Drunken Master Pathfinder society


Advice

The Exchange

Hi guys I gonna be starting at level 1. Iam semi new to pathfinder, have played up to only around like level 7 sometime ago.

I would like to build a pure drunken master but there is such a dizzying amount of feats,traits etc.Not sure what ability scores optimize well with the drunken master either.

Could someone provide some guidance from like level 1 to 4?

Not sure what ability scores optimize well with the drunken master either.

Thanks sooooo much


Here is the outline of my build that I've been running.

Link to my Monk plan

I used the "Dual Talent" Human Racial Attribute to overcome MAD, and didn't really mind doing so because some of the Combat Feats that other front-liners would take at 1st level require +1 BAB (like Power Attack).

If I had to do it all over again, I'd substitute "Toughness" in for "Deflect Arrows", since "Deflect Arrows" hardly ever comes up in the my game and I frequently wish I had some extra HP when I do get hit. I'd also swap "Improved Trip" with "Improved Grapple", since I've found that Grapple tends to be more situationally useful than Trip.

Also, just because you're going for Drunken Master doesn't mean you should ignore the Qinggong Monk archetype. Since the FAQ where Paizo staff explicitly stated that Qinggong and other Monk Archetypes can be used together there's no reason NOT to mix.

In short, had I known when I was initially making my Monk what I know now, I'd go with something like this:

Link to what I would build now

Sovereign Court

If you're planning on going for Drunken Master, one of the best magic items that is PFS legal is the Flask of Endless Sake (it's from one of the Jade Regent adventure paths IIRC). 4,000 gp, but it beats lugging other alcohol around.

It may or may not be for you, but one of the funnier ideas I've seen on the boards here was a Drunken Master (who might also have been Master of Many Styles) who takes Panther Style, Panther Claw, Panther Parry, and Mobility: As a standard action, drink some alcohol for a drunken Ki point; swift action spend the drunken Ki point for +4 to AC for one round; Move action, run around enemies provoking attacks of opportunity. Every time they attack you, you retaliate with an unarmed strike (one per enemy).

The plan I had for a Drunken Master (with the Qinggong Monk archetype, trading in Slow Fall for Barkskin) was to take the Accelerated Drinker (which seems so natural for a Drunken Master) and Dangerously Curious traits. Also have ranks in UMD, and a Cracked Vibrant Purple Prism Ioun Stone (to store Shield that you UMD'd from a wand). Walk around with a Potion of Mage Armour in hand (I planned on pouring the potion into an empty alcohol bottle for flavour reasons). Start of combat, drink the potion as a move action; as a standard action, activate your Ioun Stone to cast Shield. Outside of combat you drink alcohol to gain a drunken Ki point, and spend it to cast Barkskin. In combat, you spend your drunken Ki points for extra flurry attacks.

Only thing to keep in mind is I don't know how PFS will handle drinking a lot of alcohol. There are rules for excessive alcohol, but they are from the Game Mastery Guide, which isn't in the allowed rules for PFS. Therefore, I don't know how a GM in PFS will rule with you drinking so much alcohol. I'd love to get a PFS rule one way or the other, personally. Without it, I've been staying away from it just due to the table variation.

As for ability scores, I'd say they go just like other Monks; STR>CON>WIS>DEX>INT>CHA. Personally, I like STR 15, DEX 14, CON 14, INT 12, WIS 14, CHA 7 (before racials, and with your 4th level ability bump into STR), but that's just my opinion. Best races are probably ones that give you a racial to STR (and even better would be races with a bonus to STR and WIS).

As for feats, Banjoman has some good suggestions. Dodge, Improved Grapple, (and situational, but useful) Combat Reflexes are both good bonus feats from the Monk class. Toughness helps offset your d8 racial hit dice. Favoured class bonus should probably be to hit points. At 6th level, Improved Trip can be useful vs. humanoids, and Mobility can be handy depending on your build (see Panther Style above). At 10 level, Improved Critical is good if you're using a bludgeoning weapon (since you can't put Keen onto it), or if you're making unarmed strikes, Medusa's Wrath is always good (provided that you keep Stunning Fist by not taking an archetype that replaces it).

Hope that helps.


My build focuses on maxing Strength and going for more of a straightforward damage route. I use Unarmed Strikes with the Dragon Style Feat chain in concert with Drunken Strength to really max out my damage per attack as much as possible.

If it helps any, my gaming group just kind of ignores the drinking rules, and it hasn't been an issue since I try not to abuse it too egregiously. I also roleplay being constantly drunk, which helps explain the 7 Charisma in in-game terms (it's also a lot of fun).

Definitely some good suggestions from Arassuil.


What books do you have available, bearing in mind that if your PC uses a certain book, then you have to bring it to the PFS game?

The Exchange

Thanks for all the help so far guys. I have core,apg,arg,uc,um,faiths of corruption.


Here's my take on a drunken master monk:

Half-elf monk 1
Str 18 (16+2)
Dex 14
Con 12
Int 12
Wis 14
Cha 7

racial abilities: arcane training (wizard or witch), ancestral arms (sansetsuken)

Feats:
WP: sansetsuken (bonus)
Dodge (monk bonus)
Improved Initiative (level 1)

If you want access to wands of Cure Light Wounds, you could pick the witch as your Arcane Training class, but otherwise wizard has better buffs (like shield or mirror image), not to mention tons and tons of utility spells that you can cast from scrolls.

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