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View Full Version : D&D 3.x Class Intoxicanter (Base Class Contest XXI winner)



Zaydos
2014-05-20, 11:36 PM
Intoxicanter

(The first post will be dedicated to the original/contest winning version of the class. In following posts I intend to add an alchemy-based adaptation's fluff and a table for any mechanical changes. I also am considering doing the same for a plague/poison version but less intent on that)

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


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



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), this is a mind-affecting ability. 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 (Su): 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 30 proof alcohol; 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 60 proof alcohol by using this ability, or 5 gallons at 120 proof) to a maximum of 180 proof alcohol (<4 gallons at 20th level), or more dilute alcohol from larger quantities of liquid (a 2nd level intoxicanter could create 30 gallons of 2 proof 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.

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 three 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 three 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 three 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 3 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.



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



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 three times as many additional uses of Gnomish Nitro-Vodka, and if an ability would use a use of a normal Intoxicanter's distilling abilities (Medicinal Alcohol, Liquid Courage, or Distill Vitality) it uses 3 uses of Gnomish Nitro-Vodka if it is chosen.

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.


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




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 3 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.


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

Zaydos
2014-05-20, 11:41 PM
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.

Drunken Fist (Intoxicanter)
You practice the ancient martial art of the drunken fist, learning to weave and dodge, and strike.
Prerequisites: Monk level 2+, Dehydrating Touch.
Benefits: You may multiclass freely between Intoxicanter and Monk. You may apply your Dehydrating Touch via unarmed strikes. Once per round you may channel your Drunken Touch and/or Intoxicating Touch through an unarmed strike as part of making the attack. You may not also channel your Dehydrating Touch through that attack unless you have the Combined Touch ability. You may add your Intoxicanter level to your Monk level to determine your Unarmored AC bonus.

You add your Monk level to your Intoxicanter level to determine your uses of Intoxicating Touch each day and the ability damage from their Drunken Touch, and may use Wisdom instead of Charisma for the purposes of Intoxicanter save DCs.

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).
Special: You may substitute Elemental Blast for Eldritch Blast for this feat's prerequisites and effects, if you do replace all references to Warlock level with Jinnblood (http://www.giantitp.com/forums/showthread.php?312765-Jinnblood-%28Base-Class-Contest-XIX-winner-PEACH%29) level.

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.

Zaydos
2014-05-20, 11:42 PM
Reserved for Alchemical Adaptation.

Zaydos
2014-05-20, 11:47 PM
Reserved for Plague/Poison adaptation.

Feel free to start posting.

AeonsShadow
2015-09-08, 01:46 PM
Now all this class needs is some multiclass options for the drunken fist and it will be UNSTOPPABLE~ XD

Gotta say I truly love this class: It's inventive, fun, and just a tad bit insane which is always a treat to see and play with~!

10/10 will definitely play this! DRINKS ON ME~! (http://i.imgur.com/j24QrEV.gif)

Zaydos
2015-09-08, 01:51 PM
Now all this class needs is some multiclass options for the drunken fist and it will be UNSTOPPABLE~ XD

Gotta say I truly love this class: It's inventive, fun, and just a tad bit insane which is always a treat to see and play with~!

10/10 will definitely play this! DRINKS ON ME~! (http://i.imgur.com/j24QrEV.gif)

Do you mean Drunken Master PrC? PF Drunken Master Monk archetype? Or something else I am not aware of?

Also I think it has a theme song (https://www.youtube.com/watch?v=EZ9se8i4ujs).

AeonsShadow
2015-09-08, 04:38 PM
Do you mean Drunken Master PrC? PF Drunken Master Monk archetype? Or something else I am not aware of?

Also I think it has a theme song (https://www.youtube.com/watch?v=EZ9se8i4ujs).

That has to be the best theme song you could have chosen for this class. hands down~

As for what I mean, I was thinking of the Monk in general, but both the PrC and the Archetype do come to mind at the same time XP and flavorfully fits both of them to a T.

If it is Drunken Master PrC, then I would have a feat that fixes the Drink like a devil ability among other things, including adding on your drunken touch to improvised weapons.

If it's the Archetype from PF, I would add in some feat that allows the two to stand in for each others levels for various things, and allows the monk to either use its Drunken Ki to empower the Drunken touch, or allows the monk to deal a point of ability damage per hit via the drunken touch ability through its flurry of blows. maybe up to a max of the Intoxicanters level/2 or something.

Zaydos
2015-09-11, 12:55 PM
While making a good number of multiclassing feats (www.giantitp.com/forums/showthread.php?441069-Multiclassing-Feats) I made and added:

Drunken Fist (Intoxicanter)
You practice the ancient martial art of the drunken fist, learning to weave and dodge, and strike.
Prerequisites: Monk level 2+, Dehydrating Touch.
Benefits: You may multiclass freely between Intoxicanter and Monk. You may apply your Dehydrating Touch via unarmed strikes. Once per round you may channel your Drunken Touch and/or Intoxicating Touch through an unarmed strike as part of making the attack. You may not also channel your Dehydrating Touch through that attack unless you have the Combined Touch ability. You may add your Intoxicanter level to your Monk level to determine your Unarmored AC bonus.

You add your Monk level to your Intoxicanter level to determine your uses of Intoxicating Touch each day and the ability damage from their Drunken Touch, and may use Wisdom instead of Charisma for the purposes of Intoxicanter save DCs.

Debihuman
2015-09-29, 07:53 AM
Water into Wine has too many variables. Make it easier to use (lose the science mumbo-jumbo). By the way, rather than 15% of a gallon just make it a cup of alcohol, close enough. There are 16 cups in a gallon. Also, since there is no official spell to turn water to wine (there is in 3pp material), it should be a Su ability. Special Abilities should have game mechanics. See below.

Water Into Wine (Su): As a standard action, an intoxicanter can turn a gallon of water into a cup of drinking alcohol for every level of Intoxicanter level he or she possesses. If using grape juice, the intoxicanter can turn it into an alcoholic version of grape juice, though not a true wine. If using apple juice, an alcoholic version of hard cider can be made. It is not possible to make beer, ale, stout and the like with this ability. The difference in taste for wine or cider can be noticed with a DC 10 Appraise check, with the difficulty increasing by +1 for every cup of alcohol the drinker has imbibed. If the drinker has levels in skills related to cooking or to winemaking, the base DC Appraise check is DC 5 instead.

Debby

Zaydos
2015-09-29, 09:51 PM
Ok I am changing it to proof instead of percentage to prevent some confusion (alcohol's strength is normally measured in proof or percentage, well percentage by weight or percentage by volume). 15% alcohol is about the norm for wine (I looked it up when making the ability), while hard liquor tends to be over 30% alcohol by volume (60 proof), with everclear being the maximum. I mean I guess I could say turn 1 cup of liquid/intoxicanter level into pure ethanol but then people have to do more math.

And changed it to an Su ability because while there are Sp abilities without spell equivalents (Mind Flayer's Mind Blast) in this case it serve no purpose as it's an instantaneous effect (can't be dispelled), that isn't used in combat (so AoO is pointless), that doesn't target a creature (no SR or saving throw DC to be concerned about), and thus it just needlessly complicates things.

Debihuman
2015-09-30, 08:25 AM
Ok I am changing it to proof instead of percentage to prevent some confusion (alcohol's strength is normally measured in proof or percentage, well percentage by weight or percentage by volume). 15% alcohol is about the norm for wine (I looked it up when making the ability), while hard liquor tends to be over 30% alcohol by volume (60 proof), with everclear being the maximum. I mean I guess I could say turn 1 cup of liquid/intoxicanter level into pure ethanol but then people have to do more math.

And changed it to an Su ability because while there are Sp abilities without spell equivalents (Mind Flayer's Mind Blast) in this case it serve no purpose as it's an instantaneous effect (can't be dispelled), that isn't used in combat (so AoO is pointless), that doesn't target a creature (no SR or saving throw DC to be concerned about), and thus it just needlessly complicates things.


Mind Blast is a psionic power, which were also designated as Spell-like ability in the core book. It was updated in the text of the Expanded Psionics Handbook on page 65 to be (Ps) but you'll note that even in their own book they didn't update the monsters' abilities and the designator remained (Sp) instead. [WotC had horrible proofreading and editing back then].

For people unschooled in drinking, proof is twice the percentage of alcohol. Drinking more than 10 ounces (standard mug) of 10 proof alcoholic beverage, or 3¼ ounces (standard wineglass) of 24 proof alcoholic beverage, or 1 ounce (a standard shot glass) of 80 proof alcoholic beverage can lead to inebriation and even death.

Adding ethanol to grape juice creates Mistelle. If apples are used it is Mash. Google-fu to the rescue!

Rules on inebriation are in the Arms and Equipment Guide page 32. Proof is not used in the DCs to avoid inebriation, so the DC Fortitude saves for the alcohol made should be added here.

Water to Wine (Su): An Intoxicanter can infuse water with ethanol as a standard action a number of times per day equal to his or her Intoxicanter class level. This process transforms 1 gallon of water or other liquid per intoxicanter level into 30 proof alcohol; 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 60 proof alcohol by using this ability, or 5 gallons at 120 proof) to a maximum of 180 proof alcohol (2½ gallons at 20th level), or more dilute alcohol from larger quantities of liquid (a 2nd level intoxicanter could create 30 gallons of 2 proof alcohol). Despite its name this ability cannot actually transform water into wine, although it could be used to make grape juice into Mistelle or apple juice into Mash; treat them as a fortified wine for a DC 12 Fortitude save to avoid inebriation. See Arms and Equipment Guide page 32 for rules on inebriation.

Debby