barbarian.
Starting Gold: As fighter.

Class Skills
The Bacchanalian Priest's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

BACCHANALIAN PRIEST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Turn or Rebuke Undead

2nd|
+1|
+3|
+0|
+3|Holy Sacrament (1/day), Transmute Water to Wine

3rd|
+1|
+3|
+1|
+3|

4th|
+2|
+4|
+1|
+4|Holy Sacrament (2/day)

5th|
+2|
+4|
+1|
+4|Special Sacrament

6th|
+3|
+5|
+2|
+5|

7th|
+3|
+5|
+2|
+5|Improved Sacrament

8th|
+4|
+6|
+2|
+6|Holy Sacrament (3/day)

9th|
+4|
+6|
+3|
+6|

10th|
+5|
+7|
+3|
+7|Improved Special Sacrament

11th|
+5|
+7|
+3|
+7|

12th|
+6/+1|
+8|
+4|
+8|Greater Sacrament, Holy Sacrament (4/day)

13th|
+6/+1|
+8|
+4|
+8|

14th|
+7/+2|
+9|
+4|
+9|

15th|
+7/+2|
+9|
+5|
+9|Greater Special Sacrament

16th|
+8/+3|
+10|
+5|
+10|Holy Sacrament (5/day)

17th|
+8/+3|
+10|
+5|
+10|Grand Sacrament

18th|
+9/+4|
+11|
+6|
+11|

19th|
+9/+4|
+11|
+6|
+11|

20th|
+10/+5|
+12|
+6|
+12|Ultimate Sacrament, Holy Sacrament (6/day)[/table]

Spells Per Day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
5|
3|
-|
-|
-|
-|
-|
-|
-|
-

2nd|
6|
4|
-|
-|
-|
-|
-|
-|
-|
-

3rd|
6|
5|
-|
-|
-|
-|
-|
-|
-|
-

4th|
6|
6|
3|
-|
-|
-|
-|
-|
-|
-

5th|
6|
6|
4|
-|
-|
-|
-|
-|
-|
-

6th|
6|
6|
5|
3|
-|
-|
-|
-|
-|
-

7th|
6|
6|
6|
4|
-|
-|
-|
-|
-|
-

8th|
6|
6|
6|
5|
3|
-|
-|
-|
-|
-

9th|
6|
6|
6|
6|
4|
-|
-|
-|
-|
-

10th|
6|
6|
6|
6|
5|
3|
-|
-|
-|
-

11th|
6|
6|
6|
6|
6|
4|
-|
-|
-|
-

12th|
6|
6|
6|
6|
6|
5|
3|
-|
-|
-

13th|
6|
6|
6|
6|
6|
6|
4|
-|
-|
-

14th|
6|
6|
6|
6|
6|
6|
5|
3|
-|
-

15th|
6|
6|
6|
6|
6|
6|
6|
4|
-|
-

16th|
6|
6|
6|
6|
6|
6|
6|
5|
3|
-

17th|
6|
6|
6|
6|
6|
6|
6|
6|
4|
-

18th|
6|
6|
6|
6|
6|
6|
6|
6|
5|
3

19th|
6|
6|
6|
6|
6|
6|
6|
6|
6|
4

20th|
6|
6|
6|
6|
6|
6|
6|
6|
6|
5[/table]

Class Features
All of the following are class features of the Bacchanalian Priest.

Weapon and Armor Proficiencies: Bacchanalian Priests are proficient with all simple weapons and light armor. They are not proficient with any shields.

Aura (Ex): A Bacchanalian Priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment similar to a cleric. Bacchanalian Priests who don’t worship a specific deity instead have a similarly powerful aura based on their own alignment.

Spells: A Bacchanalian Priest casts divine spells which are drawn from the Bacchanalian Priest spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; Chaotic, Evil, Good, and Lawful Spells, below. When you gain access to a new level of spells, you automatically know all the spells for that level on the Bacchanalian Priest spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known. You also get to expand your spell list via the addition of a sphere (see below).To cast a Bacchanalian Priest spell, you must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Bacchanalian Priest’s spell is 10 + the spell level + the Bacchanalian Priest’s Charisma modifier. Like other spellcasters, a Bacchanalian Priest can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on a table below. In addition, you receive bonus spells for a high Charisma score. A Bacchanalian Priest need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Deity and Spheres: Choose a deity for your Bacchanalian Priest. The Bacchanalian Priests’ deity influences his alignment, what magic he can perform, his values, and how others see him. You may also choose for your Bacchanalian Priest to have no deity. If the typical worshipers of a deity include the members of a race, a Bacchanalian Priest must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not priests.) When you have chosen an alignment and a deity for your Bacchanalian Priest, choose a sphere appropriate to your deity’s portfolio. If your Bacchanalian Priest is not devoted to a particular deity, you still select a sphere to represent his spiritual inclinations and abilities. Your Sphere grants access to a list of additional spells, as well as determining your Special Sacrament. These spells are added to your regular spell list, and are cast and refreshed in exactly the same way as any other Bacchanalian Priest spells.

Chaotic, Evil, Good, and Lawful Spells: A Bacchanalian Priest can’t cast spell sof an alignment opposed to his own or his deity’s (if he has one). For example, a good priest (or a neutral priest of a good deity) cannot cast evil spells.

Turn or Rebuke Undead (Su): A Bacchanalian Priest may turn or rebuke undead as a cleric a number of times per day equal to their Charisma modifier.

Holy Sacrament (Su): At second level, a Bacchanalian Priest gains the ability to enchant a mind-altering substance or drug (usually wine, or some other form of alcohol) with magical properties that take effect when imbibed (or otherwise ingested). You may enchant 1 Holy Sacrament each day at 2nd level, and you gain additional uses at 4th, 8th, 12th, 16th & 20th levels. You regain the ability to enchant sacrament at the same time that you recover your spells. Holy sacrament does not lose its properties over time, however, each enchanted dose involves a certain investiture of power, and therefore every unused dose carried over from the previous day reduces the number of doses you recover the ability to enchant by one. The process of enchanting the Sacrament is a short ritual that takes 5 minutes per dose. Each dose of Holy Sacrament has one effect taken from the list below:

The imbiber gains a +2 enhancement bonus to Strength, but takes a -2 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +2 enhancement bonus to Dexterity, but takes a -2 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +2 enhancement bonus to Constitution, but takes a -2 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +2 enhancement bonus to Charisma, but takes a -2 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber immediately heals 10 hit points of damage.
The imbiber immediately heals one point of ability damage (but not drain) and may dispel one magical effect that is reducing one of their ability scores. It also eliminates any fatigue suffered by the imbiber, and improves an exhausted condition to fatigued.
The imbiber may immediately make a new saving throw against a single active fear effect with a +2 alchemical bonus. If he succeeds, the effect goes away as if he had made the initial save. Additionally, the imbiber gains a +1 alchemical bonus on all saves vs. fear for the next 10 minutes.
The imbiber may immediately make a new saving throw against a poison or disease with a +2 alchemical bonus. If he succeeds, he is immediately cured of the poison or disease. He suffers no negative effect on a failure. Additionally, the imbiber gains a +1 alchemical bonus on all saves vs. poison or disease for the next 10 minutes.

The effects of most mundane bases (such as wine, or tobacco) are repressed in the creation process, but certain magical or alchemical substances still retain their effects. For a mundane base, a Bacchanalian Priest’s Holy sacrament is treated as a potion and takes a standard action to drink. When made, every dose of Holy Sacrament must be aligned to Good, Evil, Law or Chaos. You may not align your Sacrament to an alignment that opposes your own. Holy Sacrament can be thrown as a grenade-like weapon, and if used as such it has the same effects of similarly aligned water (i.e., holy water for Good, unholy water for Evil, axiomatic water for Law, and anarchic water for Chaos). Creatures of the opposite alignment as the Sacrament do not gain any positive bonuses from imbibing it, (although they do take any negative effects it may apply, such as ability score penalties or other, more esoteric effects from Special Sacraments) and additionally are Sickened until the start of their next turn. If they are an opposite-aligned outsider (or undead or deathless for Good and Evil sacrament, respectively) they additionally take 2d4 points of damage. Alcoholic Sacrament can be imbibed as part of a Drunken Master’s Drink Like a Demon ability. Regardless of the base, no more than one creature may gain the benefits of imbibing or ingesting the sacrament.

For an magical or otherwise extraordinary base, (such as a potion of Heroism or a drug from Book of Vile Darkness) a Bacchanalian Priest’s Holy sacrament effects are applied in addition to the normal effects of the base. A dose of sacrament made with an extraordinary base is treated as a potion and takes a standard action to ingest or apply, like any other sacrament, but if the base ordinarily takes longer than a standard action to ingest or apply, then the Sacrament instead uses the base’s rules for ingestion/application. Extraordinary bases are otherwise identical to mundane bases. Unusual bases usually have some mind-altering effect. Unless a specific exception is made by the DM, magical potions are only acceptable bases if they contain a spell with the [Mind-Effecting] tag, such as Heroism. The drugs from Book of Vile Darkness, if present in the campaign, are also appropriate bases. All other extraordinary bases are suspect entirely to DM approval.

Holy Sacrament, regardless of the base’s original quality, always tastes as though it were of the very best quality despite possible outward appearances, however if the magical effects are removed it returns to its mundane state. Holy Sacrament gives off a magical aura of transmutation whose strength is determined by the Bacchanalian Priest’s Caster Level, similar to a magic item.

Transmute Water to Wine (Sp): Each day, as a full-round action, you may convert touched water into wine, or some other alcoholic beverage. You may convert an amount of water roughly equal to the contents of 1 small flask + 1 additonal small flask for every four Bacchanalian Priest levels. The quality of the wine is dependent on the quality of ingredients. Ordinary water produces crap that can only be rendered drinkable by use as Holy Sacrament. Extremely high-quality water produces wine that is barely drinkable. In order to make good wine, you must also have high-quality wine-making ingredients that are used up in the process. This ability does not grant any bonus on a craft (winemaking) or craft (brewing) check, however it does allow for wine to be made very quickly assuming water and fermentable materials are available. Holy (or Unholy, or Anarchic, or Axiomatic) water can be converted into wine, and if so, it retains all of its magical qualities.

Special Sacrament (Su): At 5th level, a Bacchanalian Priest gains access to a special option for their Holy Sacrament based on their chosen sphere. You may only make one dose of your Special Sacrament per day, and you may never have more than one dose at a time. Creating your Special Sacrament counts as one of your daily uses of Holy Sacrament. Caster level is based on the creator, not the imbiber. Saving Throw DCs and duration for the sacraments and any abilities granted by the sacraments are calculated using the creator’s Charisma score and Bacchanalian Priest caster level, just as if it were a Bacchanalian Priest spell. See the sphere descriptions for the effects of the various Special Sacraments. Special Sacraments give off a magical aura just like regular Holy Sacrament, but the school is determined by the sphere.

Improved Sacrament (Su): At 7th level, your Holy Sacrament is upgraded with access to a new list of abilities:

The imbiber gains a +4 enhancement bonus to Strength, but takes a -2 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +4 enhancement bonus to Dexterity, but takes a -2 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +4 enhancement bonus to Constitution, but takes a -2 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +4 enhancement bonus to Charisma, but takes a -2 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber immediately heals 25 hit points of damage.
The imbiber immediately heals 1d4 points of ability damage to one ability score and may dispel any number of magical effects that are reducing one of their ability scores. It also eliminates any fatigue suffered by the imbiber, and improves an exhausted condition to fatigued.
The imbiber may immediately make a new saving throw against a single active Mind-Effecting effect with a +2 alchemical bonus. If he succeeds, the effect goes away or is reduced as if he had made the initial save. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all saves vs. Mind-Effecting effects for the next 10 minutes.
The imbiber may immediately make a new saving throw against a poison or disease with a +2 alchemical bonus, or he may immediately make a save against a negative level with a +2 alchemical bonus. If he succeeds, he is immediately cured of the poison, disease or negative level. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all saves vs. poison, disease, negative levels and death effects for the next 10 minutes.

You may still choose to make a lower-level sacrament.

Improved Special Sacrament (Su): At 10th level, you gain access to your Improved Special Sacrament. You may choose to make a lower-level Special Sacrament, but you still cannot have more than one Special Sacrament per day.

Greater Sacrament (Su): At 12th level, your Holy Sacrament upgrades again, and now has access to the following list of abilities:

The imbiber gains a +6 enhancement bonus to Strength, but takes a -4 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +6 enhancement bonus to Dexterity, but takes a -4 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +6 enhancement bonus to Constitution, but takes a -4 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +6 enhancement bonus to Charisma, but takes a -4 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber immediately heals 60 hit points of damage.
The imbiber immediately heals 1d3 negative levels, all ability damage, 1d4 points of ability drain from one ability score, and may dispel any number of magical effects that are reducing one of their ability scores. It also eliminates any fatigue or exhaustion.
The imbiber may immediately make a new saving throw against a single debilitating condition that allows a Will save with a +2 alchemical bonus. If he succeeds, the effect goes away or is reduced as if he had made the initial save. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all Will saves for the next 10 minutes.
The imbiber may immediately make a new saving throw against a debilitating effect that allows a fortitude save with a +2 alchemical bonus, or he may immediately make a save against a negative level with a +2 alchemical bonus. If he succeeds, the effect immediately goes away or is reduced as if he had made the initial save, or he is immediately cured of the negative level. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all fortitude saves for the next 10 minutes.

You may still choose to make a lower-level sacrament.

Greater Special Sacrament (Su): At 15th level, you gain access to your Greater Special Sacrament. You may choose to make a lower-level Special Sacrament, but you still cannot have more than one Special Sacrament per day.

Grand Sacrament (Su): At 17th level, your Holy Sacrament upgrades again, and now uses the following list of abilities:

The imbiber gains a +8 enhancement bonus to Strength, but takes a -4 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +8 enhancement bonus to Dexterity, but takes a -4 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +8 enhancement bonus to Constitution, but takes a -4 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber gains a +8 enhancement bonus to Charisma, but takes a -4 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
The imbiber immediately heals 150 hit points of damage.
The imbiber immediately heals all negative levels, all ability damage, all ability drain, may dispel any number of magical effects that are reducing one of their ability scores, and removes all forms of insanity, confusion, and similar mental effects. It also eliminates any fatigue or exhaustion.
The imbiber may immediately make a new saving throw against a single debilitating condition that allows a Will save with a +2 alchemical bonus. If he succeeds, the effect immediately goes away. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all Will saves and, if he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect. These benefits last for the next 10 minutes.
The imbiber may immediately make a new saving throw against a debilitating effect that allows a fortitude save with a +2 alchemical bonus, or he may immediately make a save against a negative level with a +2 alchemical bonus. If he succeeds, the effect immediately goes away, or he is immediately cured of the negative level. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all fortitude saves and, if he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude Partial), he instead completely negates the effect. These benefits last for the next 10 minutes.

You may still choose to make a lower-level sacrament.

Ultimate Sacrament (Su): At 15th level, a Bacchanalian Priest gains access to a Sacrament of incredible power. In place of your Special Sacrament, you may instead choose to make your sphere’s Ultimate Sacrament. Caster level is based on the creator, not the imbiber. Saving Throw DCs and durations for the sacraments and any abilities granted by the sacraments are calculated using the creator’s Charisma score and Bacchanalian Priest caster level, just as if it were a Bacchanalian Priest spell. See the sphere descriptions for the effects of the various Ultimate Sacraments.

Jester of Doom
2014-03-02, 03:14 PM
Spell List and Spheres

Note: Spells not found in the Player’s Handbook are marked with superscript abbreviations. The abbreviations are: SC = Spell Compendium, PHB2 = Player’s Handbook II, BoED = Book of Exalted Deeds, SW = Stormwrack, CD = Complete Divine, CC = Complete Champion, CM = Complete Mage, NEW/EPH = a single “new” spell that was adapted from a psionic power, and RoD = Races of Destiny.



Bacchanalian Priest Spell List
0th lvl: Ghost Sound, Prestidigitation, Create Water, Cure Minor Wounds, Detect Poison, Inflict Minor Wounds, Light, Purify Food and Drink, Detect Magic, Read Magic,

1st lvl: Anarchic WaterSC, Axiomatic WaterSC, Bane, Bless, Bless Water, Cause Fear, Charm Person, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Detect Chaos/Evil/Good/Law, Disguise Self, Endure Elements, Faith HealingSC, Inflict Light Wounds, Lesser VigorSC, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, RousePHB2, Sanctuary, Silent Image, and Sleep.

2nd lvl: Aid, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cat’s Grace, Consecrate, Cure Moderate Wounds, Close WoundsSC, Delay Poison, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Inflict Moderate Wounds, Lesser Restoration, Minor Image, Remove Paralysis, Resist Energy, Stay the HandPHB2, Tasha’s Hideous Laughter, Touch of Idiocy, Undetectable Alignment, VertigoPHB2, and Zone of Truth.

3rd lvl: Continual Flame, Create Food and Water, Cure Serious Wounds, Deep Slumber, Dispel Magic, Heroism, HesitatePHB2, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law, Major Image, Mass Lesser VigorSC, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease, Suggestion, Vertigo FieldPHB2, VigorSC, and Water Walk.

4th lvl: Charm Monster, Confusion, Crushing Despair, Cure Critical Wounds, Death Ward, Discern Lies, Dismissal, Freedom of Movement, Glibness, Good Hope, Inflict Critical Wounds, Lesser Geas, Lesser Planar Ally, Neutralize Poison, Poison, Remove FatigueBoED, Restoration, Sending, and Tongues.

5th lvl: Atonement, Break Enchantment, CelebrationSC, Commune, Dominate, Dream, Dispel Chaos/Evil/Good/Law, Feeblemind, Friend to FoePHB2, Greater Command, Greater VigorSC, Hallow, Incite RiotPHB2, Mass Cure Light Wounds, Mass Inflict Light Wounds, Mass SanctuarySC, Mind Fog, Persistent Image, Plane Shift, Raise Dead, Seeming, True Seeing, and Unhallow.

6th lvl: Banishment, Geas/Quest, Greater Dispel Magic, Greater Heroism, Harm, Heal, Heroes’ Feast, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Cure Moderate Wounds, Mass Eagle’s Splendor, Mass Inflict Moderate Wounds, Mass Suggestion, Permanent Image, Planar Ally, Programmed Image, Veil, Vigorous CircleSC, and Word of Recall.

7th lvl: Blasphemy, Dictum, Ethereal Jaunt, Greater Restoration, Holy Word, Insanity, Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Refuge, Regenerate, Repulsion, Resurrection, and Word of Chaos.

8th lvl: Antimagic Field, Antipathy, Cloak of Chaos, Demand, Greater Planar Ally, Holy Aura, Mass Charm Monster, Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Otto’s Irresistible Dance, Shield of Law, Sympathy, and Unholy Aura.

9th lvl: Astral Projection, Dominate Monster, Etherealness, Gate, Mass Heal, Miracle, and True Resurrection.




Sphere List
Planar Sphere:
1st: Summon Monster I, Resist Planar AlignmentSC.
2nd: Summon Monster II, Avoid Planar EffectsSC, Analyze PortalSC.
3rd: Summon Monster III, Interplanar MessageSC.
4th: Summon Monster IV, Dimensional Anchor, Planar ToleranceSC.
5th: Summon Monster V, Swift EtherealnessPHB2.
6th: Summon Monster VI, Forbiddance, Shadow Walk.
7th: Summon Monster VII, Greater Plane ShiftSC, Planar BubbleSC.
8th: Summon Monster VIII, Dimensional Lock.
9th: Summon Monster IX, Planar PerinarchSC.

Special Sacrament: The imbiber is partially displaced onto the Ethereal Plane, as the Blink spell, for 1 round/caster level.

Improved Special Sacrament: The imbiber is more controllably displaced onto the Ethereal Plane, as the Greater BlinkSC spell, for 1 round/caster level.

Greater Special Sacrament: The imbiber is fully displaced onto the Ethereal Plane, as the Ethereal Jaunt spell, for 1 round/caster level.

Ultimate Sacrament: The ultimate planar sacrament must have a fluid base, has highly volatile properties, and is not typically drinkable. Immediately on exposure to air (such as when the flask is unstoppered or if it is thrown as a grenade-like weapon) it tears a rift that draws everything within 10ft. into the astral plane unless they succeed on a Reflex save. All unattended items within the area are affected. The rift is only open for a few milliseconds, and is thus an instantaneous effect. Creatures and items affected are not actually harmed in any way, merely deposited randomly into the astral plane.

Sacrament School: Transmutation.

Nature Sphere:
1st: Summon Nature’s Ally I, Entangle,
2nd: Summon Nature’s Ally II, Tree Shape, Animal Messenger.
3rd: Summon Nature’s Ally III, Dominate Animal.
4th: Summon Nature’s Ally IV, Command Plants, Eye of The HurricaneSC.
5th: Summon Nature’s Ally V, Commune with Nature.
6th: Summon Nature’s Ally VI, Transport via Plants, Liveoak.
7th: Summon Nature’s Ally VII, Animal Shapes, Control Weather (as druid).
8th: Summon Nature’s Ally VIII, Control Plants.
9th: Summon Nature’s Ally IX, Nature’s AvatarSC.

Special Sacrament: The imbiber develops animalistic qualities, gaining the Scent ability, a +2 enhancement bonus to Strength, Dexterity and Constitution, and a +10ft. enhancement bonus to all movement speeds. These bonuses last for 1 minute/caster level.

Improved Special Sacrament: The imbiber develops animalistic qualities, gaining the Scent ability, a +4 enhancement bonus to Strength, Dexterity and Constitution, a +20ft. enhancement bonus to all movement speeds, and a +4 enhancement bonus to natural armor. These bonuses last for 1 minute/caster level.

Greater Special Sacrament: The imbiber is transformed, as the polymorph spell, with the following exceptions: the imbiber cannot assume the form of a creature smaller than Tiny or larger than Huge, and they can only assume the form of an animal, fey, plant or vermin. The imbiber cannot speak unless the assumed form is naturally capable of human(oid) speech. The effect lasts for 1 minute/caster level and cannot be prematurely ended by the recipient.

Ultimate Sacrament: The imbiber is affected by an effect similar to the shapechange spell, with the following exceptions: They may only assume the forms of animals, elementals, fey, magical beasts, plants, vermin, or the imbiber’s natural form; they do not gain supernatural from the assumed forms; and the effect only lasts for 1 minute/caster level.

Sacrament School: Transmutation.

Travel Sphere:
1st: Accelerated MovementSC, Longstrider.
2nd: Surefooted StrideSC, Easy TrailSC, SwimSC.
3rd: Fly, Water Breathing.
4th: Dimension Door, Freedom of Movement.
5th: Teleport, Overland Flight.
6th: GemjumpSC, Find the Path.
7th: Greater Teleport, Phase Door.
8th: Greater Plane ShiftSC, Mordenkainen’s Capable CaravelSW.
9th: Teleportation Circle, Planar NavigationSW.

Special Sacrament: All of the imbiber’s movement speeds are increased by 30ft. for 1 minute/caster level.

Improved Special Sacrament: The imbiber (and only the imbiber) is teleported a short distance, as the Dimension Door spell.

Greater Special Sacrament: The imbiber (and only the imbiber) is accurately teleported a great distance, as the Greater Teleport spell.

Ultimate Sacrament: The imbiber and all creatures touched are moved, with all their gear, from anywhere on any plane and placed at a location of the imbiber’s choice on any plane regardless of local conditions with no chance of error. An unwilling creature gets a Will save to negate the effect, and spell resistance (if any) applies.

Sacrament School: Transmutation (Special), Conjuration (Improved, Greater, Ultimate).

Love/Beauty Sphere:
1st: Serene VisageSC, Hypnotism.
2nd: Entice GiftSC, Elation[sup]BoED/[sup].
3rd: Mesmerizing GlareSC, Heart’s EaseBoED.
4th: Blinding BeautyBoED*, Rainbow Pattern.
5th: Sirene’s GraceSC, Rary’s Telepathic Bond.
6th: Symbol of Persuasion, Flesh to Stone, Stone to Flesh.
7th: Nixie’s GraceSC, Empyreal EcstasyBoED.
8th: Unearthly BeautyBoED*, Spread of Contentment[sup]BoED/[sup].
9th: Sublime RevelryBoED, Monstrous ThrallCD.

*: The spells Blinding Beauty and Unearthly Beauty do not possess the [good] descriptor when cast as Bacchanalian Priest spells. In addition, Bacchanalian Priest spells never have chastity components.

Special Sacrament: The imbiber begins to emit “super pheromones” that give the imbiber a +2 alchemical bonus on all Charisma-based skill checks made to interact with creatures within 30 feet. This is a scent based ability, and as such, these bonuses do not apply when dealing with creatures that have no sense of smell. Creatures with the Scent ability are affected from 60 feet away and grant a +4 bonus. This aura persists for 1 minute/caster level.

Improved Special Sacrament: When you enchant this sacrament, you must select a subject (which can be yourself). If used as a grenade-like weapon, anyone that suffers a direct hit is targeted by a Charm Person spell, with a save DC determined by the creator, but instead of being “charmed” by the creator, they are “charmed” by the subject. The target is slightly more pliable than normal for the Charm Person spell, as they fall uncontrollably in love with the subject, as opposed to merely thinking of the subject as a very good friend. If imbibed, the imbiber is affected as though they took a direct hit, but they take a -1 penalty on their saving throw. The effect lasts 1 hour/caster level, as normal for Charm Person.

Greater Special Sacrament: The imbiber begins to emit “super pheromones” that give the imbiber a +5 alchemical bonus on all Charisma-based skill checks made to interact with creatures within 60 feet. This is a scent based ability, and as such, these bonuses do not apply when dealing with creatures that have no sense of smell. Creatures with the Scent ability are affected from 120 feet away and grant a +10 bonus. This aura persists for 5 minutes/caster level, however, the imbiber may prematurely end the effect in order to cast Dominate Person as a spell-like ability. Like other spell-like abilities granted by sacraments, the spell’s save DC and duration are calculated as if it were cast as a Bacchanalian Priest spell by the creator, not by the imbiber.

Ultimate Sacrament: The imbiber appears so incredibly beautiful that anyone or anything that looks upon them risks immediately falling in love. Any intelligent creature that looks at the imbiber is targeted as if by the Charm Monster spell, with a save DC and duration as if it were cast by the sacrament’s creator. On a successful save, the onlooker becomes immune to this effect for the sacrament’s remaining duration. This beauty lasts for 1 minute/caster level.

Sacrament School: Transmutation (Special, Greater, Ultimate), Enchantment (Improved).

War Sphere:
1st: Master’s TouchSC, Divine Favor.
2nd: Align Weapon, Spiritual Weapon.
3rd: Ring of BladesSC, Magic Vestment, Greater Magic Weapon.
4th: Divine Power, Flamestrike.
5th: Righteous Might, Righteous Wrath of the FaithfulSC.
6th: Blade Barrier, Spiritual GuardianCC.
7th: Mordenkainen’s Sword, Radiant AssaultSC.
8th: Earthquake, Lion’s RoarSC.
9th: Meteor Swarm, Summon GolemPHB2.

Special Sacrament: When enchanting the sacrament, the Bacchanalian Priest must choose whether to make an inspiring sacrament or a terrible sacrament. For an inspiring sacrament, the imbiber emits an aura that grants all friendly creatures within 10ft. a +1 morale bonus to attack and damage. For a terrible sacrament, the imbiber instead emits an aura that gives all enemies within 10ft. -1 to attack and damage. Either effect lasts for 2 minutes/caster level. This aura is considered a Mind-Effecting effect and creatures must also be able to see or hear the imbiber in order to be effected.

Improved Special Sacrament: When enchanting the sacrament, the Bacchanalian Priest must choose whether to make an inspiring sacrament or a terrible sacrament. For an inspiring sacrament, the imbiber emits an aura that grants all friendly creatures within 10ft. a +2 morale bonus to attack and damage. For a terrible sacrament, the imbiber instead emits an aura that gives all enemies within 10ft. -2 to attack and damage. Either effect lasts for 1 minute/caster level. This aura is considered a Mind-Effecting effect and creatures must also be able to see or hear the imbiber in order to be effected.

Greater Special Sacrament: The imbiber emits an aura that grants all friendly creatures within 15ft. a +3 morale bonus to attack and a +2 morale bonus to damage while simultaneously giving all enemies within 15ft. -3 to attack and -2 to damage. This effect lasts for 1 minute/caster level. This aura is considered a Mind-Effecting effect and creatures must also be able to see or hear the imbiber in order to be effected.

Ultimate Sacrament: The Ultimate Sacrament is identical to the Greater Special Sacrament, with the exception that the aura’s range is unlimited. The aura is still considered a Mind-Effecting effect and creatures must still be able to see or hear the imbiber in order to be effected.

Sacrament School: Enchantment.

Magic Sphere:
1st: Nystul’s Magic Aura, Identify.
2nd: Lesser Spell ImmunitySC, Dispelling TouchPHB2.
3rd: Arcane Sight, Spellcaster’s BaneCM.
4th: Spell Immunity, Otiluke’s Suppressing FieldCM, Lesser Globe of Invulnerability.
5th: Spell Resistance, Mana FluxPHB2.
6th: Antimagic Field, Globe of Invulnerability, Analyze Dwemer.
7th: Spell Turning, Greater Arcane Sight.
8th: Greater Spell Immunity, Chain DispellPHB2.
9th: Mordenkainen’s Disjunction, AbsorptionSC.

Special Sacrament: The imbiber becomes attuned more closely to the flows and eddies of magical energy. giving them a +4 alchemical bonus on Spellcraft checks.

Improved Special Sacrament: The imbiber gains the ability to see magic, as the Arcane Sight spell, for 2 minutes/caster level.

Greater Special Sacrament: All magical effects, affecting the imbiber both beneficial and harmful, are immediately and automatically dispelled. If thrown as a grenade-like weapon, for each creature hit or caught in the splash that is the subject of one or more spells, the crafter makes a dispel check (1d20 + their caster level, maximum +10) against the spell with the highest caster level. If that check fails, they make dispel checks against progressively weaker spells until they dispel one spell (which discharges the effect so far as that target is concerned) or until they fail all their checks. The creature’s magic items are not affected.

Ultimate Sacrament: The ultimate magic sacrament must have a fluid or gaseous base, has unusual properties, and is not drinkable. Immediately on exposure to air (such as when the flask is unstoppered or if it is thrown as a grenade-like weapon) it evaporates into a fine mist that spreads out in a 20ft. radius in all directions. The mist is visible, but does not substantially obscure vision. The mist does, however, suppress magic, and the area of the mist is treated as though it were within an Antimagic Field. A moderate wind (11+ mph) disperses the mist in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. Regardless of the weather, the mist loses potency after 5 minutes.

Sacrament School: Universal (Special), Divination (Improved), Abjuration (Greater, Ultimate).

Undeath Sphere:
1st: Summon Undead ISC, Detect Undead, Hide from Undead.
2nd: Summon Undead IISC, Command Undead.
3rd: Summon Undead IIISC, Animate Dead, Undead LieutenantSC.
4th: Summon Undead IVSC, Enervation.
5th: Summon Undead VSC, Revive UndeadSC, Touch of VecnaCM.
6th: Awaken UndeadSC, Create Undead, Ghoul GauntletSC.
7th: Control Undead, Kiss of The VampireSC.
8th: Create Greater Undead, General of UndeathSC.
9th: Plague of UndeadSC, Energy Drain.

Special Sacrament: The sacrament is tainted with the essence of undeath, and a living imbiber gains the following effects from the absorption of this taint: they are injured by positive energy and healed by negative energy, they gain darkvision out to 60ft., and they are perceived as undead by mindless undead as well as by such effects as the Detect Undead spell (they still appear for effects that only detect living creatures). All these effects last for 1 hour/caster level. If the imbiber is already undead, they instead are healed 4 hit points/caster level.

Improved Special Sacrament: The sacrament is tainted more strongly with undeath, and a living imbiber gains the following effects from the absorption of this taint: they are injured by positive energy and healed by negative energy, they gain darkvision out to 60ft., they are perceived as undead by mindless undead as well as by such effects as the Detect Undead spell (they still appear for effects that only detect living creatures), they are affected by spells and abilities that normally only effect the undead (although they do not actually possess the undead type and cannot be turned), and they become immune to: poison, sleep effects, paralysis, stunning, disease, death effects, energy drain, fatigue and exhaustion. All these effects last for 1 minute/caster level. If the imbiber is already undead, they instead are healed 7 hit points/caster level.

Greater Special Sacrament: The sacrament is tainted with undeath so thoroughly that it can barely be contained, and nearby mundane plants visibly recoil at its presence. A living imbiber is temporarily transformed into an Undead, gaining all of the characteristics of that type. They also gain +1 turn resistance for every 3 hit dice they possess. They revert to their living status after 1 minute/caster level. If the imbiber is already undead, they are instead affected as though by a Harm spell.

Ultimate Sacrament: The sacrament is the pure, undiluted essence of undeath. Any living creature that imbibes the sacrament gains turning immunity and is affected as by the Greater Special Sacrament for 1 hour/caster level, but the true power lies in other uses: if the sacrament is poured on a mostly intact corpse, 1 hour later the corpse reanimates as an undead for 1 hour/caster level. They are not under your control, they are just as intelligent as they were before, and they do not gain any template; instead, they merely gain the undead type and turn immunity and are revived at full hit points. An undead creature imbibing the sacrament is immediately restored to full hit points and affected as though by the Greater Restoration spell.

Sacrament School: Necromancy.

Knowledge Sphere:
1st: Identify, Detect Secret Doors.
2nd: Detect Thoughts, Augury, Owl’s Wisdom.
3rd: Arcane Sight, Clairaudience/Clairvoyance.
4th: Scrying, Detect Scrying, Divination.
5th: Prying Eyes, Mind ProbeNEW/EPH.
6th: Analyze Dwemer, Legend Lore.
7th: Greater Scrying, Greater Arcane Sight.
8th: Discern Location, Greater Prying Eyes.
9th: Foresight, HindsightSC.

Special Sacrament: The imbiber’s mind is flooded with knowledge both simple and mysterious, giving them a +2 insight bonus on all knowledge skills for 1 minute/caster level. At the DM’s discretion this may, in rare instances, induce a vision of something important that happened in the past.

Improved Special Sacrament: The imbiber is granted a second sight, gaining blindsense out to 60 feet, with the following advantages: in addition to telling the imbiber the location of creatures within the area, the imbiber also knows whether they are living, undead, or a construct, whether the creature is mindless or not, and the alignment and aura strength of the target. These benefits last for 1 minute/caster level. At the DM’s discretion this may, in rare instances, induce a vision of something important that is happening right now.

Greater Special Sacrament: The imbiber is granted limited combat prescience, giving them a +4 insight bonus to AC, a +2 insight bonus to Reflex saves, and a +4 insight bonus to attack rolls. These effects last for 1 minute/caster level. At the DM’s discretion this may, in rare instances, induce a vision of something important that will happen in the future.

Ultimate Sacrament: The imbiber’s mind is flooded with images of the past, present, and future, giving the following effects: a +5 insight bonus on all knowledge skills, blindsense out to 100 feet with the same advantages as those granted by Improved Special Sacrament, a +4 insight bonus to AC, a +2 insight bonus to Reflex saves, and a +4 insight bonus to attack rolls. These effects last for 1 minute/caster level. At the DM’s discretion this may induce a vision of an important event of the past, present, or future.

Sacrament School: Divination.

Deception Sphere:
1st: Serene VisageSC, Nystul’s Magic Aura.
2nd: Invisibility, Misdirection, Leomund’s Trap.
3rd: Displacement, Invisibility Sphere.
4th: Greater Invisibility, Illusory Wall.
5th: False Vision, Mirage Arcana.
6th: Mislead, Illusory PitSC.
7th: Mass Invisibility, Project Image.
8th: Screen, Superior InvisibilitySC.
9th: Shades, Weird.

Special Sacrament: The imbiber becomes magically obscured and fuzzy, as the blur spell, for 1 minute/caster level.

Improved Special Sacrament: The light around the imbiber is heavily distorted, causing them to appear to be 2ft. away from their actual location (as the displacement spell) for 2 rounds/caster level.

Greater Special Sacrament: An illusory duplicate of the imbiber is created while the imbiber is simultaneously made invisible, as the mislead spell.

Ultimate Sacrament: The imbiber is rendered totally invisible, unable to be seen, heard, or smelled, similar to Superior InvisibilitySC. Unlike Superior InvisibilitySC however, duration is traded for supreme potency, and the effect fools True Seeing but only lasts 5 rounds.

Sacrament School: Illusion.

Domination Sphere:
1st: WhelmPHB2, Herald’s CallSC.
2nd: DisquietudeSC, RebukeSC, Whelming BlastPHB2.
3rd: HesitatePHB2, Inevitable DefeatPHB2, Mesmerizing GlareSC.
4th: Mass WhelmPHB2, PuppeteerSC.
5th: Fever DreamCM, Mass Charm PersonRoD.
6th: Endless SlumberCM, OverwhelmPHB2
7th: Hiss of SleepSC, SolipsismSC, TransfixSC.
8th: Mindblank, True DominationSC.
9th: Monstrous ThrallCD, Programmed AmnesiaSC.

Special Sacrament: The imbiber develops a supernatural authority over others, gaining the ability to cast command 3 times as a spell-like ability. The save DC is calculated as if it was cast by the creator, not the imbiber. Any unused uses of command go away after 1 hour/caster level.

Improved Special Sacrament: The same as the Special Sacrament, but with suggestion in place of command.

Greater Special Sacrament: The same as the Special Sacrament, but with feeblemind in place of command.

Ultimate Sacrament: The imbiber is suffused with the power to control others. They gain the following spells as at-will spell-like abilities: charm monster, dominate person, feeblemind, greater command, mass charm personRoD, mesmerizing glareSC, quickened command, quickened charm person, and suggestion. All spell-like ability DCs are calculated as if cast by the creator, not the imbiber. The imbiber loses the spell-like abilities after 1 hour/caster level, or if the imbiber has 30 or more hit dice of charmed/dominated creatures, whichever comes first.

Sacrament School: Enchantment.


“New” Spell
(adapted from the Mind Probe psionic power)
Mind Probe
Enchantment (Charm) [Mind-Affecting]
Level: Knowledge Sphere 5
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes

All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the spell. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the spell’s duration persists. You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above. Subjects that do not wish to be probed can attempt to move beyond the spell’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.