Drunken Master (this ones for any class) [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Leaflitter

12-15-07, 12:30 PM
Drunken Master

After being a drunk for some time the fighter sprit still burns brightly in every fighter. The Drunken Master is the culmination of years of hard work perfecting the art of fighting and the drowning of ones sorrows in ale. Drunken Master’s are often looked down upon by the martial arts community. This is do to the lack of control the Drunken Master have after a few drinks. The Drunken Master just laughs at the nay sayers and takes another drink. Laid back and casual is the motto for the Drunken Master. Often found in the local tavern telling stories and having a good time. Drunken Masters are quick to stand you for there friends weather they just met them that night or knew them for years, they will take on all comers. More often then not the opponents of the Drunken Master lose and lose badly. They never look at drunks in the same way again.

Drunken Master
Requirements
Base Attack: +5
Feats: improved unarmed strike, greater fortitude, combat expertise, improved trip
Skills: tumble 4 ranks and bluff 4 ranks

Level-----BAB-----Fort-----Ref-----Will-----Class Abilities
1 --------+1--------+2-------+2-------+0------I’ll have another
2---------+2--------+3-------+3-------+0------you don’t need that, Ac+1
3---------+3--------+3-------+3-------+1------I just lost my balance
4---------+4--------+4-------+4-------+1------ha, AC+2
5---------+5--------+4-------+4-------+1------I’ll take you all on
6---------+6--------+5-------+5-------+2------oh crap, AC+3
7---------+7--------+5-------+5-------+2------I can still get you
8---------+8--------+6-------+6-------+2------that’s right,AC+4
9---------+9--------+6-------+6-------+3------it’s my medicine
10-------+10-------+7-------+7-------+3------here’s a light, AC+5


Hit Dice: d8
Skill Points at each level: 4+ int
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Intimidate, Knowledge (tavern), Jump, Perform, Tumble.

Class Features
Weapon and Armor Proficiencies: Drunken Masters gain improvised weapon proficiency. That means they no longer suffer the -4 penalty to attacks with objects not meant for combat. They still suffer the -4 to attacking with manufactured weapons that they are not proficient with. Drunken Masters gain not armor or shield proficiencies.

I’ll have another: as a move equivalent action you can down a bottle of wine or the equivalent. This gives you a bonus +2 to strength and constitution or strength and dexterity. It also gives you a -2 to intelligence, wisdom and charisma (the effects last 3+con mod). You can’t perform any skills that require Int, Wis or Cha except for listen, perform (drunken dance), perform (drunken antics). You also take a -2 on spot checks

You don’t need that: same as improved disarm (PH pg.95)

AC bonus: starting at level 2 you get a +1 to your AC when wearing light or no armor. Every even level after that the bonus goes up by one.

I just lost my balance: you start to stumble back and forth making you movements very hard to predict. You can designate up to two opponents and get a +1 dodge bonus against them or designate one opponent and get a +1 t attack.

Ha: with improvised weapons you now add 1d4 to damage.

I’ll take you all on: never outnumbered skill trick (CS pg.87)

Oh crap: with flexible improvised weapons you now get +2 to trip attempts. Also broad flat surfaced objects (like tables) can be used like improvised tower shields. Objects with apendijes (chsirs, coat racks, weapon racks) provide a +2 to disarm attempts.

I can still get you: you lack of balance allows you to make turns that others wouldn’t be able to make. You can make one turn up to ninety degrees during a charge.

That’s right: with improvised weapons you replace the 1d4 extra damage with 1d6 extra damage.

It’s my medicine: you can consume one drink and instead of adding to abilities you can have it heal 1d8 + Drunken Master level worth of damage

Here’s a light: you can light the funs of your breath. as a free action you can can deal 4d8 points of fire damage to all within the 20-foot cone, or half to those who make a Reflex save (DC 10+Drunken Master level+Dex Modifier). Using heres a light uses up one drink from inside the Drunken Master lessening the effects to abilities.


any opinion would be welcome.
Bromordra

12-16-07, 05:18 PM
Ha! I love it! Seems like a wonderful flavor class for your basic "Drunken Dwarf Fighter".

I especially liked the "Here's a Light" special ability.

I give it a 4 out of 5
Leaflitter

12-16-07, 07:35 PM
thanks! :tie:
Leaflitter

12-18-07, 08:41 PM
:bump:

i know... this it sad
sigma999

12-21-07, 07:52 PM
It's not quite for any class, just so's ya know.

Some suggestions:
Read more RPG game material. It'll help with wording, legibility, and mechanics knowledge.
Avoid abilities that rely on "designate opponent" as this slows combat. The 3.5e Dodge feat is a pathetic thing to look up to.
If you realllly want this to be an all-classes PrC, consider ways these abilities could combine with spells as well, or more versatile options as free or Swift actions so that spellcasters don't waste actions.

Other than that, I'd give it a rating of "lulz" for comic relief but a "wait a sec.." for originality.
Leress

12-22-07, 01:34 AM
Drunken Master

After being a drunk for some time the fighter sprit still burns brightly in every fighter. The Drunken Master is the culmination of years of hard work perfecting the art of fighting and the drowning of ones sorrows in ale. Drunken Master’s are often looked down upon by the martial arts community. This is do to the lack of control the Drunken Master have after a few drinks. The Drunken Master just laughs at the nay sayers and takes another drink. Laid back and casual is the motto for the Drunken Master. Often found in the local tavern telling stories and having a good time. Drunken Masters are quick to stand you for there friends weather they just met them that night or knew them for years, they will take on all comers. More often then not the opponents of the Drunken Master lose and lose badly. They never look at drunks in the same way again.
I will keep this in mind


Drunken Master
Requirements
Base Attack: +5
Feats: improved unarmed strike, greater fortitude, combat expertise, improved trip
Skills: tumble 4 ranks and bluff 4 ranks
This is very feat intensive you may want to reduce those.

Level-----BAB-----Fort-----Ref-----Will-----Class Abilities
1 --------+1--------+2-------+2-------+0------I’ll have another
2---------+2--------+3-------+3-------+0------you don’t need that, Ac+1
3---------+3--------+3-------+3-------+1------I just lost my balance
4---------+4--------+4-------+4-------+1------ha, AC+2
5---------+5--------+4-------+4-------+1------I’ll take you all on
6---------+6--------+5-------+5-------+2------oh crap, AC+3
7---------+7--------+5-------+5-------+2------I can still get you
8---------+8--------+6-------+6-------+2------that’s right,AC+4
9---------+9--------+6-------+6-------+3------it’s my medicine
10-------+10-------+7-------+7-------+3------here’s a light, AC+5
Okay let's look closer


Hit Dice: d8
Skill Points at each level: 4+ int
Skills: Balance, Bluff, Climb, Craft, Escape Artist, Intimidate, Knowledge (tavern), Jump, Perform, Tumble.
Okay

Class Features
Weapon and Armor Proficiencies: Drunken Masters gain improvised weapon proficiency. That means they no longer suffer the -4 penalty to attacks with objects not meant for combat. They still suffer the -4 to attacking with manufactured weapons that they are not proficient with. Drunken Masters gain not armor or shield proficiencies.
Okay

I’ll have another: as a move equivalent action you can down a bottle of wine or the equivalent. This gives you a bonus +2 to strength and constitution or strength and dexterity. It also gives you a -2 to intelligence, wisdom and charisma (the effects last 3+con mod). You can’t perform any skills that require Int, Wis or Cha except for listen, perform (drunken dance), perform (drunken antics). You also take a -2 on spot checks
It's not that good except for maybe some antics from a drunk bard

You don’t need that: same as improved disarm (PH pg.95)
Just say that the class gets the feat.

AC bonus: starting at level 2 you get a +1 to your AC when wearing light or no armor. Every even level after that the bonus goes up by one.
What kind of bonus is this?

I just lost my balance: you start to stumble back and forth making you movements very hard to predict. You can designate up to two opponents and get a +1 dodge bonus against them or designate one opponent and get a +1 t attack.
This isn't very good since it is a very small bonus to keep up with.

Ha: with improvised weapons you now add 1d4 to damage.
Okay

I’ll take you all on: never outnumbered skill trick (CS pg.87)
You really need to add more to this level than just this. It is practically a dead level since this skill trick is very situational.

Oh crap: with flexible improvised weapons you now get +2 to trip attempts. Also broad flat surfaced objects (like tables) can be used like improvised tower shields. Objects with apendijes (chsirs, coat racks, weapon racks) provide a +2 to disarm attempts.
This really needs to be cleared up a lot. What about a cauldron lid?

I can still get you: you lack of balance allows you to make turns that others wouldn’t be able to make. You can make one turn up to ninety degrees during a charge.
Okay

That’s right: with improvised weapons you replace the 1d4 extra damage with 1d6 extra damage.
Not very good since it is only an increase of 1 point of damage on average.

It’s my medicine: you can consume one drink and instead of adding to abilities you can have it heal 1d8 + Drunken Master level worth of damage
Fair, just needs to be clear about what counts as a drink.

Here’s a light: you can light the funs of your breath. as a free action you can can deal 4d8 points of fire damage to all within the 20-foot cone, or half to those who make a Reflex save (DC 10+Drunken Master level+Dex Modifier). Using heres a light uses up one drink from inside the Drunken Master lessening the effects to abilities.
Wouldn't Con modifier be more appropriate for the DC? The damage is very low (average 18 on a failed save).

any opinion would be welcome.[/QUOTE]

There is a lot of potential for the class, it just need more combat ability and tightened concept of the class. (not just get drunk and beat people). Use the classes skills to find ways of giving the class an extra punch (and encourage caring about the class skills)
Good start, but need much work.
sigma999

12-22-07, 04:21 PM
DONNNN Leress the PEACHmaster strikes again.
Just please don't let you-know-who know about this class, he'll tear it a new one like he did with the Runelord. :P