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Old 10-20-2001, 06:20 PM   #1
Rikard
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I dunno if I'm breaking any copyrights here
but this is from the 3rd Edition Dungeouns and Dragons book
page 14-17
Its a so-called Prestige class


The Drunken Master
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and 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 offguard. Moreover, when they actually imbible alcohol, drunken masters can perform truly prodigious feats of strength and bravery.
None of this garners much respect among other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters 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. But rival schools must be wary-they never know when the tipsy lout at the bar is just a harmless thug, and when it is a nigh-unstoppable drunken master.

Monks form the backbone of the drunken boxing school. They lose some face with their 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 character classes are chosen as drunken boxers onlr 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 from drunken masters, then treated to a display of drunken boxing's power. If the student expresses enthusiasm for learnign the new techniques, a group of drunken masters take 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 new drunken masters.

NPC drunken masters are often found int averns and bars. They rarely pick fights there, but are quick to come to the aid of someone overmatches 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 Dice: d8.

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Level Attack Bonus Fort. Save Ref. Save Will Save Special
1 +1 +2 +2 +0 Speed 50 ft., drink like a demon, bottle proficiency, unarmed damage 1d8
2 +2 +3 +3 +0 Stagger
3 +3 +3 +3 +1 Speed 60 ft., swaying waist
4 +4 +4 +4 +1 AC bonus +1, improvised weapons
5 +5 +4 +4 +1 Drunken rage, unarmed damage 1d0
6 +6 +5 +5 +2 Speed 70 ft., lurch
7 +7 +5 +5 +2 Drunken embrace
8 +8 +6 +6 +2 For medicinal purposes
9 +9 +6 +6 +3 AC bonus +2, speed 80 ft., corkscrew rush, unarmed damage 1d12
10 +10 +7 +7 +3 Breath of flame


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Requirements
To qualify to become a drunken master, a character must fulfill all of the following criteria:
Base Attack Bonus: +4.
Base Unarmed Attack Bonus: +4.
Feats: Great Fortitude & Dodge.
Tumble: 6 ranks.
Other: Evasion ability, must be chosen by existing drunken masters and survive 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: Balance (Dex), BLuff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). See Chapter 4:Skills in the PHB for skill descriptions.
Skill Points at each level: 4 + Int modifier.
Class Features
Drink Like a Demon
Your body handles alcohol differently from other people's. You can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move-equivalent action. Every bottle or tankard of alcohol you consume during combat reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength or Constitution (your choice) by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original level's regardless of your new Dexterity modifier. Your body metabolizes one drink per hour, reducing both the penalties and the bonus accordingly. You only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat (the penalties disappear more gradually). What quantity of alcohol constitutes a "drink" is deliberately left undefined.
Bottle Proficiency
You can use bottles and large tankards as weapons using your unarmed base attack bonus, including your more favorable number of attacks per round. Bottles do 1d6 points of bludgeoning damage with their first blow, then 1d4 points of slashing damage thereafter. Tankards do 1d6 points of bludgeoning damage. Furthermore, you can make these attacks without spilling most of the liquid inside.

Stagger
By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. This has two beneficial aspects: First, your charges need not be in straigth lines, and you still move up to twice your speed. Second, make a Tumble check (DC 15) when you begin your charge. If you succeed, your movement through threatened squares provokes no attacks of opportunity.

Swaying Waist
You weave and bob about as you attack. You gain a +2 dodge bonus to AC against any one opponent you choose during your turn. This supercedes the Dodge feat, but functions like it in all other ways.

Improvised Weapons
You can use furniture, farm implements, or nearly anything else at hand to attack your foes. Anything from a ladder to a haunch of meat to a barstool is a weapon once you imbue it with your ki using this ability. Regardless of the exact item, the item does 1d6 points of damage at your more advantageous number of attacks per round. Most items do bludgeoning damage, although shich-kabob skewers, for example, would do piercing damage. Long items (such as ladders) have reach accourding to their length, and items with many protrusions (such as chairs) give you a +2 bonus on Disarm attempts. Finally, large items with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.

Drunken Rage
You can rage just as a barbarian does, with a duration equal to your (new) Consitution modifier plus the number of drinks you have consumed. You gain +4 Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a -2 penalty to AC. This ability supercedes the Strength and Constitution bonuses from drink like a demon.

Lurch
Your lurching movements let you make one feinting in combat Bluff check (opposed by Sense Motive) per round as a move-equivalent action. You gain a +4 competence bonus to Bluff checks made for this purpose.

Drunken Embrace
You can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus to Bluff checks made for this purpose.

For Medicinal Purposes
By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of cure moderate wounds up to three times per day. The alcohol activates the ki in your body, so the cure only works for you. Alcohol drunk in this way neither impairs nor improves your ability scores.

Corkscrew Rush
You leap forward, twisting your body in midair as you head-butt an opponent. This is a charge attack that, in addition to dealing normal damage, automatically initiates a bull rush attack (without provoking an attack of opportunity). Furthermore, you are considered to have the Power Attack feat for the purposes of a corkscrew rush, and if you hit your opponent, you stun your foe unless she makes a Will save (DC 17 + the drunken master's Wisdom modifier). However, if your attack misses, you land prone in front of your opponent.

Breath of Flame
You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame. Breath of flame deals 3d12 points of fire damage to all within the 20-foot cone (Reflex save DC 18 for half). Each time you use breath of flame, it consumes one drink's worth of alcohol within you, reducing both penalties and bonuses to your ability scores.



------------------
Behold he who stands before you

Almighty (shared) Leader of the OHF
Proud member of the Ancients Club
The one True Druidic Sorcerer of the Laughing Hyena's
Last of the Ancient race known as the Red Fluffies
Summoner of Bunnies

Spam Sentinal of the Ironworks
"You can Run, You can Hide,
But you can never do both"

I'm Watching you...
 
Old 10-20-2001, 06:28 PM   #2
Legolas the Elven Archer
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Jackie Chan did something quite similar to that...

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The last arrow of Legolas kindled in the air as it flew,
and plunged burning into the heart of a great wolf-chieftain.
All the others fled. -J.R.R. Tolkien, The Lord of the Rings
 
Old 10-20-2001, 06:34 PM   #3
Mitro Jellywadder
Quintesson
 

Join Date: September 5, 2001
Location: Florida
Age: 52
Posts: 1,016
Quote:
Originally posted by Legolas the Elven Archer:
Jackie Chan did something quite similar to that...

I was thinking the same exact thing. I could almost apply..
oh, I don't fight or drink...aw shucks...

(Wasn't that the name, Drunken Master..or the Legend of the..)
Not bad..good stunts.

Egads!!!!!!!!!!I'm a drow...yuck..<-------------



[This message has been edited by Mitro Jellywadder (edited 10-20-2001).]
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Old 10-20-2001, 06:43 PM   #4
Lord of Alcohol
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Obviously I like that style, it has its merits!!!!!! But there should be charisma bonuses while drunk (errrrr delusional of course ), especially with the the PC in the bar trying to pick up women!
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