Equipment Trick: Ale Tankard - Crowd-sourcing ideas


Advice


One of my players came to me with an idea for his next character, a ranger who follows Cayden Cailean, follows the two-weapon path, and holds an ale tankard in his off hand. He asked if I could come up with a few tricks for the Equipment Trick feat for him to use with his tankard. I personally LOVE this concept, and agreed to try. So far, this is what I've come up with.

In addition to the feat or skill requirements listed for each of these tricks, you must have the Equipment Trick (tankard) feat. You may use these tricks with any metal tankard weighing at least 1 pound.

Mace Mug (no additional prerequisites): You are considered proficient with the tankard in combat dealing lethal damage to your enemies. Treat the tankard in all respects as a light mace.
Blocking Beerstein (Armor Proficiency - Shield): You treat the tankard in all respects as a light steel shield.
In Your Face (Combat Expertise): As a move action, you can throw the liquid contents of your tankard into your opponent's face, distracting him momentarily. All allies threatening the opponent when he is distracted may make an immediate attack of opportunity. This trick may only be used against opponents with a face whose face is reachable by the tankard's wielder (No more than one size category larger, etc.)

Any other suggestions or ideas would be welcome. Thanks!


The tankard should always be a fragile weapon, so it cannot be quite like a light mace. I don't like that trick that much because the tankard is already like a light mace as it is an improvised weapon that deals bludgeoning damage!

Here are some ideas:

- perform dirty tricks at range by throwing the tankard's contents at enemies. (Obviously, this can blind but not deafen, and it can sicken but not entangle.) This could be further improved by allowing this dirty trick as a free action when you hit with a ranged attack.

- grant the tankard the broken condition to block a hit and give a bonus to your AC that turn.

- roll the tankard down the floor for an AoO trip attempt on a running or moving opponent.

- use a tankard as a disarm weapon!


There's no reason not to have a metal tankard, which you lined out, so the first 2 are good as is, and fun.

In Your Face: Should be changed to "Once per combat, the user can make a Dirty Trick Combat maneuver in place of any melee attack, or as a ranged attack within 10ft, to give the Blinded or Sickened Conditions. This maneuver does not provoke AoO's. You may spend a move action to refill the Mug with liquid, which allows another use of this ability each time it is filled."

Slippery Grip(Imp Dirty Trick):You can splash liquid on an enemies hands to create a Grease like effect. Make a Dirty Trick maneuver against a melee target, if the maneuver is successful, the Reflex DC to pick up the weapon/item is equal to your CMD. You may spend a move action to refill the Mug with liquid, which allows another use of this ability each time it is filled."

Goes Down Smooth(Imp Trip): Your splashing drink causes your opponent to slip up. Make a Trip maneuver against a target within 10 ft. Regardless of success, the square is under a Grease like effect, the Acrobatics DC to move within that square equals your CMD. You can target an empty square in this manner. The effect lasts an number of rounds equal to half your BAB. You may spend a move action to refill the Mug with liquid, which allows another use of this ability each time it is filled."


Mace Mug
At best, I would count a mug an unarmed attack that dealt lethal damage, perhaps gaining the benefits the Catch Off Guard feat. This would be cool for a drunken monk build.

Blocking Beerstein
At best, I would call it a buckler that might break after deflecting an attack.

In Your Face
I would rework this into a bonus to a Feint attempt.


Taking some suggestions, I find things looking like this:

In addition to the feat or skill requirements listed for each of these tricks, you must have the Equipment Trick (tankard) feat. You may use these tricks with any metal tankard weighing at least 1 pound.

Mace Mug (no additional prerequisites): You are considered proficient with the tankard in combat dealing lethal damage to your enemies. Treat the tankard in all respects as a light mace.
Blocking Beerstein (Armor Proficiency - Shield): You treat the tankard in all respects as a light steel shield.
In Your Face (Improved Feint): As a swift action, you can throw the liquid contents of your tankard into your opponent's face, distracting him momentarily. You gain a +4 circumstance bonus on any feint attempt made in the same round (To be sure you hit their face, opponents should be no more than one size category larger, etc.). Your tankard must be at least half full to use this trick, after which your tankard is considered empty.
Slippery Grip(Improved Disarm):As a move action, you can splash liquid on an enemies hands to weaken their grip. This grants you a +4 circumstance bonus on disarm attempts made during the same combat. To perform this trick, your tankard must not be empty.
Goes Down Smooth(Improved Trip): As a move action, you end up splashing your drink on the floor, causing your enemy to become less sure footed. You gain a +4 circumstance bonus on trip attempts made before the end of your next turn. To perform this trick, your tankard must not be empty.
Alehouse Amplifier (Ranks in Perform (acting, comedy, oratory, or singing): Using your empty tankard, you enhance the volume of your voice. The Listen DC for anything you say in this way is reduced by a number equal to the number of ranks you have in the attempted form of Perform. If using a bardic Performance, your range for the performance is increase by a number of feet equal to the number of ranks you have in the attempted form of Perform. This trick only works with Perform (acting, comedy, oratory, or singing).
Drunken Devotion (Divine spellcaster who worships Cayden Cailean) : As long as the last beverage your tankard held is beer, wine, or ale, you may use the tankard as a holy symbol.


Something should prevent you from doing both Mace Mug and Blocking Beerstein at the same time. Just the addition of "may" could do it ("You may treat the tankard...")

Alehouse Amplifier - very very few things increase by individual feet. Should do 5 ft. for every five ranks, or perhaps 5 ft. + 5 ft. for every five ranks.

I think Drunken Devotion is unnecessary - any tankard should serve as a holy symbol generally.


Majuba wrote:
Something should prevent you from doing both Mace Mug and Blocking Beerstein at the same time. Just the addition of "may" could do it ("You may treat the tankard...")

I think a note that it's one or the other, unless you've got two-weapon defence should prevent munchkinism.

Majuba wrote:
Alehouse Amplifier - very very few things increase by individual feet. Should do 5 ft. for every five ranks, or perhaps 5 ft. + 5 ft. for every five ranks.

True, but then it feels more forced. A foot at a time seems more natural.

Majuba wrote:
I think Drunken Devotion is unnecessary - any tankard should serve as a holy symbol generally.

Not true!!! A holy symbol is hand crafted, specially prepared, blessed, etc!

Something besides a +4 on the feint/disarm/trip would be nice. +4 on ONE seems cool, but to keep repeating the bonus is kinda weak. I like the blindness idea better than the feint.


ThievinHalflin wrote:
Something besides a +4 on the feint/disarm/trip would be nice. +4 on ONE seems cool, but to keep repeating the bonus is kinda weak. I like the blindness idea better than the feint.

Is THIS better?

Blocking Beerstein (Armor Proficiency - Shield): You treat the tankard in all respects as a light steel shield. Note: You may not use both the mace mug and the blocking beerstein in the same round, but the tankard does count as a weapon for the Two-Weapon Defence feat.

In Your Face (Improved Feint): As a swift action, you can throw the liquid contents of your tankard into your opponent's face, momentarily blinding him. Your target must make a Reflex save equal to 10 plus your Dexterity modifier or be blinded for 1d3 rounds. Those that make their saves are still dazzled for one round. Your tankard must be at least half full to use this trick, after which your tankard is considered empty. This trick also requires you to have reasonable access to your opponent's face, so creatures more than one size category larger than you, that you are not adjacent to, or without discernable faces are unlikely to be affected by this trick.

Goes Down Smooth (Improved Trip): As a move action, you end up splashing your drink on the floor, causing your enemy to become less sure footed. On hard surfaces only (stone, wood, etc.), those standing in or moving through the affected square must make a DC 10 Acrobatics check or be forced to take only a partial action that turn. Affected creatures also take a -4 penalty to trip attacks until they either move or succeed at their next Acrobatics check. The floor remains slippery for 1d4+1 rounds.


Try this...

Goes Down Smooth (Improved Trip): As a move action, you end up splashing your drink on the floor, causing your enemy to become less sure footed. On hard surfaces only (stone, wood, etc.), those standing in or moving through the affected square must make a DC 10 Acrobatics check or be forced to take only a partial action that turn. Affected creatures also take a -4 penalty to their CMD to avoid trip attacks until they either move or succeed at their next Acrobatics check. The floor remains slippery for 1d4+1 rounds.

I think that's probably what you meant...


Oh! Since priests of Cayden get to use create water to make ale or wine, why not add this to Drunken Devotion?

Priests of Cayden Cailean may, as a swift action, cast create water to fill the tankard with fresh ale or wine. They may not, however, cast any other spells in the same round if they use this ability.

That fight could turn out to have quite the after party!


ThievinHalflin wrote:

Oh! Since priests of Cayden get to use create water to make ale or wine, why not add this to Drunken Devotion?

Priests of Cayden Cailean may, as a swift action, cast create water to fill the tankard with fresh ale or wine. They may not, however, cast any other spells in the same round if they use this ability.

That fight could turn out to have quite the after party!

SWEET!! I'll definitely add that!

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