Drunken Master

A Pathfinder Roleplaying Game Beta Playtest Edition update of the drunken master prestige class from Complete Warrior.

Now that the drunken master archetype is available from the Advanced Player’s Guide, there’s no need for this prestige class any more. It won’t be updated past this point.

It seems pretty silly, to me, to base the DC to resist one of the drunken master’s abilities (the stunning effect of corkscrew rush) on his Wisdom modifier, when using his primary ability (drink like a demon) lowers his Wisdom. Therefore, I’ve based the resist DC for corkscrew rush on the drunken master’s Constitution modifier. If you don’t like this change, just change it back.

DRUNKEN MASTER

Hit Die: d8.

Requirements

To qualify to become a drunken master, a character must fulfill all the following criteria.
Skills: Acrobatics 5 ranks.
Feats: Dodge, Great Fortitude, Improved Unarmed Strike (or the monk’s unarmed strike ability).
Special: Flurry of blows ability; evasion ability; must be chosen by existing drunken masters and survive a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.

Class Skills

The drunken master’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Perception (Wis), Perform (Cha), Profession (Wis), Stealth (Dex), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are Class Features of the drunken master prestige class.
Weapon and Armour Proficiency: Drunken masters gain no proficiency with any weapon or armour.
Drink Like a Demon (Ex): A drunken master’s body handles alcohol differently from other people’s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character’s choice) by 2 points. A drunken master may benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character’s drunken master level + 3.
Improvised Weapons (Ex): A drunken master gains Caught Off-Guard as a bonus feat even if he does not meet the prerequisites. While bottles and tankards are a drunken master’s preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A drunken master’s improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.
Stagger (Ex): By tripping, stumbling, and staggering, a drunken master of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a drunken master makes a DC 15 Acrobatics check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.
Improved Improvised Weapons (Ex): A drunken master of 3rd level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents’ disarm attempts. Additionally, his improvised weapon deals an extra 1d6 points of damage instead of 1d4. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.
Swaying Waist (Ex): At 3rd level, a drunken master knows how to weave and bob during an attack, making him more difficult to hit. The character gains a +2 dodge bonus to Armour Class against any one opponent he chooses during his turn.
AC Bonus (Ex): At 4th level, a drunken master gains a +1 bonus to Armour Class. This bonus improves to +2 at 8th level.
Improved Feint (Ex): A drunken master who attains 5th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.
Greater Improvised Weapons (Ex): At 6th level and higher, a drunken master wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d6. The improvised weapon has a critical threat range of 19-20, with a critical multiplier of ×2.
Improved Grapple (Ex): A drunken master who attains 7th level gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.
For Medicinal Purposes (Sp): At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+2 to Intelligence and Wisdom, –2 to Strength or Constitution) as if the duration of the alcohol’s effect had expired. This ability can be used up to three times per day. It is a standard action that does not provoke an attack of opportunity.
Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this manoeuvre, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the drunken master’s class level + the drunken master’s Con modifier). However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent.
Superior Improvised Weapons (Ex): At 9th level and higher, a drunken master wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8.
Breath of Flame (Sp): A 10th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth as a free action. This breath of flame deals 3d12 points of fire damage to all within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + the drunken master’s class level + the drunken master’s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink’s worth of alcohol from within his body, lessening the penalty to his Wisdom and Intelligence scores and reducing the bonus to his Strength or Constitution score (character’s choice).
Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk.

Table: Drunken Master

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +1 +1 +0 Drink like a demon, improvised weapons
2nd +1 +1 +1 +1 Stagger
3rd +2 +2 +2 +1 Improved improvised weapons, swaying waist
4th +3 +2 +2 +1 AC bonus +1
5th +3 +3 +3 +2 Improved Feint
6th +4 +3 +3 +2 Greater improvised weapons
7th +5 +4 +4 +2 Improved Grapple
8th +6 +4 +4 +3 AC bonus +2, for medicinal purposes
9th +6 +5 +5 +3 Corkscrew rush, superior improvised weapons
10th +7 +5 +5 +3 Breath of flame

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