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| Xerxal10-04-04, 03:52 PM | We've reached a point in my campaign where the players have started looking toward the prestige classes on the horizon. We have a future arcane trickster, a soon-to-be frenzied berserker; but what to do with our resident alcoholic sorcerer? Since I couldn't find a prestige class that suited him, but still want to keep him up to speed with the rest of the party, I decided to create one, using the drunken master prestige class as a model. I'd like to try to achieve viability and balance with the prototype I've posted below, so any comments are more than welcome. Drunken Sorcerer Requirements To qualify to become a Drunken Sorcerer, a character must fulfill the following criteria. Saves: Base Fortitude Save +2 Feats: Any one metamagic feat Spellcasting: Ability to cast 3rd level Arcane Spells without preparation. Special: The character must have consumed at least 100 cubic feet of alcohol within the course of his lifetime and he must still be alive. (No undead Drunken Sorcerers) BAB: As wizard Saves: Good Fort Spellcasting: +1 per Level Level 1st Special: Drink Like a Demon, Callused Liver 2nd Special: Drunken Metamagic I 3rd Special: Drunken Spell Power +1 4th Special: 5th Special: For Medicinal Purposes 6th Special: Drunken Spell Power +2 7th Special: Drunken Metamagic II 8th Special: Breath of Flame 9th Special: Drunken Spell Power +3 10th Special: Drunken Metamagic III Hit Die: d4 Class Skills The Drunken Sorcerer’s class skills are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (Arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at each Level: 2 + Int Modifier Spells per Day/Spells Known: At every level gained in the Drunken Sorcerer class, the character gains new spells per day and spells known as if he had also gained a level in the spellcasting class he belonged to before adding this prestige class. Drink Like a Demon (Ex): A Drunken Sorcerer’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, Dexterity, and Intelligence by 2 points each, but increases his Constitution or Charisma (Drunken Sorcerer’s choice) score by 2 points. A Drunken Sorcerer can benefit from a number of drinks equal to his Class Level. The effect lasts a number of rounds equal to the character’s Drunken Sorcerer level +3. Callused Liver (Ex): A Drunken Sorcerer adds his Drunken Sorcerer level to all Fortitude saves against the effects of alcohol. Drunken Spell Power: While the Drunken Sorcerer is under the effects of at least one drink of alcohol, add this value to the character’s effective caster level (for purposes of determining level-dependent effects such as damage dice, durations, range, and caster level checks only). Drunken Metamagic (Su): A 4th level Drunken Sorcerer can reduce the casting time and effective spell level increase involved in using metamagic feats. By expending one drink of alcohol from his system (lessening bonuses and penalties), the Drunken Sorcerer can augment a spell with a metamagic feat using the spell’s normal casting time. Starting at 7th level, a Drunken Sorcerer can expend 4 alcoholic drinks in his system to reduce the increased spell level of an augmented spell by 1. At 10th level, the bonus increases to 2. (A Drunken Sorcerer cannot reduce a metamagic feat’s spell level increase below 1 using this ability.) For Medicinal Purposes (Sp): At 5th Level, a Drunken Sorcerer gains the ability to convert a single alcoholic drink he has ingested into a potion of cure moderate wounds, as if he had drunk a dose of the potion. For Medicinal Purposes consumes one drink’s worth of alcohol, lessening the bonuses and penalties. This ability is usable up to three times per day as a standard action that does not provoke an attack of opportunity. Breath of Flame (Sp): An 8th Level Drunken Sorcerer can ignite some of the alcohol within his body and spew it forth as a free action. Breath of Flame deals 3d12 points of fire damage to all within a 20 foot cone, or half damage to those that make a Reflex save (DC: 10 + Drunken Sorcerer Level + Drunken Sorcerer’s Con Modifier.) Each time a Drunken Sorcerer uses Breath of Flame, it consumes one drink’s worth of alcohol from within his body (lessening the bonuses and penalties.) (Edit: God, that table was a mess) |
| Nuntius12810-04-04, 05:23 PM | The idea made me think of a sorceror who while very drunk, just let a fwe spells fly out each time he hiccuped accidentally. That could be an interesting high level campaign. Haha. *hiccup* *Meteor Swarm* Also, is there a limitation to the "Medicinal Purposes" ability? Or can any alcohol consumed cure HP? |
| The Commoner10-04-04, 06:55 PM | That is an awsome way to keep your player involved and excited about his/her character. I love it. |
| Xerxal10-04-04, 07:48 PM | The idea made me think of a sorceror who while very drunk, just let a fwe spells fly out each time he hiccuped accidentally. That could be an interesting high level campaign. Haha. *hiccup* *Meteor Swarm* That's a cool idea, I just might steal that if I can figure out a way to use it without making the player feel shafted. Maybe make it have a will save DC 10 + Number of Alcoholic drinks in the character's system each round or a random spell fires in a random area Also, is there a limitation to the "Medicinal Purposes" ability? Or can any alcohol consumed cure HP? Ah, thank you, I'd missed the last line on the Drunken Master ability of the same name. It should be usable up to three times per day as a standard action. |
| Xerxal10-04-04, 08:00 PM | That is an awsome way to keep your player involved and excited about his/her character. I love it. Thank you. /takes bow |
| Crunchy Frog10-04-04, 11:13 PM | As it stands, this can be taken by a 1st level sorcerer/1st level (anything with good fort saves). Do you really want low-level characters to take this class? If not, try: Spellcasting Requirement: able to cast 3rd level arcane spells without preparation. If you do this, maybe you should replace the save requirement with the Great Fortitude feat. |
| Xerxal10-05-04, 12:43 AM | As it stands, this can be taken by a 1st level sorcerer/1st level (anything with good fort saves). Do you really want low-level characters to take this class? If not, try: Spellcasting Requirement: able to cast 3rd level arcane spells without preparation. If you do this, maybe you should replace the save requirement with the Great Fortitude feat. Noted and changed. I hadn't noticed this since I was designing this prc with just the sorcerer (and possibly the group's bard) in mind. I'm trying to avoid throwing in great fortitude since I've always hated the "waste a feat" mentality of most prcs. |
| Walnut10-05-04, 10:19 AM | Another note: Spell-like abilities provoke when they take a standard action or longer (Medicinal Purposes). In that case it should provoke(I'd make it) or be (Su). |
| edsonaoki10-07-04, 10:37 AM | The problem is that without a feat requirement, there is no reason for a sorcerer not to take this class, except soley for role-playing reasons. Drink like a demon is very powerful, more powerful for a sorcerer than for a monk. A monk either moves and attack, or full attack, so it has rare opportunities of having a free move action. With the sorcerer is different; by standing still but otherwise acting normally, a sorcerer virtually gets a +2 cumulative bonus on CHA every round, which is powerful and potentially unbalancing (this equals to +1 DC every round). Or the sorcerer may not do anything but to drink, and acumulate +4 to DC with only 2 rounds for all its spells. If you want to balance things out, give the drunken sorcerer a 10% chance per dose of alcohol ingested of mishaping a spell (like a wilder when it attempts a wild surge). No extra prereqs would be necessary to balance the class. |
| markhaus10-10-04, 07:51 AM | I suggest the bonus to CHA not affect spells, only skills. Otherwise nifty. Mayhap adding great fortitude as a req would be good to balance the power gained? Also a few ranks in craft alchemy or alcohol might be a good balancing factor. |