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  1. - Top - End - #1
    Barbarian in the Playground
     
    UserShadow7989's Avatar

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    Default Drunken Master as a Base Class (3.5e, PEACH)

    **Disclaimer: This class's mechanics, abilities, and even flavor text in no way reflect actual alcohol consumption. It's meant to be a silly but fun to play base class.**

    ((Last Updated: 12/02/13))

    Drunken Master

    "I was off in the back when I heard the racket. When I came out, the wizard was out cold with a table smashed over his head, the one in full-plate had been thrown through my window, the gal with the axe was tangled in a bunch of chairs, and the bard was drunk off her tail and singing dirty limricks with him. All I'm saying is, as annoying as he can be when he gets in his moods, it's better for your health- and my coin purse- if you let it go." ---Bartender's description of "Danny" Jackson, a Drunken Master.

    The first thing anyone learning self-defense is taught is to never look for trouble. The skinny and pasty fellow could be a powerful wizard. Or he might have a knife, and a few friends. Or maybe, just maybe, that drunk in the bar who you decide to pick on might be capable of throwing you clean across the room.

    The drunken master is a perfect example of just how dangerous someone so unassuming can be. Though it would be easy to pass them off as ordinary drunks, each is a capable martial artist with incredible control over their own body and the ability to utilize everything and anything as a weapon. The unique balance of alcohol and adrenaline in their systems combined with spiritual and mental focus fuel their strange techniques and harden their blows. Not many agree on the exact origin of the art, but few can deny its effectiveness.

    Adventures: Sampling different brews, honing their technique, and the thrills of the adventure and applying what they know are common motivations for the drunken master to travel about. Money to obtain more of their preferred drink is another good one. The drunken master usually starts their adventure for selfish reasons, though the good-aligned can find themselves leaving a trail of good will and dragged into noble causes by a sense of right and wrong.

    Characteristics: Drunken masters are dangerous in their unpredictability and deceptively skillful movements. They can deliver powerful and swift strikes with unlikely weapons, shrug off what would be mortal wounds for others, and perform bizarre and frightening feats.

    Alignment: Defined by merging revelry with combat, it is at first hard to imagine many drunken masters as lawful. However, the techniques involved require a great deal of discipline, more so than most by virtue of requiring such while inebriated. There are even those who are treat it as simply another martial style with unique challenges in maintaining one's focus as a result. That said, there is an obvious lean towards chaos in their behavior and preferences.

    As a whole, drunken masters have no particular tendency towards good or evil- they are defined merely by the desire to enjoy themselves, and whether they do so while valuing others' own happiness or at the expense of said others is up to the individual.

    Religion: Discipline and revelry, freedom and self-control. The dual nature of their technique means drunken masters are divided among opposing qualities in their worship, should they be strongly religious. The majority aren't, though, and stick to whatever or whomever is common for their race.

    Background: Because of the sheer strangeness of their abilities, it's rare for a drunken master to merely stumble over the technique needed to access them, though not unheard of. Many drunken masters are taught by others of their kind, or otherwise start as students of some martial art that gradually blends with a drinking habit and warps into something else. Still others are gifted with a strange metabolism that leads them to discover many uses for it.

    Races: Dwarves are one of the most common sources of drunken masters, their physiology being a perfect fit for it. By that same measure, they are also the source of the most non-chaotic examples due to strong tradition and a lawful bent in most cultures. Races that tend towards jovial or chaotic races are similarly common; Halflings, Gnomes, and especially Half-Orcs having a respectable number, with Half-Orcs pulling ahead into a comfortable second due to the smaller races inability to imbibe as much.

    Humans, Half Elves, and Elves are a bit more rare, the former simply because they lack a general disposition that makes them any more or less receptive towards it, the latter as a matter of not having the ability to process that extreme excess of alcohol required for it. Of course, any race is just as capable of producing a drunken master in theory- they person in question need only be able to hold their liquor.

    Other Classes: It comes as no surprise that the Drunken Master favors the company of Bards and Barbarians over that of Paladins and Monks. The former often find them enjoyable company in a bar or party, while the latter may find them as annoying and immature, if not overbearing.

    Rogues and Fighters are usually indifferent, though certain things (such as lack of subtlety when its really called for) can sour or endear them towards a given master. Wizards and other prepared casters might find them irritating for their seeming lack of discipline, but appreciate their skill at taking the enemy's attention off of themselves.

    Role: The drunken master serves as both a mobile damage dealer and tank, capable of striking down single targets quickly or otherwise disabling them. Class options can even expand them into a secondary battlefield controller, though regardless of their build they are full-fledged front line fighters.

    Adaptation: The alcohol itself can be refluffed to nearly anything. A crazed alchemist who samples their various creations for the sake of strength, a more traditional martial artist who uses smelling salts or meditation to focus their bodies, a soldier who uses experimental stimulants to toughen up at the cost of mental stability, and so on.

    It wouldn't even be too odd to refluff the precise alcohol intake- an elven swordsman or swordswoman who focuses themselves with a simple sip of fine wine before cutting a swath through their foes would work fine mechanically. Do note, however, that this class is not made with addiction rules or any other systems regarding alcohol consumption in mind. In a game that uses such rules, it might be best to grant immunity to those drawbacks and effects in regards to alcohol as a first level class ability for the drunken master.

    GAME RULE INFORMATION
    Drunken masters have the following game statistics.
    Abilities: Constitution is of the utmost importance for a drunken master. It governs a number of their class options and makes them hardier. Strength and Dexterity are similarly vital for them for much the same reasons as other martial classes, combined with the drunken master's merely average BAB progression in the case of the former and restriction to light or no armor in the case of the latter.
    Alignment: Any
    Hit Die: d8
    Starting Age: As Barbarian.
    Starting Gold: 4d4x10 (100 GP).

    Class Skills
    The drunken master's class skills (and their related ability scores) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (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

    Drunken Master
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Unarmed Damage|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |
    1d6
    |Drink Like a Demon, Unarmed Strike, Improvised Weapons

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |
    1d6
    |Stagger, Inebriated Ability

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |
    1d6
    |Uncanny Dodge, Altered Mind

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |
    1d8
    |Improved Improvisation, Inebriated Ability, Bonus Feat

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |
    1d8
    |Controlled Metabolism (1 Charge), Iron Liver

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |
    1d8
    |Drunken Focus +1, Inebriated Ability

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |
    1d8
    |Heightened Tolerance

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +2
    |
    1d10
    |Inebriated Ability, Bonus Feat

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +3
    |
    1d10
    |Drunken Focus +2, Controlled Metabolism (2 Charges)

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +3
    |
    1d10
    |Evasion, Inebriated Ability

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +3
    |
    1d10
    |Greater Improvisation

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |
    2d6
    |Drunken Focus +3, Inebriated Ability, Bonus Feat

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |
    2d6
    |Greater Tolerance, Controlled Metabolism (3 Charges)

    14th|
    +10/+5
    |
    +9
    |
    +9
    |
    +4
    |
    2d6
    |Potent Blood, Inebriated Skill

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +5
    |
    2d6
    |Drunken Focus +4

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |
    2d8
    |Inebriated Ability, Bonus Feat

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |
    2d8
    |Improved Uncanny Dodge, Controlled Metabolism (4 Charges)

    18th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |
    2d8
    |Master's Improvisation, Drunken Focus +5, Inebriated Ability

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |
    2d8
    |Supreme Tolerance

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |
    2d10
    |Miracle Brew, Inebriated Ability, Bonus Feat[/table]

    Class Features
    All of the following are class features of the drunken master:

    Weapon and Armor Proficiencies: A drunken master is proficient with all simple weapons weapons and with light armor, but no shields. Notably, a drunken master is also proficient with their own unarmed strike and any improvised weapons.

    Drink Like a Demon (Ex)
    The drunken master can do more than merely 'hold' their drinks. Whether it be a tankard of stale ale or glass of fine wine, alcohol is as elixir of immortality to them.

    The drunken master may down a mug of ale or wine (or a proportionately smaller amount of a more powerful brew) as a move action. Doing so grants them a single 'charge' of alcohol, to a maximum of half their class level (minimum 1), and also causes them to recover 2 hit points per class level.

    A drunken master adds his alcohol charges as a bonus to attack rolls, damage rolls and AC, but receives an equal penalty to ability checks and skill checks based on Int, Wis or Cha.

    Charges last until consumed for an effect or the encounter ends. Drinking outside of combat does not produce charges- it is the combination of alcohol and adrenaline that fuels the drunken master's bizarre technique. Finally, a drunken master suffers no ill effect from alcohol consumption.

    Unarmed Strike (Ex)
    At 1st level, a drunken master gains Improved Unarmed Strike as a bonus feat. They can make unarmed strikes with any part of their body, meaning they can make unarmed strikes with their hands occupied, and there is no such thing as an off-hand attack for a drunken master striking unarmed, so a drunken master may add their full Strength bonus to their unarmed damage rolls.

    They can even chose to deal lethal or non-lethal damage with their unarmed strikes without penalty, and chose to treat their unarmed strike as both manufactured and a natural weapon, whenever it would be beneficial.

    Lastly, the drunken master deals more damage with their unarmed strike than normal for a creature of their size, same as a monk does. The table above lists the unarmed damage for medium monks, with smaller or larger monks scaling their damage to their size accordingly.

    Improvised Weapons (Ex)
    More than just their fists, the drunken master is adept with turning any object they get their hands on into a weapon. In their hands, an improvised weapon deals damage equal to either double the damage they would do with their unarmed strike, or the damage the improvised weapon would normally do + the damage their unarmed strike inflicts, whichever is higher.

    Most improvised weapons deal bludgeoning damage, though some (such as, say, a broken glass bottle) can deal piercing or slashing damage. In the hands of a drunken master, improvised weapons can also be used to deal lethal or non-lethal damage at their discretion, without penalty. Regardless, if they roll a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.

    Stagger (Ex)
    Steps that to the unwary look like an alcoholic's aimless gait are in truth carefully plotted and balanced. Stumbling and staggering about, the drunken master can charge in a manner that catches their foes off guard. When charging, the drunken master need not move in a straight line, but still retains the ability to move up to double their move speed. Further, if he or she succeeds a DC 15 Tumble check (made before the move), the charge itself does not provoke any attacks of opportunity.

    Inebriated Ability
    No common drunkard, no matter what most folk would dismiss them as at first sight, the drunken master expands their art of turning their favored beverages into fuel. At 2nd level, and every even-numbered level thereafter, they receive one 'Inebriated Ability'. Each Inebriated Ability either expends alcohol charges to activate, or provides some sort of bonus that grows depending on how many such charges they have. Inebriated skills are Extraordinary (Ex) abilities unless otherwise marked as such. Whenever an Inebriated Ability forces an enemy to make a Save, the DC is (10 + 1/2 class level + Constitution Modifier).

    Uncanny Dodge (Ex)
    The drunken master develops a sixth sense for danger as they train, eventually getting the hang of predicting an attack long before it comes. At 3rd level, the drunken master retains his or her Dexterity Bonus to AC (if any) even while flat-footed or when struck by an invisible attacker. However, they still lose the bonus if immobilized.

    If the drunken master already has uncanny dodge from a different class, they automatically gain Improved Uncanny Dodge instead.

    Altered Mind (Ex)
    Despite their incredible tolerance of the substance, alcohol can still affect a drunken master's mind and decision making as much as the next person's. Of course, even that can be of advantage to them. From 3rd level onward, whenever the drunken master has at least 1 alcohol charge, he or she receives a bonus to saves against mind-affecting and illusionary spells and effects. The bonus is equal to the number of alcohol charges they have.

    If they fail their save against such an effect, the drunken master can spend 2 alcohol charges to reroll that save. They must take the second result, even if it is worse than the first, and they can only reroll one such save in this manner per round.

    Improved Improvisation (Ex)
    There's more to the art of fighting with what's at hand than "1. Pick up heavy object. 2. Hit someone with it.", and that's what separates the random drunk in the back of the tavern from a drunken master.

    At 4th level, Improved Improvisation grants the drunken master a few more options when utilizing improvised weapons. When using an especially long object, such as a ladder or pole, they may treat it as a reach weapon with reach appropriate to its length. Objects with multiple 'prongs' or similar, such as a chair and its legs, grants them a +2 bonus on opposed rolls to disarm a foe (as well as rolls to avoid being disarmed). Large, somewhat sturdy objects like tables can be upended and used as cover in a manner similar to tower shields.

    The list of things the drunken master can do with a little outside the box thinking grows with experience. At 11th level, improvised weapons that have a sort of elbow bend or hook can be used to make trip attacks. If the drunken master would be tripped during their own trip attempt, they may drop the improvised weapon to avoid being tripped. Things with two or more ends that could act as sufficient weapons can be used as double weapons, akin to a quarterstaff. Lighter objects can be used as light weapons, such as for the purposes of the Weapon Finesse feat. Rope or sticky substances may be used as a Net, with the same method, effects, and limitations. All this, and their improvised weapons are no longer destroyed or otherwise rendered unusable on a roll of 1.

    18th level doesn't bring many new uses with it, but it does improve what the drunken master can already do. Whenever the drunken master deals damage to a creature with an improvised weapon, they may immediately attempt a single Disarm, Feint, Sunder, or Trip against one creature as a free action. The attempt does not provoke an attack of opportunity, and receives a +4 circumstance bonus to any rolls made as part of the attempt (this bonus stacks with those of the Improved Disarm, Improved Feint, etc. feats and similar).

    Bonus Feat
    Regardless of their talents, there's no avoiding the basics, and the drunken master trains often so as to remember them even in their most addled state. At 4th level, and every 4 class levels thereafter, the drunken master receives a single Fighter Bonus Feat he or she meets the prerequisites to.

    Controlled Metabolism (Ex)
    The drunken master's control over the chemicals in their own body grows stronger over time; an expected side effect of their technique. What this means for them is the ability to speed up or slow down parts of their metabolism- removing excess from their systems or holding onto fuel for later.

    At 5th level, the drunken master can now accumulate and store up to 1 alcohol charge outside of battle at a time. Whenever they have charges left over at the end of an encounter, they can hold use this storage to retain one, so long as they did not already. This stored charge is counted towards their normal limit of how many alcohol charges they can have at once.

    As their level grows, so does this control. The drunken master can store an additional alcohol charge at 9th level and every 4 levels after. The opposite effect is also possible: using this effect to remove unwanted alcohol charges. Once per turn as a free action, the drunken master can expend a number of alcohol charges equal or less than how many charges they can store outside of combat.

    Iron Liver (Ex)
    Normally, such extreme substance abuse would cause one's liver to give out under the pressure. The drunken master, on the other hand, have strengthened their body through techniques both mundane and mystical to prevent that. From 5th level onward, not only is the drunken master immune to the negative effects of alcohol, he or she is immune to all poisons altogether.

    Drunken Focus (Su)
    Between their altered (or addled, as many would call it) mental state and increasing control over their own biology, the drunken master maintains a state of focus that hones their attacks and movements. At 6th level, this focus becomes great enough to focus their spirits as well as their flesh, calling up an energy the monks refer to as 'ki'.

    While the drunken master has at least 1 alcohol charge, their attacks with their unarmed strikes, any natural weapons they possess, and any improvised weapons they pick up receive a +1 enhancement bonus and all other benefits that would come with being a +1 weapon. This bonus increases by 1 at 9th level, and again every 3 levels thereafter.

    Heightened Tolerance (Ex)
    Living beings are apt at changing to suit their circumstances, and the drunken master is no exception. Besides the usual slow tolerance growth that comes with consumption, their unique metabolism slowly renders them resistant to the drawbacks.

    From 7th level onwards, the drunken master treats the number of alcohol charges they have as 1 lower for the purposes of determining the penalty to Intelligence-, Wisdom-, and Charisma-based skill and attribute checks. This does not reduce the corresponding bonus to attack rolls, damage rolls, and AC they receive.

    Heightened Tolerance improves at 13th level, and again at 19th level. At 13th level, the drunken master now treats the number of alcohol charges they have as 2 lower for the purposes of determining the penalty to Intelligence-, Wisdom-, and Charisma-based skill and attributes checks. Going a step further, they also may now receive 2 alcohol charges for each drink they take instead of the usual 1.

    At 19th level, the drunken master treats the number of alcohol charges they have as 3 lower for the purposes of determining the penalty to Intelligence-, Wisdom-, and Charisma-based skill and attribute checks.

    Evasion (Ex)
    At 10th level or higher, the drunken master displays agility great enough to avoid even magical and unusual attacks. If he or she succeeds on a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only while wearing light armor or no armor. A helpless drunken master does not gain the benefit of evasion.

    Potent Blood (Ex)
    Some people would call drinking a bar out of business impossible, and lethal. Drunken masters call it Tuesday. That doesn't mean the poison vanishes into the aether, it just means the drunken master isn't affected by it- an ability not shared by most would-be predators. At 14th level, a drunken master receives the Potent Blood ability.

    Whenever the drunken master has at least one alcohol charge, creatures that would drink their blood, gain a benefit from shedding their blood, or otherwise heal health from dealing lethal damage to a drunken master instead take 1d4 damage for each alcohol charge he/she has. This ability can be suppressed or resumed at-will (a vampire would hardly be the strangest drinking buddy one might find a drunken master with, believe it or not).

    Improved Uncanny Dodge (Ex)
    Upon reaching 17th level, the drunken master's sixth sense and unpredictable movements means they can no longer be flanked. This defense denies a rogue or similar the ability to sneak attack the character by flanking them, unless the rogue has four more levels in classes that grant/advance sneak attack than the drunken master's own class level.

    If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Miracle Brew (Ex)
    As a true sign of mastery over body and beer alike, the 20th level drunken master gains the 'Miracle Brew' ability. By expending a number of alcohol charges as a Swift Action OR Immediate Action (must be a multiple of 2), they can grant themselves total immunity to all harmful or otherwise unwanted effects (including damage, status conditions, poisons, and penalties, among other things that could threaten or be undesirable) for a number of turns equal to half the expended charges, counting the round it is activated as the first.

    Miracle Brew does not remove existing damage, and while it can end ongoing effects or conditions (such as spells or effects with a duration other than 'Instant'), any harm already done remains. If used again while a previous activation of Miracle Brew is in effect, the new application activates exactly at the time the current one ends.

    This is technique is incredibly difficult to manage. Drunken masters can only expend a number of alcohol charges on Miracle Brew each day equal to their Constitution Modifier (to a minimum of 2 alcohol charges).
    Last edited by UserShadow7989; 2013-12-02 at 07:52 PM.
    Thanks to Akrim.elf for the avi of my OC.

    Homebrewer's signature.

  2. - Top - End - #2
    Barbarian in the Playground
     
    UserShadow7989's Avatar

    Join Date
    Aug 2009
    Gender
    Male

    Default Re: Drunken Master as a Base Class (3.5e)

    Inebriated Abilities:

    Bovine's Furious Advance
    Prerequisites:
    BAB +6
    Effect: With all the grace and agility of enraged cattle, the drunken master thunders towards the foe with a sudden movement, lashing out to attack. The drunken master can expend 1 alcohol charge to perform a Full Attack on a charge.

    Breath of Fire
    Prerequisites:
    None
    Effect: By igniting their internal stores of alcohol using their life energy, the drunken master may utilize a breath weapon against his or her foes. This breath weapon requires they expend at least 1 alcohol charge and spend a Standard Action, dealing 1d10 + their Constitution Modifier in fire damage per charge expended (Reflex Save halves). It affects everything in a 15 ft. cone, though additional charges can be expended to double that range for every charge spent on this option.

    After using this effect, the drunken master's body must take a moment to cope with the effect. Breath of Fire's granted breath weapon has a recharge time of 1d4 rounds. This is a Supernatural (Su) effect.

    Contact High
    Prerequisites:
    None
    Effect: Whether they were just hoping to 'spread the fun' or weaponize their higher tolerance, the drunken master who invented this technique was on to something. By spending 1 or more alcohol charges prior to making an attack roll OR by spending those charges to make a melee touch attack, the drunken master can imbue the strike with some of their own energy (or a very good facsimile thereof) and aim the blow in such a way as to make it disorienting.

    If the attack is successful, the victim must make a Will Save. If they fail, they begin to feel the effects of inebriation- and start to act upon the placebo effect. For every alcohol charge spent, the victim suffers a cumulative -1 competence bonus to attack rolls, skill checks, and AC. Further, the victim suffers a -1 penalty to all Intelligence-, Wisdom-, and Charisma-related skill and ability checks.

    These effects lasts for a number of rounds equal to the drunken master's Constitution Modifier. Regardless of if the target succeeds or fails the check, they are dazzled for 1 round. This is a mind-affecting ability.

    Special: A drunken master with the Drunken Focus class ability can choose to imbue their strike with a significant amount of ki to get the desired results, rather than rely on trickery. In such a case, Contact High demands a Fortitude Save instead of a Will Save, is no longer a mind-affecting effect, and is treated as a Supernatural (Su) ability instead of an Extraordinary (Ex) one.

    Corkscrew Rush
    Prerequisites:
    None
    Effect: Bizarre as they are, the techniques a drunken master practices are still very effective... usually. This techniques sees the drunken leap and twist in midair, slamming their head into the opponent's. When making a charge attack they can, in addition to the damage, make a bull rush attempt without provoking an attack of opportunity. If it succeeds, the opponent is stunned unless they make a Will save. If it fails, the drunken master must expend an alcohol charge to focus themselves, or fall prone in the square in front of the foe.

    Counting Drinks
    Prerequisites:
    None
    Effect: Sometimes a situation calls for restraint, and walking the tightrope between maintaining and using their energy supply is something every drunken master must do.

    When expending alcohol charges for the effects of an Inebriated Ability, the drunken master may spend 1 less charge to activate the ability (to a minimum of 1), or treat the resulting effect as if they spent 1 more charge than they actually did (such as for Inebriated Abilities whose effects scale to how many charges spent).

    This effect may be activated a number of times per day equal to the drunken master's Constitution Modifier, and can be applied multiple times to a single use of an Inebriated Ability.

    Drunken Crane's Run
    Prerequisites:
    None
    Effect: The weaving and bobbing motions of the drunken master's staggering gait is one of their greatest assets and a signature of their style. Of course, the element of surprise is their best quality, so having their techniques become famous is a little counterproductive. Hence why this twist on their normal methods exist.

    With a sudden burst of speed, the drunken master breaks from their random and discordant pattern to lash out at a foe, before just as quickly returning to their original confusing movements. While charging or running, the drunken master can make a single Standard Action, such as an attack at their full Base Attack Bonus, or perform a disarm, sunder, or trip maneuver on any creature within range, then continue moving as far as they wish. This replaces the attack that would come at the end of a charge in the case of the former, and costs their Standard Action in the case of the latter.

    If the drunken master would be able to perform more than one attack at the end of a charge, they can perform a number of attacks and/or disarm, sunder, and trip attempts equal to each iterative attack they would receive or less while charging using this Inebriated Ability. Each such attack or attempt utilizes the next iterative's bonus as the drunken master's Base Attack Bonus in order. If they have any left by the end of the charge, they may perform their remaining attacks as normal.

    If running, they can perform multiple attacks/disarm/sunder/trip attempts in a similar manner even if they normally lack the ability to perform multiple attacks at the end of a charge, though keep in mind that Stagger only prevents attacks of opportunity on a charge, and only for the charge itself- attempting to trip a foe during a charge or moving through a threatened square as part of a run will still provoke an attack of opportunity if they would normally. Drunken Crane's Run costs a single alcohol charge for every 20 ft. traveled in this manner.

    Drunken Frenzy
    Prerequisites:
    None
    Effect: With a flurry of swings and strikes, what looks like a mess of uncoordinated swings is actually a complex web of feints and precision blows. A drunken master with Drunken Frenzy gains the Flurry of Blows ability of a monk of equal level, with some conditions.

    The drunken master must have at least 1 alcohol charge to make a Flurry of Blows. Furthermore, the drunken master cannot make a Flurry of Blows with a special monk weapon, but can do so with improvised weapons. Thirdly and most importantly, the drunken master's Flurry of Blows has two versions:

    The normal version of this Flurry of Blows functions much like the monk's, but differs in the number of attacks. As a full-round action, the drunken master can make a number of attacks equal to their normal full-round attack, plus an additional attack at their full Base Attack Bonus equal to half their alcohol charges, rounded down. The attacks are all made with a -2 penalty as per normal.

    The second version sacrifices number of blows for speed. As a standard action, the drunken master may make a 'lesser' Flurry that utilizes their normal iterative attacks as if they made a full-attack, at the cost of 2 alcohol charges. These attacks share the same -2 penalty the normal version suffers.

    Special: If the drunken master has 1 level or more in the monk class, both class' levels stack to determine the Flurry of Blows progression, and the drunken master is counted as having an additional alcoholic charge for each level of monk they have solely for the effects of Drunken Frenzy. They can use either class' version of Flurry of Blows unconditionally, though the 'lesser' Flurry outlined above still requires they expend 2 alcohol charges.

    Special: If the drunken master can perform a Full-Attack during/at the end of a charge, they can perform a Flurry of Blows during/at the end of a charge.

    Explosive Avian's Wrath
    Prerequisites:
    None
    Effect: Despite neither the technique nor its namesake actually involving an explosion (misnomers and otherwise odd names seem to be an epidemic amongst the drunken master's style), it is a rightfully feared ability nonetheless. The drunken master expends 1 alcohol charge and performs a charge attack, but rather than running the distance, they make a jump check to try and land in a square adjacent to the intended foe.

    They are treated as having a 20-foot running start for the purposes of this check, and can move double their move speed in one turn with this action as normal for a charge (ignoring the usual limitation to how far one can normally travel with a jump check). Additionally, before they make the jump check, they may choose to expend additional alcohol charges to add an Untyped Bonus to their jump check equal to 6 * the number of expended charges.

    If successful, they land in the adjacent square and immediately make their charge attack as a melee touch attack, dealing an additional point of damage for every foot they traveled, and knocking the foe prone if the attack succeeds. If they fail the jump check, they land in a square between themselves and the foe accordingly (traveling a number of feet equal to their roll result, rounded down to the nearest multiple of 5).

    Explosive Avian's Wrath is a Full-round Action that counts as a charge and charge attack for all abilities that modify charges. In other words, a drunken master's Stagger class ability means they need not move in a straight line, nor do they provoke attacks of opportunity with the movement.

    Flowing Movements
    Perquisites:
    Swaying Waist
    Effect: Sometimes you just need to go with the flow, and let the momentum of your enemies do the work for you. When they are adjacent to an enemy and benefiting from a Dodge Bonus, any actions involving an attack roll made against the drunken master come with a risk. Should that attack roll fail by the drunken master's Dodge Bonus to AC or less, they may redirect it or otherwise evade in a manner that puts an adjacent enemy in harm's way. The attacker makes a new attack roll against the other enemy's touch AC, and if successful, that enemy suffers the attack or effect.

    For Medicinal Purposes
    Prerequisites:
    None
    Effect: Excessive drinking is an unhealthy habit. Naturally, when someone tried to tell one drunken master that, they took it as a challenge and invented this Inebriated Ability. By expending 1 or more alcohol charges as a swift action, the drunken master can produce an effect akin to a healing potion. For each charge expended, they heal 2d6 damage, plus an amount equal to their Constitution Modifier.

    If a damaging effect or attack would ever reduce the drunken master's hit points below 0, they may instantly activate this effect to expend all their alcohol charges, healing 2d6 damage plus their Constitution Modifier for each before that damage is applied.

    The above effects can only be used a number of times per day equal to the drunken master's Constitution Modifier.

    Full-Bodied
    Prerequisites:
    For Medicinal Purposes, 10th level
    Effect: So used to imbibing what is essentially a poisonous fluid, the drunken master's innards are shockingly resilient (besides their liver, at least). The drunken master is now immune to mundane diseases of all kinds.

    Further, by spending an alcohol charge as a Swift Action or Immediate Action, they can make a Fortitude Save against a magical disease they are suffering from, using the normal save DC. If the disease does not normally grant a save, the DC is instead 10 + 1/2 the hit dice of the creature who inflicted it, or 10 + the Challenge Rating of the trap or environmental hazard that caused it (if any).

    Good For What Ails You
    Prerequisites:
    For Medicinal Purposes
    Effect: When life's got you down and your throat is parched, there's only one thing to reach for- a nice cup of milk. Of course, the drunken master disagrees, preferring anything with alcohol in it.

    Whenever the drunken master gains one or more alcohol charges, they gain the benefits of the 'Mettle' class ability until their next round. When they make a successful Fortitude or Will Save against something that would still have a harmful effect on a successful save (such as a spell with 'Fortitude Partial' or 'Will Partial' listed under its save), that effect is negated. Mettle has no benefit for a sleeping creature.

    In Vino Veritas
    Prerequisites:
    For Medicinal Purposes
    Effect: Meaning 'in wine, there is truth', or 'the truth in the wine', many suspect that this technique's name was simply the creator mimicking something profound-sounding they heard at the local theater from a group dedicated to studying common themes (*cough*). While some may believe that drinking reveals the 'real' person underneath, a drunken master simply uses it to improve that person...

    Upon taking this effect, choose a single spell from the following list. Whenever the drunken master utilizes the effects of For Medicinal Purposes, they may also receive the benefits of the chosen spell as if it were cast on them be expending additional alcohol charges. The number of alcohol charges they must expend for the effect and the drunken master level they must be at are listed with each group. For the purposes of this effect, the drunken master's 'caster level' is equal to their class levels. This is a Spell-like (Sp) ability.

    Any Level (1 Charge): Enlarge Person, Expeditious Retreat, Mage Armor, Magic Fang, Magic Weapon, Reduce Person, Shield

    6th Level (1 Charge): Bear's Endurance, Bull's Strength, Blur, Cat's Grace, False Life, Resist Energy, Spider Climb

    12th Level (2 Charges): Blink, Greater Magic Fang, Greater Magic Weapon, Haste, Heroism, Mirror Image

    18th Level (2 Charges): Greater Heroism, Overland Flight, Transformation*


    *Must consume a potion of Bull's Strength as part of the action, OR have selected Bull's Strength with In Vino Veritas before and expend the required charges for it on top of the listed cost for Transformation.

    Special: This Inebriated Ability can be taken multiple times. Each time, you can choose one additional spell for the purposes of its effect.

    Inebriating Blow
    Prerequisites:
    Contact High
    Effect: No matter how much fun they might have, any drunken master worth their title knows how dangerous drinking is. Because of that, there are a number of techniques designed around weaponizing these dangers and inflicting them upon enemies. Whenever the drunken master successfully applies the effect of Contact High on an enemy, they are Confused as the spell (use the drunken master's class level as their caster level for the purposes of this effect). If Contact High is used as a mind-affecting ability, so is Inebriating Blow. If not, Inebriating Blow is not a mind-affecting ability.

    Laughing Horse's Gallop
    Prerequisites:
    None
    Effect: A practiced running motion backed extensive physical training goes a long way, more when fueled by a 'secret ingredient', or booze as some would call it. While they have at least one alcohol charge, the drunken master receives a +10 ft. bonus to their base land speed.

    Contrary to expectations, this effect increases as the drunken master's number of alcohol charges do. Every alcohol charge after the first increases this bonus by an additional 10 ft. They can also choose to make a single, powerful burst by expending alcohol charges, to increase their base land speed by 20 ft. for every expended charge for a single turn.

    Liquid Courage
    Prerequisites:
    None
    Effect: Fools rush in where angels fear to tread, often parting with the words 'hold my ale, this is gonna be awesome'. This is one failing even the drunken master is vulnerable to, for better or for worse.

    A drunken master with the Liquid Courage Inebriated Ability receives a Morale Bonus to saves against fear effects and effects that would inflict Morale Penalties equal to the number of alcohol charges they have.

    Whenever they succeed a save against such effects, they receive a +2 Morale Bonus to one of the following of their choice until the end of their next turn: Attack Rolls, Damage Rolls, AC, Skill Checks, or any one Save. This bonus does not stack with itself or other Morale Bonuses- if they are already applying the bonus to Attack Rolls, for example, they must choose one of the other options.

    Nectar of the Gods
    Prerequisites:
    12th level
    Effect: Some drunken masters hold alcohol as the divine's gift to man. Others think those drunken masters just don't hold their liquor as well as they do. Either way, the spiritual control they have over themselves can easily be fueled by it, offering a protective effect to those who learn the proper technique.

    While the drunken master has at least 3 alcohol charges, they may expend a charge as a Free Action to gain Spell Resistance equal to 10 + their class level for 1 round. This Spell Resistance may be suppressed or resumed as the drunken master wishes for this duration.

    Penetrating Blow
    Prerequisites:
    Drunken Focus class ability
    Effect: With training, the drunken master can learn to gather their ki and focus it into their strikes just as a monk can. When receiving the benefit of the Drunken Focus class ability, the drunken master can ignore different types of Damage Reduction with attacks that benefit from that ability, depending on how many alcohol charges they have.

    With at least 1 charge, the drunken master can treat their attack as Cold Iron or Silver. With 3 or more charges, they can ignore DR/Chaotic, DR/Evil, DR/Good, and DR/Lawful. With 5 or more charges, they can circumvent DR/Adamantine, with the added bonus of treating the relevant weapon or unarmed strike as adamantine for the purposes of overcoming object Hardness. At 7 or more charges, the drunken master can overcome any other form of DR, including DR/-. This is a Supernatural (Su) effect.

    Swaying Waist
    Prerequisites:
    None
    Effect: With a purposely exaggerated swagger, the drunken master can mislead foes to believe they're more plastered than they are, and zig when they expect them to zag. Swaying Waist can be activated or dismissed as a Free Action before taking any other actions that turn. For every alcohol charge they possess, the drunken master receives a +1 Dodge Bonus to AC.

    However, while Swaying Waist is in effect, the drunken master suffers a Circumstance Penalty to their attack rolls equal to half their Dodge Bonus to AC (rounded up), due to the motions involved being defensively focused. The Dodge Bonus from this effect cannot exceed the drunken master's Constitution Modifier.

    Tail-feather Stir
    Prerequisites:
    None
    Effect: With twisting and spiraling motions, the drunken master makes deceptively accurate attacks at the cost of exposing themselves to harm. Tail-feather Stir can be activated or dismissed as a Free Action before taking any other actions that turn. For every alcohol charge they possess, the drunken master receives a +1 Untyped Bonus to attack rolls.

    However, while Tail-feather Stir is in effect, the drunken master suffers a Circumstance Penalty to their AC equal to half their Untyped Bonus to attack rolls (rounded up), due to the focus on offense. The Untyped Bonus from this effect cannot exceed the drunken master's Constitution Modifier.

    Unexpected Weapon
    Prerequisites:
    4th level
    Effect: With so much focus on one ingredient in their technique, it's easy even for the drunken master to forget that alcohol is only a part of a powerful cocktail. Adrenaline is as much important, and like its ability to grant mothers the strength to lift a cart off their child, it can give the drunken master competence with improvised weapons that would normally be impossible even for them.

    While they have at least one alcohol charge, the drunken master can wield an improvised weapon of one or more steps larger or smaller than a creature of their size normally would, without suffering the penalties of wielding an inappropriately sized weapon- even becoming able to weaponize something far too large or small for them to wield at all normally!

    This benefit applies to improvised weapons a number of steps smaller or larger equal to half the drunken master's alcohol charges, rounded up. When using such a weapon as part of a Disarm, Sunder, or Trip attempt, you may treat your size as equal to the size of the improvised weapon or your normal size, whichever is more beneficial.

    Versatile Breath
    Prerequisites:
    Breath of Fire
    Effect: From a chilly mint to acidic garlic, the smell on a person's breath can take many forms. The drunken master, already used to drawing power from a bizarre source, has no qualms about weaponizing even this. Upon taking Versatile Breath, choose one energy type from this list: Acid, Cold, Electricity, The drunken master gains a secondary breath weapon that functions exactly as their Breath of Fire, with the exception that it deals damage of the chosen energy type.

    Special: Versatile Breath may be taken multiple times. Each time, the drunken master selects a new energy type for the new breath weapon to use. Additionally, if they have taken Versatile Breath at least once before, they may also choose from the following energy types: Sonic, Force, and Negative Energy. If they chose one of those energy types, the breath weapon's damage dice is one step smaller than normal (d8 instead of d10) and the recharge time is increased by one round.

    Special: If the drunken master has the 'For Medicinal Purposes' Inebriated Ability and have taken Versatile Breath at least once before, they may choose Positive Energy as an energy type for their breath weapon.

    Volatile Breath
    Prerequisites:
    Breath of Fire
    Effect: Most people avoid things that might give them bad breath. The drunken master is one of those special sorts who seek to make it worse. Upon taking Volatile Breath, the drunken master increases the number of damage dice dealt by their breath weapon by 1/4th their class level, rounded up.

    Wonder Breath
    Prerequisites:
    Breath of Fire, Volatile Breath
    Effect: There's more to combat than brute force. Strategy is often key. Upon learning Wonder Breath, the drunken master chooses which of the following benefits to receive:

    -Bile Breath: A highly corrosive stream of acid, which eats flesh upon contact. Whenever they use a breath weapon that does acid damage, the drunken master may expend 1 additional alcohol charge. After their Reflex Save, any creatures who were damaged by the breath weapon must make a Fortitude Save or be Poisoned (Initial Damage 1d4 Con damage, Secondary Damage 1d4 Con damage). Using this effect increases the number of rounds before the breath weapon can be used again by 1.

    -Cursed Breath: A pulse of shadowy energy more than an actual breath weapon, a drunken master with this benefit who uses a breath weapon that deals negative energy damage may expend 3 additional alcohol charges. Once all Reflex Saves have been made (regardless of success or failure), any creatures damaged by the breath weapon must make a Fortitude Save or suffer 1 Negative Level.

    Unlike normal Negative Levels, those received from Cursed Breath never become permanent, the victim regaining their lost level at the end of the day as if they succeeded the Fortitude Save. Using this effect increases the number of rounds before the breath weapon can be used again by 3.

    -Explosive Breath: The flames of this breath weapon expand rapidly, throwing its victims about like rag dolls. Upon using a breath weapon that deals fire damage, the beneficiary of this effect can expend 1 additional alcohol charge. After affected creatures make their Reflex Saves, they must make a Fortitude Save. Failure sees them thrown to the ground, landing prone in their square, and catching on fire (see here for details). Using this effect increases the number of rounds before the breath weapon can be used again by 1.

    -Holy Breath: Empowered by positive energy, this breath weapon is capable of scrubbing away lesser ailments and empowering the recipients. Whenever the drunken master uses their positive energy breath weapon, the drunken master may expend 2 additional alcohol charges. After saves have been made, the recipients receive a +2 morale bonus to AC and Saves for 1 round, and are cured of the following conditions:

    Ability Damage (1d4 points of it from each damaged attribute), blinded (reduced to dazzled), dazed (reduced to dazzled), dazzled, deafened (reduced to dazzled), diseased, exhausted (reduced to fatigued), fatigued, nauseated (reduced to sickened), sickened, stunned, and poisoned. Using this effect increases the number of rounds before the breath weapon can be used again by 2.

    -Impact Breath: Never flashy, always powerful, force is an energy none underestimate. When they use a breath weapon to inflict force damage upon one or more foes, they can expend 2 additional alcohol charges. After Reflex Saves, any creatures damaged by the breath weapon must make a Fortitude Save or be pushed to the nearest square at the opposite end of the breath weapon's range from the drunken master (or failing that, such as due to a solid wall, as far back as possible within the area of effect) and be left dazed by the effect for 1 round.

    -Surge Breath: A powerful burst of electricity, capable of sending its victims into convulsions. Whenever the drunken master uses a breath weapon that does electricity damage, the drunken master may expend 1 additional alcohol charge. After the Reflex Saves are rolled, any creatures who took damage from the breath weapon must make a Fortitude Save or be stunned for 1d4 rounds. Using this effect increases the number of rounds before the breath weapon can be used again by 1.

    -Tundra Breath: Mixed within this freezing cold gale is a mass of water and fog, which instantly solidifies on contact with the victim. When using a breath weapon that inflicts cold damage, the drunken master can expend 1 additional alcohol charge. After any Reflex Saves, creatures damaged by the breath weapon must make a Fortitude Save or be paralyzed for a single round, frozen in ice. Using this effect increases the number of rounds before the breath weapon can be used again by 1.

    -Wailing Breath: A screeching note or a cacophony of sound, sonic energy is on the opposite end of the spectrum from force in terms of subtlety. By expending 2 additional alcohol charges when utilizing a breath weapon that deals sonic damage, the drunken master can utilize the following effect: After Reflex Saves are made, any creatures damaged by the effect must make a Fortitude Save or be Deafened for 1d4 rounds. Further, any objects within the line of fire suffer 1.5x the normal damage from this breath weapon. Using this effect increases the number of rounds before the breath weapon can be used again by 2.

    Special: Wonder Breath may be taken multiple times. Each time, choose a different benefit to receive.
    Last edited by UserShadow7989; 2013-11-23 at 01:56 AM.
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    Default Re: Drunken Master as a Base Class (3.5e)

    Feats:

    Drunken Initiator
    Prerequisites:
    Drink Like a Demon, Initiator Level 1
    Benefit: Levels in drunken master and any one martial initiator class stack for determining maximum number of alcohol charges, Unarmed Damage, Improvised Damage, Initiator Level, Maneuvers Known, Maneuvers Readied, and Stances Known.

    Further, if the initiator class is able to make an action to renew maneuvers, the character may spend a Full-round Action to drink and renew maneuvers at the same time.

    Extra Inebriated Ability
    Prerequisites:
    Inebriated Ability class ability
    Benefit: You gain 1 additional Inebriated Ability you meet the prerequisites for.

    Special: This feat may be taken multiple times. Each time, choose a new Inebriated Ability to learn.

    Prestige Classes
    None yet.

    **Reserved for Additional Space**

    Change Log:
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    11/05/13: Posted!
    11/21/13: Switched Evasion and Uncanny Dodge in the class' progression. (Credit to Illven)
    11/23/13: Modified Drink Like a Demon, based heavily on the suggestion by Prime 32, whose take on the ability solved quite a number of balance issues. Related abilities have been modified accordingly, and effects reliant on/costing alcohol charges have had their costs/requirements adjusted accordingly.

    Inebriated Abilities have received similar adjustments and, in addition to a few tweaks, several errors have been cleaned up, such as those pointed out by ~Corvus~ and Legendxp, the latter of whom also alerted me that the Uncanny Dodge ability was using an out of date wording.

    As a final note, as per suggestions from Prime 32, the Drunken Master is now immune to the harmful effects of alcohol at the start, and quickly gain immunity to poison as part of their progression, as well a late flavor ability that makes blood-suckers think twice. Rather than have two different progressions for Unarmed Damage and Improvised Weapon damage, they were melded into one for simplicity.

    11/27/13: Returned Uncanny Dodge to its proper wording; thank you, Amechra.

    12/02/13: Fixed a typo on the table.
    Last edited by UserShadow7989; 2013-12-02 at 07:53 PM.
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    Default Re: Drunken Master as a Base Class (3.5e)

    subscribed

    i have no homebrewing skills, but this class looks like a lot of fun.
    avatardonebymememememememememeeeeeeeeeee

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    They're gonna eat you alive son, yeah
    Oh Julian, when their fangs sink in
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    Quote Originally Posted by INoKnowNames View Post
    .... what the **** is that?! That's not a spiked chain; that's some Klingon bullcrap! Who the hell drew that?! How are you supposed to use that without stabbing yourself?!

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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Looks more like a Pathfinder class to me. No dead levels, ability selections from a list.... It seems a little powerful for 3.5, but perfect for Pathfinder, and a lot of fun to play.
    Get the reference in my name, or you have not lived.

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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Level 10 seems a tad late to be getting uncanny dodge.
    Quote Originally Posted by Deme View Post
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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Looks great. I humbly request permission to use this class.*bows*
    On a more serious vein,nice work! I was wondering what a drunken masters capstone ability would be,and my question was answered. It makes a lot of sense.
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    Quote Originally Posted by BrokenChord View Post
    This seems like a level of crazy-talk only you could accomplish.
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    ... I've played a few games with D20ragon as GM in the past, and I have to vouch for his skill - he's an excellent writer, his world-building is top-notch ... and his games are, while sometimes too ambitious, some of the most fun to be had on these boards.
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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Quote Originally Posted by commander panda View Post
    subscribed

    i have no homebrewing skills, but this class looks like a lot of fun.
    Quote Originally Posted by D20ragon View Post
    Looks great. I humbly request permission to use this class.*bows*
    On a more serious vein,nice work! I was wondering what a drunken masters capstone ability would be,and my question was answered. It makes a lot of sense.
    I'm glad this class has gotten such a positive response, and you don't need my permission to play it, though make sure to run it by your DM/group first and keep an eye out for balance changes (especially to Drink Like a Demon and the Inebriated Abilities, which are what worry me at the moment).

    Quote Originally Posted by GaiTavMag View Post
    Looks more like a Pathfinder class to me. No dead levels, ability selections from a list.... It seems a little powerful for 3.5, but perfect for Pathfinder, and a lot of fun to play.
    Admittedly, I adopted a lot of Pathfinder's design philosophy into my homebrew style. I loved Rogue Talents and Rage Powers for how much customization and versatility they could give, and dead levels on non-casters are my ultimate personal pet peeve.

    I can see what you mean about it possibly being a bit too powerful, though. One thing I was thinking of was a small nerf to Drink Like a Demon, since even with the limits I put in it's almost unambiguously more powerful than the original's version of the ability. Something like making it start as a +1 for a -1 instead of +2/-2, until the relevant upgrade at 13th changes it to +2 for a -1.

    A lot of what worries me about the class' balance is how Alcohol Charges are accumulated and their effects. On one hand, regardless of your optimization, it should take at least 2 rounds or so of nothing but chugging if you want to have the full charges you can at a given level past the first few.

    That's a pretty big deal, but it's also a pretty big bonus and fuels some pretty powerful abilities, and I'm worried the pay off might be too big, too small, or worse, potentially either depending on circumstance.

    The more I think about it the more I'm tempted to nerf it a tad, since the more choice abilities from the original (such as Stagger and Improved Improvised Weapon stuff) is here either as good or stronger than they were originally and possibly enough on their own to ensure the class can function passably.

    Quote Originally Posted by Illven View Post
    Level 10 seems a tad late to be getting uncanny dodge.
    I agree. Uncanny Dodge seemed too fitting not to have, but I won't deny the level it sits at was more of a desire to ensure the level offered something new if a bit minor than just feeling right. I didn't want to add it too much earlier for the sake of not giving a lot on a single level (the class's first few levels feeling pretty solid as is).

    Hm. Maybe I should switch its spot with Evasion? Evasion is nice to have and relatively balanced at any given level (due to how it gets more useful the better your reflex save is), and Uncanny Dodge doesn't seem /too/ strong to get earlier on.


    Thanks to everyone for the feedback. I want to improve this class as much as I can, and I hope everyone a fun time playing with it (or a fun time if you don't).
    Last edited by UserShadow7989; 2013-11-10 at 08:07 PM.
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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    I feel swapping Evasion, and Uncanny dodge would work. Ranger's don't get evasion until about that level.
    Quote Originally Posted by Deme View Post
    One day, we must all have our characters butchered by romhacks face our ends.
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    Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.

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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Are they supposed to be able to take In Vino Veritas mutiple times? If so, I'd state that explicitly.
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
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    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    I plan to use this in a campaign on these forums, if you'd like to join in or just keep an eye on it to see how this class works out.

    Thread is here
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Quote Originally Posted by Illven View Post
    I feel swapping Evasion, and Uncanny dodge would work. Ranger's don't get evasion until about that level.
    Done.

    Quote Originally Posted by JoshuaZ View Post
    Are they supposed to be able to take In Vino Veritas mutiple times? If so, I'd state that explicitly.
    It already states that in the 'Special' section of the ability: 'Special: This Inebriated Ability can be taken multiple times. Each time, you can choose one additional spell for the purposes of its effect.'

    Quote Originally Posted by EdroGrimshell View Post
    I plan to use this in a campaign on these forums, if you'd like to join in or just keep an eye on it to see how this class works out.

    Thread is here
    Awesome! I'll keep an eye on things; let me know if you, your DM, and/or your group have any issues or balance suggestions, and I'll try to fix any problems.
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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Wow! so cool =3 Well done, and interesting flavor to boot. Suscribed!!

    Edit: Still going through the effects. Seems like Breath of Fire isn't stated as doing Fire Damage: is that intended, or a mistake?
    Last edited by ~Corvus~; 2013-11-21 at 02:55 PM.
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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    At a quick glance, having separate progressions for unarmed and improvised damage seems overly complicated, especially when they're so similar. Just say the base damage doubles or something.

    Also Drink Like a Demon could be simplified to something like
    The drunken master can do more than merely 'hold' their drinks. Whether it be a tankard of stale ale or glass of fine wine, alcohol is as elixir of immortality to them. The drunken master may down a mug of ale or wine (or a proportionately smaller amount of a more powerful brew) as a move action. Doing so grants them a single 'charge' of alcohol, to a maximum of half their class level (minimum 1), and also causes them to recover 2 hit points per class level.

    A drunken master adds his alcohol charges as a bonus to attack rolls, damage rolls and AC, but as a penalty to ability checks and skill checks based on Int, Wis or Cha.
    Separating it from ability scores makes it easier to recalculate things mid-combat, and means you don't have to keep track of multiple sets of limits based on what your scores were before drinking. Adding a recovery effect instead of bonus hp means characters are incentivised to drink in-combat without being restricted to it (it also means they can recover to full health between fights, but that's not really a bad thing).

    Also, shouldn't the drunken master be immune to poison, given that they're making Fort saves vs. poison every round? Even (reduced duration?) delay poison would work.
    For that matter, I'd suggest throwing in some ability that causes creatures to become poisoned if they try to eat you or drain your blood. Situational but fun.
    Last edited by Prime32; 2013-11-21 at 03:57 PM.

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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    First, a few minor grammar errors.

    Whether it be a tankard of stale ale of glass of fine wine, alcohol is as elixir of immortality to them.
    Should be or.

    Swaying Waist
    Prerequisites: None
    Effect: With a purposely exaggerated swagger, the drunken master can mislead foes to believe they're more plastered than they are, and zig when they expect them to zag. Swaying Step can be activated or dismissed as a Free Action before taking any other actions that turn. For every 2 alcohol charges they possess, the drunken master receives a +1 Dodge Bonus to AC.
    You have the skill titled as 'Swaying Waist' but referred to as 'Swaying Step'.

    For uncanny dodge, why not make it the scout variant, immune to being flat-footed? It's in complete adventurer and seems to be updated in PHII. I'm not sure if the skill got errata'd to be different or it really is just a variant. Anyways, being unable to become flat-footed as a very undervalued effect and much more useful than people might think.

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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Quote Originally Posted by ~Corvus~ View Post
    Wow! so cool =3 Well done, and interesting flavor to boot. Suscribed!!

    Edit: Still going through the effects. Seems like Breath of Fire isn't stated as doing Fire Damage: is that intended, or a mistake?
    Quote Originally Posted by Legendxp View Post
    First, a few minor grammar errors.
    Ah, thanks for catching that; fixed.

    Quote Originally Posted by Legendxp View Post
    For uncanny dodge, why not make it the scout variant, immune to being flat-footed? It's in complete adventurer and seems to be updated in PHII. I'm not sure if the skill got errata'd to be different or it really is just a variant. Anyways, being unable to become flat-footed as a very undervalued effect and much more useful than people might think.
    ...huh. I never even noticed it was updated. I replaced the Drunken Master's Uncanny Dodge with the Scout version of the ability accordingly.

    Quote Originally Posted by Prime32 View Post
    At a quick glance, having separate progressions for unarmed and improvised damage seems overly complicated, especially when they're so similar. Just say the base damage doubles or something.

    Also Drink Like a Demon could be simplified to something like
    The drunken master can do more than merely 'hold' their drinks. Whether it be a tankard of stale ale or glass of fine wine, alcohol is as elixir of immortality to them. The drunken master may down a mug of ale or wine (or a proportionately smaller amount of a more powerful brew) as a move action. Doing so grants them a single 'charge' of alcohol, to a maximum of half their class level (minimum 1), and also causes them to recover 2 hit points per class level.

    A drunken master adds his alcohol charges as a bonus to attack rolls, damage rolls and AC, but as a penalty to ability checks and skill checks based on Int, Wis or Cha.
    Separating it from ability scores makes it easier to recalculate things mid-combat, and means you don't have to keep track of multiple sets of limits based on what your scores were before drinking. Adding a recovery effect instead of bonus hp means characters are incentivised to drink in-combat without being restricted to it (it also means they can recover to full health between fights, but that's not really a bad thing).
    As a matter of fact, I think you're absolutely right. The simplification for the improvised weapon damage is a far better option in retrospect, and that version of Drink Like a Demon is vastly easier to use and more balanced to boot. I applied both, with the addition of immunity to alcohol's negative effects to DLaD, and kept the stipulation you can't accumulate charges out of combat to keep from having a free, sizable bonus to attack rolls/damage rolls/AC at all times.

    Quote Originally Posted by Prime32 View Post
    Also, shouldn't the drunken master be immune to poison, given that they're making Fort saves vs. poison every round? Even (reduced duration?) delay poison would work.
    For that matter, I'd suggest throwing in some ability that causes creatures to become poisoned if they try to eat you or drain your blood. Situational but fun.
    I'd actually made the poison immunity an Inebriated Ability at first, but thinking about it now it does seem like something that should be standard (especially since it's not a terribly exciting option up against the other IA's). I modified the IA to protect against disease and made poison immunity a normal class skill- along with your suggestion for a class ability that damages would-be blood suckers. ("Dan, get away from her! She's a- oh. You already won?" "Pfft, of course. That lightweight can't hold her liquor.")
    Last edited by UserShadow7989; 2013-11-25 at 11:30 AM.
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    Default Re: Drunken Master as a Base Class (3.5e, PEACH)

    Just an FYI: the Scout version of Uncanny Dodge is a typo. It is the only class with that wording, which kinda indicates that it was a mistake in the original and then copypasta carried it over to the next printing.

    Like how the Swordsage gets (6 + Int) * 6 skill points at 1st level.
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