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View Full Version : Happy Monkday! Drunk Monk, 3.5 base class (PEACH, WIP, suggestions welcome)



sengmeng
2016-01-18, 08:30 PM
Drunk Monk

https://40.media.tumblr.com/3db6ac92944dceca75cd11e03a34aca5/tumblr_n6h3jv3oDm1tykrpvo3_400.jpg

Drunken Monkey style!

A Drunk Monk is a (usually) unarmed psionic initiator. He fuels his powers and maneuvers with alcohol.

Adventures: When it’s Friday night, you’re hammered, your fists are lethal weapons, and you have vague mind powers, life’s already an adventure.

Characteristics: Drunk Monks are half monk, half manifester, half initiator, and 150% BAC.

Alignment: Drunk Monks cannot be lawful; no matter how you look at it, drinking in battle is going to cause chaos.

Religion: Drunk Monks worship gods of celebration, alcohol, chaos, and sometimes war.

Background: Some people just process alcohol differently.

Races: Humans and dwarves produce the most Drunk Monks, along with nearly as many half-orcs (although, many more half-orcs like to get drunk and hit things, few of them also have mental powers). Gnomes, elves, halflings, and half-elves tend not to produce many Drunk Monks.
Other Classes: Drunk Monks are a cheerful bunch, and they usually don’t mind who they adventure with, but they tend to grate on the nerves of more serious classes, and while capable of stealth, they tend not to have the patience for it.
Role: Drunk Monks are mobile strikers and melee damage dealers.
Adaptation: Drunk Monks can be seen as following a tenth discipline of the Sublime Way, either a secret one or one rejected by the others. Otherwise, they can exist as a strange tradition of drunken martial arts with no connection whatsoever to the Temple of Nine.

GAME RULE INFORMATION
DRUNK MONKs have the following game statistics.
Abilities: Strength, Dexterity, and Constitution are important for a Drunk Monk as a melee combatant, but dexterity usually ends up being the most important. Wisdom or Charisma can be their manifesting stat, and Intelligence nets them valuable skill points.
Alignment:Non-lawful
Hit Die: d8
Starting Age: As Monk
Starting Gold: As Monk
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str),Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump(Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex),Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Power Points
Maneuvers/Powers Known
Stances Known
Highest Maneuver/Power Known
Unarmed Damage

Special


1st

+0

+2

+2

+2
1
1
1
1st
1d4
Alcoholic, Unarmed Strike, Bonus Feat


2nd

+1

+3

+3

+3
3
1+1
1
1st
1d4



3rd

+2

+3

+3

+3
5
1+2
1
1st
1d4



4th

+3

+4

+4

+4
7
2+2
1
1st
1d4



5th

+3

+4

+4

+4
10
2+2
1
1st
1d4
Bonus Feat


6th

+4

+5

+5

+5
13
2+3
1
2nd
1d6



7th

+5

+5

+5

+5
16
3+3
1
2nd
1d6



8th

+6

+6

+6

+6
20
3+3
1
2nd
1d6



9th

+6

+6

+6

+6
24
3+4
1
2nd
1d6
Bonus Feat


10th

+7

+7

+7

+7
28
4+4
1
3rd
1d6



11th

+8

+7

+7

+7
33
4+4
2
3rd
1d8



12th

+9

+8

+8

+8
38
4+5
2
3rd
1d8



13th

+9

+8

+8

+8
43
4+5
2
3rd
1d8
Bonus Feat


14th

+10

+9

+9

+9
49
5+5
2
4th
1d8



15th

+11

+9

+9

+9
55
5+5
2
4th
1d8



16th

+12

+10

+10

+10
61
5+6
2
4th
2d6



17th

+12

+10

+10

+10
68
5+6
2
4th
2d6
Bonus Feat


18th

+13

+11

+11

+11
75
6+6
2
5th
2d6



19th

+14

+11

+11

+11
82
6+7
3
5th
2d6



20th

+15

+12

+12

+12
90
7+7
3
5th
2d6
Bonus Feat



Weapon and Armor Proficiencies: Drunk Monks are proficient in their unarmed strikes, improvised weapons, and quarterstaves.

Unarmed Strike: At 1st level, a Drunk Monk gains Improved Unarmed Strike as a bonus feat. A Drunk Monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Drunk Monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Drunk Monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Drunk Monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A Drunk Monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Drunk Monk also deals more damage with her unarmed strikes than a normal person would, as shown on the table under the column "Unarmed Damage." The unarmed damage on the table is for Medium Drunk Monks. For smaller or larger Drunk Monks, or spells or effects that change the size of the Drunk Monk or their natural weapons, increase or decrease the damage dice the appropriate number of categories.

Power Points: A Drunk Monk’s ability to manifest powers is limited by the power points she has available. Her base allotment of power points is given on the table. In addition, she receives bonus power points if she has a high Wisdom or Charisma score (her choice at character creation)(see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items. A Drunk Monk starts each day with half of her allotment of power points (rounded down, but no less than one), even if she went to sleep with more than half. She can fill her power point pool the rest of the way via her Alcoholism class feature.

Powers/Maneuvers known: The table gives the number of maneuvers or powers the Drunk Monks knows, and the highest level she can learn. The number before the plus sign in the column Powers/Maneuvers Known refers to how many powers AND maneuvers she knows. The number after the plus sign refers to either powers or maneuvers. She starts play knowing one first level power and one first level maneuver, and at second level, she learns either one more power or one more maneuver. At third level, she learns either one more power or one more maneuver, and at fourth level, she learns one power and one maneuver. She selects powers from the Drunk Monk power list, and maneuvers from the Drunken Fist discipline. Her manifester level and initiator level are each half her class levels in Drunk Monk.

Bonus Feat: The Drunk Monk gains a bonus feat at level one, which can be used on Martial Study, Expanded Knowledge, Improved Trip, Improved Grapple, Improved Disarm, Improved Bull Rush, Combat Expertise, Stunning Fist, Deflect Arrows, or Combat Reflexes. She can take any of these feats even if she does not meet the normal prerequisites. Stunning fist grants one use per day per Drunk Monk level, + 1 user per day per four levels of other classes. Unlike a normal psionic character, the Drunk Monk can use Expanded Knowledge to gain a power equal to the level of the highest power she knows, and does not need to meet any prerequisites when selecting a martial maneuver through Martial Study, nor is she limited in the number of times she may select Martial Study. These exceptions apply only to when she selects one of these feats as a bonus feat; she must follow all normal rules when selecting her character feats at first level and levels divisible by three. Alternatively, she can use this bonus feat to add ten feet to her base land speed (she can take this option multiple times), gain +1d6 Sneak Attack (she can take this option multiple times), or to gain Evasion (or Improved Evasion if she already Evasion from bonus feats or any other class).

Alcoholism: A Drunk Monk processes alcohol differently than a normal person. She can quaff a tankard of ale or similar container as a move action (including drinks of equivalent alcoholic content, such as a shot of hard liquor or a glass of wine). For each drink so consumed, she gains power points and temporary hitpoints equal to one third (rounded down, minimum one) of her levels in Drunk Monk. She also gains a cumulative bonus per drink of +1 to her Armor Class, Reflex saves, and Dexterity and Dexterity-related skill checks, but she receives a penalty to her Dexterity of one per drink. This penalty does not reduce her Dexterity bonus, however, if she takes Dexterity damage that reduces her to zero Dexterity or lower, she is immobilized until it is positive again. She can drink herself to immobility (which also results in unconsciousness). The penalties and bonuses from alcohol disappear one hour from the time the drink was taken.

DRUNK MONK POWER LIST
1st level: Astral Traveler, Bite of the Wolf, Burst, Catfall, Psionic Charm, Claws of the Beast, Conceal Thoughts, Call to Mind, Psionic Daze, Deceleration, Demoralize, Detect Psionics, Detect Teleportation, Disable, Distract, Elfsight, Empty Mind, Float, Force Screen, Grip of Iron, Hammer, Inertial Armor, Know Direction and Location, Metaphysical Weapon, Precognition, Offensive Precognition, Defensive Precognition, Offensive Prescience, Skate, Thicken Skin, Vigor

2nd level: Animal Affinity, Biofeedback, Body Equilibrium, Chameleon, Clairvoyant Sense, Psionic Darkvision, Detect Hostile Intent, Specified Energy Adaptation, Hustle, Inflict Pain, Object Reading, Painful Strike, Sensitivity to Psychic Impressions, Sustenance, Thought Shield, Psionic Tongues

3rd level: Astral Caravan, Body Adjustment, Body Purification, Claws of the Vampire, Danger Sense, Dispel Psionics, Duodimensional Claws, Escape Detection, Evade Burst, Mental Barrier, Mind Trap, Touchsight, Ubiquitous Vision

4th level: Aura Sight, Detect Remote Viewing, Psionic Dimensional Anchor, Psionic Dimension Door, Psionic Divination, Energy Adaptation, Psionic Freedom of Movement, Immovability, Inertial Barrier, Mindwipe, Power Leech, Psychic Reformation, Psychic Vampire, Remote Viewing, Steadfast Perception

5th level: Adapt Body, Catapsi, Dispelling Buffer, Incarnate, Leech Field, Null Psionics Field, Oak Body, Psionic Plane Shift, Power Shift, Greater Precognition, Psychofeedback, Psionic Restoration, Second Chance, Shatter Mind Blank, Suspend Life, Psionic Teleport, Tower of Iron Will, Psionic True Seeing

Note: Claws of the Beast and Bite of the Wolf function slightly different for Drunk Monks. They do not induce a visible physical change on the Drunk Monk's body, and they deal bludgeoning damage. Bite of the Wolf should be refluffed as a headbutt. Some Drunk Monk powers of 5th level are normally 6th level powers. They cost 9 power points instead of 11.


DRUNKEN FIST DISCIPLINE

The Drunken Fist Discipline is powerful but broken. It was left incomplete by its maker; the maneuvers it contains only go up to fifth level. They also draw on mental power from the user; non-psionic initiators or ones without any power points left cannot initiate Drunken Fist maneuvers. There are rumors of legendary sixth to ninth level Drunken Maneuvers, but no living warrior can lay claim to mastering them. Additionally, many Drunken Fist Maneuvers can only be executed from the prone position, and others result in the Drunken Fist practitioner herself becoming prone.

Level One Maneuvers

Layout
Drunken Fist (Boost)
Level: Drunk Monk 1
Components:
Casting Time: 1 swift action
Range: Melee attack
Target: Creature
Power point cost: 1

You must be standing to use this maneuver. You strike a mighty blow by sacrificing your balance. Your next attack gains +4 to hit, deals an extra 2d6 damage, plus 1.5 times your strength bonus, and you are prone in your square when that attack is over.


Drunken Roll
Drunken Fist (Strike)
Level: Drunk Monk 1
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 1

You must be prone to use this maneuver. As a standard action, you may move up to 10 feet without provoking attacks of opportunity. You make a single melee attack against any enemy you threatened at any point during your movement. You may move through occupied squares, but you must end in an empty square. You may end the maneuver standing or prone at your option.


Topple
Drunken Fist (Counter)
Level: Drunk Monk 1
Components:
Casting Time: 1 immediate action
Range: Melee attack
Target: Personal
Power point cost: 1

You must be standing to use this maneuver. You fall down to avoid an attack. When you use this counter, you make a Tumble check and a Balance check. Your AC becomes the higher of the two against one attack (unless your normal AC is higher, in which case it doesn't change). You are prone when the maneuver is over.


Sacrifice Throw
Drunken Fist (Counter or Strike)
Level: Drunk Monk 1
Components:
Casting Time: 1 standard action or special
Range: Melee attack
Target: Creature
Power point cost: 1

You must be standing to use this maneuver. You make a trip attempt against an opponent with a +4 bonus. You allow yourself to fall with them, maneuvering to land on top of them with crushing force. They take 2d6 damage and both of you are prone. You may use this maneuver when an opponent tries to trip you as well, in which case his trip attempt is considered automatically successful, but you immediately gain an attempt to trip him, with the bonus to the opposed roll and damage.


Kipping Kick
Drunken Fist (Strike)
Level: Drunk Monk 1
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 1

You must be prone to use this maneuver. As part of your attack, you flex your spine powerfully, using this momentum to strike and regain your feet. You deal an extra 1d6 damage and are now standing.



Drunken Flop
Drunken Fist (Boost)
Level: Drunk Monk 1
Components:
Casting Time: 1 swift action
Range: Melee attack
Target: Creature
Power point cost: 1

You may use this maneuver while standing or prone. Your next attack counts as a charge attack whether you move or not, gaining all of the normal benefits and penalties of a charge. You are prone after this attack.


Drunken Flail
Drunken Fist (Strike)
Level: Drunk Monk 1
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 1

You must be standing to use this maneuver. You perform a wild strike while twisting crazily to attack from an unexpected angle. You take a penalty to your attack roll up to your base attack bonus. You gain double this bonus to damage and your AC until the beginning of your next turn if you hit. Note: the bonus damage also applies to attacks of opportunity made until the beginning of your next turn.


Dancing Strike
Drunken Fist (Counter)
Level: Drunk Monk 2
Components:
Casting Time: 1 immediate action
Range: Personal
Target: Personal
Power point cost: 2


You can be standing or prone when you use this maneuver. You gain +4 AC against an incoming attack. If it misses, you make an attack of opportunity against that an opponent and gain +2d6 damage. You can end this maneuver standing or prone.


Body Block
Drunken Fist (Boost)
Level: Drunk Monk 2
Components:
Casting Time: 1 immediate action
Range: Melee attack
Target: Creature
Power point cost: 2

You must be standing when you use this maneuver. You normally spin and twist, ducking and lurching, but after missing with a particularly wild strike, you simply rush straight forward, flinging your entire body at your opponent. When you miss with any strike or standard attack, you may immediately use this maneuver to bull-rush your opponent. You gain any bonus to hit that was provided by the maneuver that missed, and you deal 3d6 damage per five feet you push your opponent. Both you and your opponent are prone when this maneuver ends.


Windmill
Drunken Fist (Strike)
Level: Drunk Monk 2
Components:
Casting Time: 1 full action
Range: Melee attack
Target: Creature
Power point cost: 2

You must be prone to use this maneuver. You spin on your back, your legs or weapon sweeping outward to attack all nearby opponents. You make one melee attack against each opponent you can reach with a +4 to hit and +2d6 damage. You remain prone, but you can use your five foot step before or after any of the attacks. If more opponents come into range when you move, you attack them as well.


Drunken Monkey Dance
Drunken Fist (Strike)
Level: Drunk Monk 2
Components:
Casting Time: 1 full action
Range: Melee attack
Target: Creature
Power point cost: 2

You must be standing to use this maneuver. You move up to your base land speed, not provoking attacks of opportunity and also moving through occupied squares. You must end in an unoccupied square. You may attack each opponent whose square you moved through once at your highest base attack bonus with +3d6 damage. You may end this maneuver standing or prone.


Splay
Drunken Fist (Strike)
Level: Drunk Monk 2
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 2

You must be standing to use this maneuver. You move up to ten feet, not provoking attacks of opportunity, to a square where you threaten two opponents. You make an attack against each of them separately, gaining +4 to the attacks and adding 4d6 damage plus 2x your strength bonus. You may also move up to another ten feet after the attacks are made, again not provoking attacks of opportunity. You end the maneuver prone.


Blindside
Drunken Fist (Counter)
Level: Drunk Monk 2
Components:
Casting Time: 1 immediate action
Range: Melee attack
Target: Creature
Power point cost: 2

You may be standing or prone when you use this maneuver. You twist to avoid an attack, and at the same time, you use that momentum to attack with extra force from a surprising angle. You make both a Tumble and a Balance check. If either one is higher than the attack roll made against you, it misses. If it beats them both, however, it hits you and your normal AC is irrelevant for that attack. If one check is higher than the attack roll, you make an attack against that opponent at your highest base attack bonus at +2 to hit and +4d6 damage. If both checks are higher than the attack roll, you make an attack against that opponent at your highest base attack bonus +4 to hit and +8d6 to damage. You end this maneuver how you started it, either still standing, or still prone.


The Ol' Switcheroo
Drunken Fist (Strike)
Level: Drunk Monk 2
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 2

You must be prone to use this maneuver. You roll into an opponent, knocking him down and rolling on top of him. You move up to 10 feet, not provoking attacks of opportunity. You must end this movement in an opponent's space. You make a trip attack against him. If you are successful, he falls prone in an adjacent square of your choosing, taking damage equal to your normal grapple damage +6d6 + 1.5x your strength bonus, and you end the maneuver standing in the square he occupied. If the trip attempt fails, he gets no chance to trip you since you are already prone, and you end the maneuver still prone in the last unoccupied square you were in before moving into your opponent's square.


Overbalanced Strike
Drunken Fist (Strike)
Level: Drunk Monk 3
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 3

You must be standing to use this maneuver. You sacrifice you balance to make an attack, but with skill (or blind drunk luck) you may recover. You make an attack at +4 and also make a balance check. If your attack hits, it deals +6d6 damage, and if your balance check is higher than that opponent's AC, you remain standing. If the balance check is too low, you fall prone, whether the attack hits or misses. You may also choose to fall prone.


Wing Chun Chain Punch
Drunken Fist (Strike)
Level: Drunk Monk 3
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 3

You must be standing to use this maneuver. You make an attack at your highest base attack bonus+4. If it hits, you make another attack at +3. If that one hits, you make another attack at +2. You continue making attacks with a cumulative -1 penalty until you miss. You remain standing at the end of this maneuver. All attacks must be directed at the same opponent.


Spring Up
Drunken Fist (Boost)
Level: Drunk Monk 3
Components:
Casting Time: 1 swift action
Range: Personal
Target: Creature
Power point cost: 3

You must be prone to use this maneuver. You stand up nearly instantly, ready to attack. You regain your feet as a swift action. Your next attack deals +4d6 damage.


Windmill Sweep
Drunken Fist (Strike)
Level: Drunk Monk 3
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 3

You must be prone to use this maneuver. You spin on your back, your legs or weapon sweeping outward to attack all nearby opponents. You make one melee attack against each opponent you can reach with a +4 to hit. You gain a free trip attempt against any opponent you successfully hit. You remain prone, but you can use your five foot step before or after any of the attacks. If more opponents come into range when you move, you attack them as well.


Axe Kick
Drunken Fist (Boost)
Level: Drunk Monk 3
Components:
Casting Time: 1 swift
Range: Melee attack
Target: Creature
Power point cost: 3

You may be standing or prone when you use this maneuver. Your attacks against prone opponents gain +4d6 damage this turn. You end this maneuver standing if you started it standing, and you end it prone if you started it prone.


Mad Cow Rush
Drunken Fist (Boost)
Level: Drunk Monk 3
Components:
Casting Time: 1 full action
Range: Melee attack
Target: Creature
Power point cost: 3

You must be standing to use this maneuver. You charge an opponent, pushing them back, grasping their weapon, and knocking them down while retaining their weapon. You first perform a charging bull-rush. If you successfully move your opponent back, you gain a free disarm attempt with a +4 on the opposed roll. If the disarm attempt is successful, you gain a free trip with a +8 on the opposed roll. You do not provoke attacks of opportunity for any of these actions. You remain standing.


Drunken Strength
Drunken Fist (Boost)
Level: Drunk Monk 4
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 4

You may be standing or prone when you use this maneuver. For this round, you gain a +4 bonus to your strength, and all opponents you successfully strike this round must make a strength check against the attack roll or be pushed back as if they had been beaten in a bull-rush. They take 1d6 extra damage for each five feet moved this way. You remain standing if you started this maneuver while standing, and you remain prone if you started this maneuver prone. You do not need to move into your opponent's square to make bull rushes this round, and they do not provoke attacks of opportunity.


Body Drop
Drunken Fist (Strike)
Level: Drunk Monk 4
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 4

You must be standing to use this maneuver, and your opponent must be prone. You throw yourself into the air, turn a somersault, and land bodily on your opponent. You make an attack roll and a Tumble check. If the attack roll hits, you deal damage as normal and end the maneuver prone in any square adjacent to your opponent. If the Tumble check exceeds your opponent's AC, the attack deals +10d6 damage. If the attack roll misses, no damage is dealt and you end the maneuver prone in the square you started in.


Drunken Hustle
Drunken Fist (Boost)
Level: Drunk Monk 4
Components:
Casting Time: 1 swift action
Range: Melee attack
Target: Creature
Power point cost: 4

You may use your move action this turn to perform a maneuver that normally has an action of one standard action.


Guzzle
Drunken Fist (Boost)
Level: Drunk Monk 4
Components:
Casting Time: 1 swift action
Range: Melee attack
Target: Creature
Power point cost: 4

You may down an alcoholic beverage as a swift action. Your next attack gains +4 to hit and 5d6 damage.


Flip Kick
Drunken Fist (Strike)
Level: Drunk Monk 4
Components:
Casting Time: 1 full action
Range: Melee attack
Target: Creature
Power point cost: 4

You must be standing to use this maneuver. You charge an opponent, jumping and turning a somersault to hit them with both feet. If you hit, you deal an extra 6d6 damage and make a Tumble check against their AC. If the Tumble check exceeds their AC, you land on your feet gain a standard action which you must use immediately. If you miss the attack or do not exceed their AC with the Tumble check, you end the maneuver prone.


Push Kick
Drunken Fist (Counter)
Level: Drunk Monk 5
Components:
Casting Time: 1 immediate action.
Range: Melee attack
Target: Creature
Power point cost: 5

You may use this maneuver when you are standing or prone. You avoid an incoming attack by spinning to the side and lashing out with both feet, sending your opponent flying. You make an attack roll, and if it's higher than the incoming attack roll, you gain a free bull rush attempt against that opponent and their attack is negated. If your attack roll does not beat theirs, they must still beat your AC to hit you. You do not need to move with the opponent you bull rush, and they take 5d6 + your strength bonus for each five feet they are moved. You end this maneuver prone.


Supreme Monkey Dance
Drunken Fist (Boost)
Level: Drunk Monk 5
Components:
Casting Time: 1 swift action
Range: Melee attack
Target: Creature
Power point cost: 5

Every time you successfully hit an opponent this round, you deal +2d6 damage and force them to move to an adjacent square of your choosing, and you also gain a free five foot step after every successful attack. If you would move your opponent into a hazard, they gain a reflex save against a DC equal to 10 + 1/2 your Drunk Monk levels + your Wisdom or Charisma modifier, whichever one you base your power points per day on. A successful save negates the movement, but does not keep you from targeting them with another attack. You do not provoke attacks of opportunity for this movement, but your opponents do. This movement does not count as bull rushing them.


Low Blow
Drunken Fist (Strike)
Level: Drunk Monk 5
Components:
Casting Time: 1 standard action
Range: Melee attack
Target: Creature
Power point cost: 5

You must be prone to use this maneuver. You kick upwards, targeting the most vulnerable portions of your opponent's anatomy. This attack only works against opponents who are subject to critical hits. This attack is automatically a critical threat and deals +8d6 damage. If you successfully confirm the critical hit, the opponent takes damage as normal, and must make a fortitude save against DC 10 + 1/2 your Drunk Monk levels + your Charisma or Wisdom modifier, whichever you base your bonus power points per day on. If they fail this save, they are sickened by the pain for 2d4 rounds. You remain prone.

UrsusArctos
2016-01-18, 10:40 PM
This doesn't have any armor proficiencies or Unarmed Defense. It should at least have one of the two.

sengmeng
2016-01-18, 11:44 PM
This doesn't have any armor proficiencies or Unarmed Defense. It should at least have one of the two.

The AC problem can be easily addressed with psionics, but I think I'd need to give them some more powers/maneuvers known or they'll ignore them in favor of maneuvers.

Edit: now they HAVE to take a few powers.