
ItoSaithWebb |

Would like some feed back on my Drunken Master Prestige Class conversion.
DRUNKEN MASTER
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual—or as controversial—as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a fight, and they are often found half-asleep in taverns, mumbling incoherently. This flies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.
Monks form the backbone of the drunken boxing school. A monk loses some face with his original school or monastery for becoming a drunken master, but a brilliant display of drunken fighting can sometimes silence critics in one’s
former school. Members of other classes become drunken masters only rarely, although students often tell the tale of a barbarian from the north who became a phenomenal drunken master.
Prospective students are studied at a distance by other drunken masters, then treated to a display of the power of drunken boxing. If the student expresses enthusiasm for learning the new techniques, a group of drunken masters takes him or her from tavern to tavern, getting rip-roaring drunk, causing trouble, and passing along the first secrets of the technique. Those who survive the revelry are welcomed as new drunken masters.
NPC drunken masters are often found in taverns and bars. They rarely pick fights there, but are quick to come to the aid of someone overmatched in a tavern brawl. Most keep a low profile, although some are famous—or infamous—for the deeds they have performed while under the influence.
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), Stealth (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), and Swim(Str)
HD: d8, Skill Points at Each Level: 4 + Int modifier.
Level___BAB_____FORT
________________/Ref
________________Save____Will____Special
1_______+0______1_______0_______Drunken Monk, Drink like a demon, improvised weapons
2_______ +1______ 1_______ 1_______ Stagger
3_______ +2______ 2_______ 1_______ Swaying waist
4_______ +3______ 2_______ 1_______ AC bonus +2, improved improvised weapons
5_______ +3______ 3_______ 2_______ greater improvised weapons
6_______ +4______ 3_______ 2_______ Improved Feint
7_______ +5______ 4_______ 2_______ Improved Grapple
8_______ +6______ 4_______ 3_______ For medicinal purposes
9_______ +6______ 5_______ 3_______ AC bonus +4, corkscrew rush, superior improvised weapons
10______ +7______ 5_______ 3_______ Master of the bottle
Class Features
All of the following are class features of the drunken master prestige class.
Weapon and Armor Proficiency: Drunken masters gain no proficiency with any weapon or armor.
Drunken Monk (Ex): If the character in question has any level of monk then the Drunken Master prestige class stack with the monk level in regards to unarmed damage and flurry of blows, but not other abilities are gain in this way.
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 + con bonus + 3. At the end of this bout of drunken prowess the Drunken Master is still intoxicated but can start the bonus up by “Maintaining the Buzz” regain the previous bonus however after the duration is over the drunken master gains fatigued status. If at this point the Drunken Master “Maintains some more” he gain his bonuses back but still sufferers the fatigue status penalties and after the duration his status changes to exhausted. If the Drunken Master dares to “Maintain” even more for the same duration but after the duration ends he falls asleep.
Improvised Weapons (Ex): 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. Lastly improvised weapons in a Drunken Master’s hands are considered a special monk weapon for purposes of using it with flurry of blows.
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 acrobatic check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.
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 Armor Class against any one opponent he chooses during his
turn.
AC Bonus (Ex): At 4th level, a drunken master gains a +2 bonus to Armor Class. This bonus improves to +4 at 9th level.
Improved Improvised Weapons (Ex): A drunken master of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length. In addition flexible objects like clothing or towels may be used as a improvised weapon. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields. Lastly any improvised weapons under five pounds are considered to be a light weapon.
Greater Improvised Weapons (Ex): At 5th level and higher, a drunken master wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4. In addition improvised weapons under 10 pounds are considered light weapons.
Improved Feint (Ex): A drunken master who attains 6th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.
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. This however will not remove a fatigue or exhausted status.
Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this maneuver, 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 Wis 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.
Master of the bottle (Sp): A 10th-level drunken master has mastered the art of deception against his foes. His staggering form of tipping forward, side to side and backward has been mastered to perfection. Any attack directed a Drunken Monk while in the appearance of being drunk has a one in four chance to miss entirely. Although very convincing a Drunken Master can now never actually get drunk due to his high tolerances to alcohol and he now no longer suffers from maintaining, however now he is forever and hopelessly addicted, if the Drunken Master does not have regularly at least one drink every two hours he receives a cumulative - 2 to attacks and AC for every hour he does not have his “medicine”! He returns to normal after consuming at least two drinks.
Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk.

Stalchild |

My suggestions would be;
Swap out the improvised weapon features for the core feats (Throw Anything and Improvised Weapon Mastery) at the first time they would be gained.
The improved/greater levels could be modified to increase the damage by additional steps, allowing it to keep pace with the unarmed damage of a pure monk.
I'm not sure how I feel about the 'maintaining the buzz' mechanic, but I haven't gotten to try it, so I dunno. Same goes for the capstone, really.
My own capstone suggestion; have Master of the Bottle improve both Str and Con, rather than one or the other. Rather than a 25% miss chance, just make Swaying Waist always active against anyone the master is aware of.
On a merely nostalgic note, I miss the fire-belching ability. Entirely for flavour/humour reasons, though, as it was a useless attack all around..

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On a merely nostalgic note, I miss the fire-belching ability. Entirely for flavour/humour reasons, though, as it was a useless attack all around..
Why not bring it back as a 15' cone, 1d4 fire damage per class level, takes 3 drinks to use, Ref DC 10 + class level + Con mod for half damage, similar to the Oracle of Flames' Fire Breath. (The 3 drink cost is to prevent it from being an every round thing, or even really an every battle thing.)

Stalchild |

Stalchild wrote:On a merely nostalgic note, I miss the fire-belching ability. Entirely for flavour/humour reasons, though, as it was a useless attack all around..Why not bring it back as a 15' cone, 1d4 fire damage per class level, takes 3 drinks to use, Ref DC 10 + class level + Con mod for half damage, similar to the Oracle of Flames' Fire Breath. (The 3 drink cost is to prevent it from being an every round thing, or even really an every battle thing.)
Not bad! Though I'm not really sure what level to grant that power at... it seems somewhat underwhelming to be given to a prestige class, much less any level other than 1. Maybe 1d8 per class level? Or add some variable to # of drinks consumed affecting the intensity of the fire...
Though you do bring up an interesting point... exactly how much alcohol does an adventuring Drunken Master bring with him on average? I picture a mule carrying wine barrels for the explicit use of the party monk's doping just before venturing into the dragon's lair...

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The Oracle fire breath is a d4 per class level, usable once per day plus once every 5 class levels. Maybe the damage goes to 1d6 per class level, though I could see the d8, since it would max out for a Monk 5/Drunken Master 10 at 10d8 (average 45, min 10, max 80) usable at will every 3 rounds assuming move actions used to recharge drinks, versus a potential 15th level Oracle of Flames at 15d4 (average 37.5, min 15, max 60) usable every round up to 4 times per day. Still, the d6 per class level gives the same max damage and a closer average damage (35).

ItoSaithWebb |

Well the reason that I ditched the Flame Breath is because when I thought of the Drunken Master I think of the original movie with Jackie Chan in it. During that once he has mastered the style he was notoriously hard to hit because of the way he moved.
Also if you ever saw the movie his Master who taught him the style would get the shakes and become a less efficient fighter if he didn't have his booze.

ItoSaithWebb |

My own capstone suggestion; have Master of the Bottle improve both Str and Con, rather than one or the other. Rather than a 25% miss chance, just make Swaying Waist always active against anyone the master is aware of.
hmmm, that is something to think about. Still keeping the alcoholic syndrome part of the cap stone because I really want it to be a double edge sword. So it has to be just as cool as it is screwed up.

ItoSaithWebb |

My suggestions would be;
Swap out the improvised weapon features for the core feats (Throw Anything and Improvised Weapon Mastery) at the first time they would be gained.
See here is the problem with that. This prestige class was created before pathfinder and those feats existed so they are class abilities, albeit modified a bit from the original. Also how would you time when the first time they would be gained since you can take a prestige class at any time?

Stalchild |

Stalchild wrote:See here is the problem with that. This prestige class was created before pathfinder and those feats existed so they are class abilities, albeit modified a bit from the original. Also how would you time when the first time they would be gained since you can take a prestige class at any time?My suggestions would be;
Swap out the improvised weapon features for the core feats (Throw Anything and Improvised Weapon Mastery) at the first time they would be gained.
I'd give improvised weapon mastery at entry level, and Throw Anything at the same time as Improved (fits with the wider usage of objects, I think). Damage increase could apply to melee only, or to both melee and ranged.

ItoSaithWebb |

ItoSaithWebb wrote:I'd give improvised weapon mastery at entry level, and Throw Anything at the same time as Improved (fits with the wider usage of objects, I think). Damage increase could apply to melee only, or to both melee and ranged.Stalchild wrote:See here is the problem with that. This prestige class was created before pathfinder and those feats existed so they are class abilities, albeit modified a bit from the original. Also how would you time when the first time they would be gained since you can take a prestige class at any time?My suggestions would be;
Swap out the improvised weapon features for the core feats (Throw Anything and Improvised Weapon Mastery) at the first time they would be gained.
Just curious are you suggesting this so that a person couldn't take those feats and become more powerful or to put them in so taking those feats wouldn't count with this class?
BTW you guys did see this right?
Drunken Monk (Ex): If the character in question has any level of monk then the Drunken Master prestige class stack with the monk level in regards to unarmed damage and flurry of blows, but not other abilities are gain in this way.

Azhagal |

on second glance me still like a lot and want to playtest it to see how it'd work out in combat.
now ith that said, there is one thing that strikes me as a little wonky
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....and so on and so forth
was this deliberate? seeing as how you'd be coming into drunken master from the monk class so lowering the wisdom score can be somewhat crippling when trying to use the monks abilities you had gained that depend on your wisdom such as stunning. if this was deliberate, then I'd strongly suggest changing it to:
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 Charisma and Intelligence by 2 points each, but increases his Strength or Constitution (character’s choice) by 2 points....and so on and so forth
since (as you know) the monks DC for its stunning fist is low and easy exceed so unless you are totally against using stunning fist due to it's already "iffy" utility, you really wouldn't want to use Drink like a demon or simply make it "reduce intelligence OR wisdom for a strength or constitution bonus"
but other than that, this is as solid as a wall of iron

Stalchild |

Stalchild wrote:ItoSaithWebb wrote:I'd give improvised weapon mastery at entry level, and Throw Anything at the same time as Improved (fits with the wider usage of objects, I think). Damage increase could apply to melee only, or to both melee and ranged.Stalchild wrote:See here is the problem with that. This prestige class was created before pathfinder and those feats existed so they are class abilities, albeit modified a bit from the original. Also how would you time when the first time they would be gained since you can take a prestige class at any time?My suggestions would be;
Swap out the improvised weapon features for the core feats (Throw Anything and Improvised Weapon Mastery) at the first time they would be gained.
Just curious are you suggesting this so that a person couldn't take those feats and become more powerful or to put them in so taking those feats wouldn't count with this class?
BTW you guys did see this right?
Drunken Monk (Ex): If the character in question has any level of monk then the Drunken Master prestige class stack with the monk level in regards to unarmed damage and flurry of blows, but not other abilities are gain in this way.
I'm only suggesting it to make it flow a little more with the core rules. It seems to me that taking those feats would be redundant with these class abilities.
And yeah, I think the Drunken Monk idea is a good one. I just think the damage scaling with improvised weapons adds a nice alternative to unarmed combat. Say, overcoming DR with an adamantium tankard? ;)

Cartigan |

Well the reason that I ditched the Flame Breath is because when I thought of the Drunken Master I think of the original movie with Jackie Chan in it. During that once he has mastered the style he was notoriously hard to hit because of the way he moved.
Also if you ever saw the movie his Master who taught him the style would get the shakes and become a less efficient fighter if he didn't have his booze.
I think the flame breath was a joke based on Legend of Drunken Master...
I always wanted to play a Drunken Master. My plan was to carry around a bag of holding filled with ale...

ItoSaithWebb |

ItoSaithWebb wrote:Well the reason that I ditched the Flame Breath is because when I thought of the Drunken Master I think of the original movie with Jackie Chan in it. During that once he has mastered the style he was notoriously hard to hit because of the way he moved.
Also if you ever saw the movie his Master who taught him the style would get the shakes and become a less efficient fighter if he didn't have his booze.
I think the flame breath was a joke based on Legend of Drunken Master...
I always wanted to play a Drunken Master. My plan was to carry around a bag of holding filled with ale...
Actually my main character is an artificer and is bringing in my Drunken Master as a Cohort and is going to craft him a unbreakable never ending wine jug

Lunn |

I personally like this version of the Drunken Master Prestige Class.
The original versions were painful for being a Monk PrC from what I recall as they were like a Monk but never continued getting any Monk benefits or being able to Flurry with those Improvised Weapons, it might as well have been a Fighter drunk off his ass.
If you wanted to really add the "Improvised Weapon Master" feat in this class, make it a bonus feat. Improvised Weapon Master at 10th Level instead of at entry level. Though that's just my 2 CP on the matter.

Cartigan |

Cartigan wrote:Actually my main character is an artificer and is bringing in my Drunken Master as a Cohort and is going to craft him a unbreakable never ending wine jugItoSaithWebb wrote:Well the reason that I ditched the Flame Breath is because when I thought of the Drunken Master I think of the original movie with Jackie Chan in it. During that once he has mastered the style he was notoriously hard to hit because of the way he moved.
Also if you ever saw the movie his Master who taught him the style would get the shakes and become a less efficient fighter if he didn't have his booze.
I think the flame breath was a joke based on Legend of Drunken Master...
I always wanted to play a Drunken Master. My plan was to carry around a bag of holding filled with ale...
Adamantine Flagon of Neverending Ale.

MinstrelintheGallery |

I like a lot of this - the drunken monk ability in particular, but drink like a demon is still to weak (it always was). Minus two to two stats for a plus two in one is a bad trade. Compare it to rage- or mutagen (very similar ability- drink something, get dumber and stronger). Mutagen gives a +2 natural armor bonus +4 to a physical stat and -2 to a mental one. Which physical stat determines the mental stat- Strength for Intelligence, Dexterity for Wisdom etc... You can stack it like drink like a demon, but you don't run the risk of catatonia from a touch of idiocy either.
It wouldn't need to match mutagen either, that natural armor bonus could easily be a dodge bonus. you could stack them, but at a 2 for one ratio. Example: Drink one- minus 1 int, plus 2 str; Drink two- additional minus 1 int plus 2 str (total is +4 str, -2 int); Drink three- minus 1 cha, plus 2 con etc. Mutagen is a standard action, while drinking can be a move action. At higher levels the penalty can be halved, minimum one (keepings the one drink per level at a time of course) at level ten you could have +10str and con and -5 int and cha (or if using the halved +10 and -3) or the more extreme +20, -10 (or for the halved +20, -5)
Or, if you don't think that's balanced, give him the mutagen ability, using his drunken master level as his alchemist level (stacking with alchemist levels of course) and give him greater and grand mutagens at levels five and ten. (this would only grant those abilities on level earlier than an alchemist, at best).
Just some food for thought.