Azerian Kelimon
2008-03-22, 12:49 PM
In preparation for a silly campaign, and to help a player create a character according to his vision, I created this base class. Any feedback is appreciated.
The Tavern Wench:
Alignment: Any.
Requirements: Must be female, must advance Profession (Tavern Wench/Barmaid) every level.
Key Stats: Appearance, Charisma.
Hit dice: d8.
Class Skills:
A Tavern Wench's class abilities (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility & Royalty, Geography, History) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis).
Skill points at 1st level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Tavern Wench
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Unarmed strike, Wouldn't Hit a Girl
2nd|
+1|
+0|
+3|
+3|Busty Wench
3rd|
+2|
+1|
+3|
+3|Healthy Gal
4th|
+3|
+1|
+4|
+4|Evasion
5th|
+3|
+1|
+4|
+4|Tavern Gossip, Perfect Balance
6th|
+4|
+2|
+5|
+5|Dirty Strike
7th|
+5|
+2|
+5|
+5|Inspiring Beauty
8th|
+6|
+2|
+6|
+6|We Need a Distraction/Show Some Leg
9th|
+6|
+3|
+6|
+6|Tricks of the Trade
10th|
+7|
+3|
+7|
+7|Speedy Stride
11th|
+8|
+3|
+7|
+7|Tricks of the Trade
12th|
+9|
+4|
+8|
+8|Second Wind Kiss
13th|
+9|
+4|
+8|
+8|Tricks of the Trade
14th|
+10|
+4|
+9|
+9|
15th|
+11|
+5|
+9|
+9|Total Knockout, Tricks of the Trade
16th|
+12|
+5|
+10|
+10|
17th|
+12|
+5|
+10|
+10|Tricks of the Trade
18th|
+13|
+6|
+11|
+11|Unreachable Lady
19th|
+14|
+6|
+11|
+11|Tricks of the Trade
20th|
+15|
+6|
+12|
+12|Unearthly Beauty[/table]
Class Features
All of the following are class features of the Tavern Wench.
Weapon and Armor Proficiency
A Tavern Wench is proficient with all simple weapons, but not with any type of armor or shield.
Bar-Room Brawler: Unarmed Strike (Ex)
At 1st level, a Tavern Wench gains Improved Unarmed Strike as a bonus feat. A Tavern Wench’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Tavern Wench may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Tavern Wench striking unarmed. A Tavern Wench may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Unlike a Monk, or SwordSage, the Tavern Wench prefers to use bottles and tankards as her preferred weapons, she may nearly anything at hand as an improvised weapon that incurs no penalties to strike. An improvised weapon deals as much damage as her unarmed strike. When a Tavern Wench rolls a natural 1 or a natural 20 an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless. (In the case of the 20 it still deals critical damage.)
Usually a Tavern Wench’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 Tavern Wench’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 Tavern Wench also deals more damage with her unarmed strikes than a normal person would, using the Superior Unarmed Strike table for determining the damage she does every level. Monk and Unarmed Swordsage levels stack with Tavern Wench levels for the purpose of determining the damage the Tavern Wench's unarmed attacks do, using whatever progression would yield higher damage.
A Tavern Wench may enchant her body as it were a magic weapon for the purpose of enhancing her attack capabilities. The Tavern Wench's body may not be granted sapience, thus, it cannot become an intelligent weapon.
Wouldn't Hit a Girl (Ex)
When unarmored, the Tavern Wench adds her Appearance bonus (if any) to her AC. In addition, a Tavern Wench gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Tavern Wench levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Tavern Wench is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a heavy load.
Busty Wench (Ex)
The Tavern Wench's APP is upped by 2. Additionally, on an enemy's first turn in combat, said foe must roll a Will save against DC (10+1/4th Tavern Wench class levels, rounding up+APP bonus) or be rendered fascinated for 1d3 rounds. This ability is mind affecting, and will not work against immune enemies, or foes with an INT of 3 or lower.
Healthy Gal (Ex)
At 3rd level, a Tavern Wench gains immunity to all diseases, including supernatural and magical diseases.
Evasion (Ex)
At 4th level or higher if a Tavern Wench makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Tavern Wench is not wearing armor. A helpless Tavern Wench does not gain the benefit of evasion.
Perfect Balance (Ex)
The Tavern Wench has a perfect sense of balance. The Tavern Wench may take 10 on balance cheks, even if stress and distractions would normally prevent her from doing so. Additionally, a Tavern Wench with less than 5 ranks in balance is no longer considered Flat-footed when balancing.
Tavern Gossip
A Tavern Wench may make a special Tavern Wench check with a bonus equal to her Tavern Wench level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Tavern Wench has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)
A successful tavern gossip check will not reveal the powers of a magic item but may give a hint as to its general function. A Tavern Wench may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
The DC for this check is the same as that of the Bardic Knowledge ability.
Dirty Strike (Ex)
Once per encounter, the Tavern Wench may spend a full round action studying one of her opponents to deliver a devastating strike in a particularly sensitive or weak spot. The attack's damage is rolled thrice, as if a critical hit with a weapon of 3X modifier had been struck. Against creatures immune to Sneak Attacks and Critical hits, the attack's damage is only rolled twice, as if a critical hit with a weapon of 2X modifier had been struck. At level 10 and every 5 subsequent levels thereafter, the Tavern Wench gains an additional use of this ability per encounter. This ability may be combined with a full attack
Inspiring Beauty (Ex)
Once per encounter, the Tavern Wench may use her beauty as an incentive to give her allies a morale boost. As a move action, she may assume a particularly stunning pose, inciting her allies to fight stronger to defend her. All allies within 60' of the tavern wench gain a +2 morale bonus on Saves and attack rolls, a +6 morale bonus in damage, and 15 temporary HP. This bonuses last for an amount of rounds equal to the Tavern Wench's class level.
We Need a Distraction/Show Some Leg (Ex)
Once per encounter, the Tavern Wench may attempt to draw the attention of a foe towards herself. The foe must succeed on a Will save against DC (11+1/3 of the Tavern Wench's class level, rounding up+APP bonus) or be forced to approach the Tavern Wench with lusty intentions/the intent to abduct or harm the wench. Once the foe manages to reach the Tavern Wench, the effect of this ability ends. This ability only affects creatures of INT 2 or higher.
Tricks of the Trade (Ex)
At Ninth level and every two levels thereafter, a Tavern Wench may select one from the following list of abilities:
-Wench's Resolve: Through learning what orders to intentionally botch, and which to add a little bit of relish to, the Wench gains a +1 competence bonus to saves against compulsion affects.
-Wench's Boot: Some patrons learn to leave the bar early when offending the owners and workers, others find the door the hard way. Once a day The wench may make a bull-rush action, without moving, vs an opponent without provoking an attack of opportunity, she gains a +5 to this check if the opponent has consumed over 3 drinks of alcohol.
-Wench's Serving: A long life of serving many patrons at once has taught the wench to be quick about getting a patrons order to them as quickly and deftly as possible. The wench may throw items to allies as a swift action. If the ally has a means of catching, they always catch the item. If it is not capable of catching the item, or catching the item is unlikely, then the item falls in the ally's space.
-Wench's Snap: You don't entertain tavern usuals without throwing down a few drinks. Once a day the Tavern wench may drink a potion, (or any other drinkable item) as a swift action. This does not apply to oils.
-Wench's Grounds: Never question a wench in her own grounds. The Wench declares a particular Tavern, Inn, Pub, Bar, or any other establishment that seems appropriate (DM's call) to be her territory. While in any branch of that establishment the Tavern wench gains a +5 bonus to Tavern Gossip, and a +2 Competence bonus to skill checks, attack rolls, and saving throws.
-Wench's Grace: Some Wenches can simply charm a statue. The Wench chooses any skill that has Appearance as a base ability. The wench may take 10 on that skill even in stress.
Bar-Room Blitz: The Tavern wench has learned to deal with patrons and fallen over chairs getting in her way, as a result gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Throw Tankard: Sometimes you just need to knock that annoying Thief-Mage-Fighter Elf out of the rafters of your tavern. As a standard action the tavern wench may throw a small improvised weapon, at a range increment of 10ft, it deals unarmed damage, as though she were one size smaller.
Hony Tonk Woman: A Tavern Wench may add a bonus to any perform skill equal to her APP bonus.
Speedy Stride (Ex)
Once per day, as a move action, a Tavern Wench may move up to twice her move. The Tavern Wench gains an extra use of this ability every three levels thereafter, and may gain it's benefits as a swift action by spending two uses of the ability.
Second Wind Kiss (Sp)
A Tavern Wench with a Charisma score of 16 or higher may expend a standard action to kiss an adjacent ally and heal them. Each day she can heal a total number of hit points of damage equal to her Tavern Wench level × her Charisma bonus. A Tavern Wench may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once.
Total Knockout (Ex)
Once per day, the Tavern Wench can suggestively and seductively (Though not outright) display some of her more prominent attributes as a standard action. The target of this ability must make a save against DC (12+1/2 class levels, rounding up+APP bonus) or be rendered unconscious. Creatures with an INT of 1 or no INT score are unaffected. At level 18, this ability can be used three times per day, and every three levels thereafter, the Tavern Wench gains an extra use of this ability.
Unreachable Lady (Sp)
Once per day, a Tavern Wench may enter a state of unreachability as a standard action. Until her next turn, the Tavern Wench may not be harmed in any way, not even by spells. She takes no damage and automatically succeeds her saving throws, negating any effect. She gains an immunity against mind affecting spells and effects, as well as immunity to any attack that would cause Instant Death
Unearthly Beauty (Ex)
The Tavern Wench has attained a state of beauty unheard of amongst almost all mortals. Once per encounter, she may expend a full round action to show the true extent of her beauty to an enemy. Said enemy must succeed on a Will save DC (14+1/2 the Tavern Wench's class level+Her APP bonus) or die. Immunity to Death effects prevents this, but an enemy who succeeds on his save or is immune to Death effects is still drained of two HD as if he had been hit by an Energy Drain spell. Immunity to Level Drain does not prevent this effect.
So, Anything you'd change about it?
The Tavern Wench:
Alignment: Any.
Requirements: Must be female, must advance Profession (Tavern Wench/Barmaid) every level.
Key Stats: Appearance, Charisma.
Hit dice: d8.
Class Skills:
A Tavern Wench's class abilities (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility & Royalty, Geography, History) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis).
Skill points at 1st level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Tavern Wench
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Unarmed strike, Wouldn't Hit a Girl
2nd|
+1|
+0|
+3|
+3|Busty Wench
3rd|
+2|
+1|
+3|
+3|Healthy Gal
4th|
+3|
+1|
+4|
+4|Evasion
5th|
+3|
+1|
+4|
+4|Tavern Gossip, Perfect Balance
6th|
+4|
+2|
+5|
+5|Dirty Strike
7th|
+5|
+2|
+5|
+5|Inspiring Beauty
8th|
+6|
+2|
+6|
+6|We Need a Distraction/Show Some Leg
9th|
+6|
+3|
+6|
+6|Tricks of the Trade
10th|
+7|
+3|
+7|
+7|Speedy Stride
11th|
+8|
+3|
+7|
+7|Tricks of the Trade
12th|
+9|
+4|
+8|
+8|Second Wind Kiss
13th|
+9|
+4|
+8|
+8|Tricks of the Trade
14th|
+10|
+4|
+9|
+9|
15th|
+11|
+5|
+9|
+9|Total Knockout, Tricks of the Trade
16th|
+12|
+5|
+10|
+10|
17th|
+12|
+5|
+10|
+10|Tricks of the Trade
18th|
+13|
+6|
+11|
+11|Unreachable Lady
19th|
+14|
+6|
+11|
+11|Tricks of the Trade
20th|
+15|
+6|
+12|
+12|Unearthly Beauty[/table]
Class Features
All of the following are class features of the Tavern Wench.
Weapon and Armor Proficiency
A Tavern Wench is proficient with all simple weapons, but not with any type of armor or shield.
Bar-Room Brawler: Unarmed Strike (Ex)
At 1st level, a Tavern Wench gains Improved Unarmed Strike as a bonus feat. A Tavern Wench’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Tavern Wench may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Tavern Wench striking unarmed. A Tavern Wench may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Unlike a Monk, or SwordSage, the Tavern Wench prefers to use bottles and tankards as her preferred weapons, she may nearly anything at hand as an improvised weapon that incurs no penalties to strike. An improvised weapon deals as much damage as her unarmed strike. When a Tavern Wench rolls a natural 1 or a natural 20 an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless. (In the case of the 20 it still deals critical damage.)
Usually a Tavern Wench’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 Tavern Wench’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 Tavern Wench also deals more damage with her unarmed strikes than a normal person would, using the Superior Unarmed Strike table for determining the damage she does every level. Monk and Unarmed Swordsage levels stack with Tavern Wench levels for the purpose of determining the damage the Tavern Wench's unarmed attacks do, using whatever progression would yield higher damage.
A Tavern Wench may enchant her body as it were a magic weapon for the purpose of enhancing her attack capabilities. The Tavern Wench's body may not be granted sapience, thus, it cannot become an intelligent weapon.
Wouldn't Hit a Girl (Ex)
When unarmored, the Tavern Wench adds her Appearance bonus (if any) to her AC. In addition, a Tavern Wench gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Tavern Wench levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the Tavern Wench is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a heavy load.
Busty Wench (Ex)
The Tavern Wench's APP is upped by 2. Additionally, on an enemy's first turn in combat, said foe must roll a Will save against DC (10+1/4th Tavern Wench class levels, rounding up+APP bonus) or be rendered fascinated for 1d3 rounds. This ability is mind affecting, and will not work against immune enemies, or foes with an INT of 3 or lower.
Healthy Gal (Ex)
At 3rd level, a Tavern Wench gains immunity to all diseases, including supernatural and magical diseases.
Evasion (Ex)
At 4th level or higher if a Tavern Wench makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Tavern Wench is not wearing armor. A helpless Tavern Wench does not gain the benefit of evasion.
Perfect Balance (Ex)
The Tavern Wench has a perfect sense of balance. The Tavern Wench may take 10 on balance cheks, even if stress and distractions would normally prevent her from doing so. Additionally, a Tavern Wench with less than 5 ranks in balance is no longer considered Flat-footed when balancing.
Tavern Gossip
A Tavern Wench may make a special Tavern Wench check with a bonus equal to her Tavern Wench level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Tavern Wench has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)
A successful tavern gossip check will not reveal the powers of a magic item but may give a hint as to its general function. A Tavern Wench may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
The DC for this check is the same as that of the Bardic Knowledge ability.
Dirty Strike (Ex)
Once per encounter, the Tavern Wench may spend a full round action studying one of her opponents to deliver a devastating strike in a particularly sensitive or weak spot. The attack's damage is rolled thrice, as if a critical hit with a weapon of 3X modifier had been struck. Against creatures immune to Sneak Attacks and Critical hits, the attack's damage is only rolled twice, as if a critical hit with a weapon of 2X modifier had been struck. At level 10 and every 5 subsequent levels thereafter, the Tavern Wench gains an additional use of this ability per encounter. This ability may be combined with a full attack
Inspiring Beauty (Ex)
Once per encounter, the Tavern Wench may use her beauty as an incentive to give her allies a morale boost. As a move action, she may assume a particularly stunning pose, inciting her allies to fight stronger to defend her. All allies within 60' of the tavern wench gain a +2 morale bonus on Saves and attack rolls, a +6 morale bonus in damage, and 15 temporary HP. This bonuses last for an amount of rounds equal to the Tavern Wench's class level.
We Need a Distraction/Show Some Leg (Ex)
Once per encounter, the Tavern Wench may attempt to draw the attention of a foe towards herself. The foe must succeed on a Will save against DC (11+1/3 of the Tavern Wench's class level, rounding up+APP bonus) or be forced to approach the Tavern Wench with lusty intentions/the intent to abduct or harm the wench. Once the foe manages to reach the Tavern Wench, the effect of this ability ends. This ability only affects creatures of INT 2 or higher.
Tricks of the Trade (Ex)
At Ninth level and every two levels thereafter, a Tavern Wench may select one from the following list of abilities:
-Wench's Resolve: Through learning what orders to intentionally botch, and which to add a little bit of relish to, the Wench gains a +1 competence bonus to saves against compulsion affects.
-Wench's Boot: Some patrons learn to leave the bar early when offending the owners and workers, others find the door the hard way. Once a day The wench may make a bull-rush action, without moving, vs an opponent without provoking an attack of opportunity, she gains a +5 to this check if the opponent has consumed over 3 drinks of alcohol.
-Wench's Serving: A long life of serving many patrons at once has taught the wench to be quick about getting a patrons order to them as quickly and deftly as possible. The wench may throw items to allies as a swift action. If the ally has a means of catching, they always catch the item. If it is not capable of catching the item, or catching the item is unlikely, then the item falls in the ally's space.
-Wench's Snap: You don't entertain tavern usuals without throwing down a few drinks. Once a day the Tavern wench may drink a potion, (or any other drinkable item) as a swift action. This does not apply to oils.
-Wench's Grounds: Never question a wench in her own grounds. The Wench declares a particular Tavern, Inn, Pub, Bar, or any other establishment that seems appropriate (DM's call) to be her territory. While in any branch of that establishment the Tavern wench gains a +5 bonus to Tavern Gossip, and a +2 Competence bonus to skill checks, attack rolls, and saving throws.
-Wench's Grace: Some Wenches can simply charm a statue. The Wench chooses any skill that has Appearance as a base ability. The wench may take 10 on that skill even in stress.
Bar-Room Blitz: The Tavern wench has learned to deal with patrons and fallen over chairs getting in her way, as a result gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Throw Tankard: Sometimes you just need to knock that annoying Thief-Mage-Fighter Elf out of the rafters of your tavern. As a standard action the tavern wench may throw a small improvised weapon, at a range increment of 10ft, it deals unarmed damage, as though she were one size smaller.
Hony Tonk Woman: A Tavern Wench may add a bonus to any perform skill equal to her APP bonus.
Speedy Stride (Ex)
Once per day, as a move action, a Tavern Wench may move up to twice her move. The Tavern Wench gains an extra use of this ability every three levels thereafter, and may gain it's benefits as a swift action by spending two uses of the ability.
Second Wind Kiss (Sp)
A Tavern Wench with a Charisma score of 16 or higher may expend a standard action to kiss an adjacent ally and heal them. Each day she can heal a total number of hit points of damage equal to her Tavern Wench level × her Charisma bonus. A Tavern Wench may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once.
Total Knockout (Ex)
Once per day, the Tavern Wench can suggestively and seductively (Though not outright) display some of her more prominent attributes as a standard action. The target of this ability must make a save against DC (12+1/2 class levels, rounding up+APP bonus) or be rendered unconscious. Creatures with an INT of 1 or no INT score are unaffected. At level 18, this ability can be used three times per day, and every three levels thereafter, the Tavern Wench gains an extra use of this ability.
Unreachable Lady (Sp)
Once per day, a Tavern Wench may enter a state of unreachability as a standard action. Until her next turn, the Tavern Wench may not be harmed in any way, not even by spells. She takes no damage and automatically succeeds her saving throws, negating any effect. She gains an immunity against mind affecting spells and effects, as well as immunity to any attack that would cause Instant Death
Unearthly Beauty (Ex)
The Tavern Wench has attained a state of beauty unheard of amongst almost all mortals. Once per encounter, she may expend a full round action to show the true extent of her beauty to an enemy. Said enemy must succeed on a Will save DC (14+1/2 the Tavern Wench's class level+Her APP bonus) or die. Immunity to Death effects prevents this, but an enemy who succeeds on his save or is immune to Death effects is still drained of two HD as if he had been hit by an Energy Drain spell. Immunity to Level Drain does not prevent this effect.
So, Anything you'd change about it?