| Post/Author/DateTime | Post |
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| JackSnape08-20-07, 02:46 PM | Please Examine And Critique Honestly Barroom Brawler aka. the angry drunk In the tough, cold Northlands hulking men pummel each other with their bare fists nightly. Fueled by alcohol and rage they have developed a fighting style all their own. They test each others brute strength late into the night. When they wake groggy they walk into the bitter cold and punch trees, stone buildings, and even the frozen earth. These barroom brawlers can rival monks bare fisted. HD d10 http://www.warhammer-historical.com/articles/low-tactics/images/barroom.jpg Requirements: To become a Barroom Brawler a character must meet the following: BAB: +5 Feats: Power Attack, Improved unarmed attack Special: Rage ability Skills: Barroom Brawler Skills: Climb, Craft, Handle Animal, Intimidate, Intuit Direction, Jump, Listen, Ride, Swim, Survival, and Tumble. Skills/level: 2 +Int modifier min. 1 Skills at 1st level: 8+(4xInt modifier) min. 4 Level BAB Fort. Ref. Will Abilities 1st +1 +2 +0 +0 Hammer Fists (light), Rage, Drink Like a Demon, Brawler’s Rage 2nd +2 +3 +0 +0 Stagger, Improvised Weapons 3rd +3 +3 +1 +1 Hammer Fists (heavy), Crushing Blow 4th +4 +4 +1 +1 DR/1, Create Water 5th +5 +4 +1 +1 Hammer Fists (war), Improved Improvised Weapons 6th +6/1 +5 +2 +2 Ferocity,Greater Crushing Blow 7th +7/2 +5 +2 +2 Hammer Fists (adamantine), DR/2 8th +8/3 +6 +2 +2 For Medicinal Purposes, Greater Improvised Weapons 9th +9/4 +6 +3 +3 Hammer Fists (Dwarven) 10th +10/5 +7 +3 +3 Breath of Flame, DR/3 Weapon and Armor proficiency: A Barroom Brawler gains no weapon or armor proficiencies. Rage: A brawler continues to gain rages/day as if barroom brawler levels were barbarian levels. He gains no other features of the barbarian class. Brawler’s Rage: When a brawler enters a rage his attacks become more reckless. He may take a –2 penalty to all attacks that round to gain an additional unarmed attack. A brawler’s rage only functions if the brawler is in no, light or medium armor. This ability functions like the monk’s flurry of blows and can substitute for flurry of blows for PrC requirements. Drink like a Demon: Same as Drunken master in complete warrior. “Every bottle or tankard of alchohol he comsumes during compat reduces his Wisdom and Intelegence by 2 points each but increases his Strength or Constitution Score by 2 points. A character may benefit from a number of drinks equal to his class level. The duration of both the penalty and bonus is a nuber of rounds equal to the character’s. . . level + 3” or until the end of the brawler’s rage whichever comes first. Hammer Fists (light): At level 1 a brawler’s fists become as hard and dangerous as light hammers. He gains an unarmed attack of 1d4+str. The damage is lethal but the brawler may chose to substitute non-lethal damage at a –4 penalty. Stagger: as Drunken master in complete warrior. “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 tumble check before beginning his charge, his movement through threatened squares provokes no attacks of opportunity.” Improvised Weapons: as Drunken master in complete warrior. “A [Brawler’] improvised weapon deals as much damage as his unarmed strike plus an extra 1d4.” Hammer Fists (Heavy): At level 3 a brawler’s fists become as hard and dangerous as heavy hammers. His unarmed attacks now deal 1d6+str damage. Crushing Blow: At level 3 a brawler can focus his entire weight on one punch. If a brawler in a rage uses power attack to move his entire Base attack bonus to damage and hits he can immediately make a strength check against the opponent, if he succeeds the opponent is knocked prone. Ferocity: as Monster Manual. At level 4 a brawler, is such a tenacious combatant that he continues to fight without penalty even while disabled or dying. This ability functions anytime the Barbarian is raging or using the drink like a demon ability. This ability ends when the duration of the rage or the alcohol ends, possibly leaving the brawler unconcious. Damage Reduction: At level 4 a Brawler’s body is so used to beatings he is able to ignore 1 point of damage per attack. At level 7 he gains DR/2 and at level 10 DR/3. Create Water: At 4th level the Brawler gains the supernatural ability to create 1 gallon of water at any time, similar to the “create water” spell. This is a full round action which provokes attacks of opportunity, must be done with one hand free and causes the Brawler loses his Dex bonus to AC as well as any other bonuses which require him to move. The brawler can use any skill check that does not require both hands while creating water, but he automatically fails any charisma-based skill. Water created in this way is sterile, but non-potable; it can be used for any purpose water can except for drinking. Hammer Fists (War): At level 5 a brawler’s fists become as hard and dangerous as heavy hammers. His unarmed attacks now deal 1d8+str damage. Improved Improvised Weapons: as Drunken master in complete warrior. “Can use long improvised weapons as reach weapons according to their height, and improvised weapons with many protrusions provide a +2 bonus on opponents’ disarm attempts. Finally objects with broad flat surfaces can be upended to become improvised tower shields.” Improved Crushing Blow: At level 6 when a brawler executes a crushing blow he can chose to knock an opponent back a number of squares equal to (5 + the amount by which he beats his opponents strength check) Hammer Fists (Adamantine): At level 7 a brawler’s fists are treated as adamantine for the purpose of overcoming damage reduction. For Medicinal Purposes: as Drunken Master in Complete Warrior. “A [brawler] gains the ability to convert a single drink he has ingested into a single potion of cure moderate wounds as if he had just drunk the potion. When he converts one drink. . . into one dose of the potion his ability scores change as if the duration of the alcohol’s effect had just expired. This ability can be used 3 times per day. It is a standard action that does not provoke attacks of opportunity.” Greater Improvised Weapons: as Drunken Master in Complete Warrior. “A [brawler] wielding an improvised weapon deals an additional 1d8 points of damage instead of 1d4.” Hammer Fists (Dwarven): At level 9 a brawler’s fists become as hard and dangerous as heavy hammers. His unarmed attacks now deal 1d10+str damage. Breath of Flame: as Drunken Master in Complete Warrior. “A [brawler] 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-ft cone or half damage to those who make a reflex save (DC 10 + class level + con modifier) Each time. . . it consumes one drink worth of alcohol from his body lessening the penalty to Intelligence and Wisdom and reducing the bonuses to Constitution of Strength.” My big concerns here are these: Is it overpowered? If yes what makes it that way, if no can I give it d12HP and/or add the Superior Improvised Weapons (1d12) :) |
| Devlonir08-20-07, 02:56 PM | Ferocity: as Monster Manual. At level 4 a brawler, “is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.” How long does this last? And when is it possible? Also, lvl 4 is pretty early to get it. |
| JackSnape08-20-07, 05:56 PM | I've clarified that the Feriosity lasts only as long as he's drinking or raging, and that he can drop into unconciousness when the rage ends. I also moved it up to L6, but it doesn't seem especially powerful anymore :) |
| JackSnape09-20-07, 08:57 PM | Added new create water ability, check it out ;) |
| bkdubs12309-20-07, 09:12 PM | Why on earth can this class supernaturally conjure water? What purpose does it serve? At all? Ever? How can you explain the ability with any sort of flavor?? The rest looks fine. |
| JackSnape09-20-07, 09:19 PM | To clarify I didn't say they could conjure water I said they could create water. It's not magic it's just making water. As to what purpose it serves, it can do anything you can do with water. . . except be drunk. |
| bkdubs12309-20-07, 09:30 PM | Oh, its not magic when you just say, man I need some water, and then poof there's now a gallon or more water? And by what purpose it serves allow me to clarify: what purpose does it serve a Barroom Brawler? Saying that it serves any purpose you might need water for (except to drink...) is meaningless. By that logic every class ought to have Create Water, and further a whole slew of "non-magical" creation abilities. |
| poopmouth18709-20-07, 09:56 PM | doesnt this belong in the prestige class section. |
| JackSnape09-20-07, 09:58 PM | OK Re read it. . . |
| Leaflitter09-20-07, 10:00 PM | the way i can justify creat water is.:uh-huh: ..well how to put it...ok say you drink a lot of water or in Barroom Brawler case ale you dont want to leave drinking so you stay and drink some more then you get a pritty nice buzz going then...well "nature calls" :detect: and thats why you fail all chrisma based saves.:mymy: :hides: :shocked: :OMG! and that also answers why its not protable. i thaught this was the bumbist idea when i saw it on the class features section but once i read the dicription it fit so perfictly good job.:clap: :bow: :bow: |
| RollaD2009-20-07, 10:10 PM | the water is good to douse flames right?:D |
| pandoria09-20-07, 10:21 PM | AKA: The Drunken Master.? |
| JackSnape09-20-07, 10:38 PM | the water is good to douse flames right?:D or write your name in the snow! AKA: The Drunken Master.? The final product is similar, but not the same. The base class expected for entry is quite different. |
| Sir_Chivalry09-20-07, 10:40 PM | Actually it appears to be a drunken master for barbarians. I like. |
| coston8909-20-07, 11:00 PM | the water is good to douse flames right? or write your name in the snow! It's also good for waking up party members, making new friends, making new enemies, surprising said enemies, watering the grass/trees/druids, and getting free stuff!:ayyyy!: |
| bkdubs12309-21-07, 03:33 AM | Oh... So, you made... a class feature... that allows the Barroom Brawler to... take a pi$s? At will? Um... I can see that you thought it was... funny, but... honestly... |
| Leaflitter09-21-07, 03:14 PM | im going to play this in the next campain im in. i do think i will make a few alterations but i still love the idea of creat water. |
| JackSnape11-16-07, 06:11 PM | I'm knocking the dust off this one, since the barbarian in my campaign just said, "You know I wish there were some REALLY interesting PrCs for this character" :ayyyy!: Anyone have any comments I should hear before I show this to the player? |