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Martial arts students face a bewildering array of martial arts
schools, each with its own adherents and detractors. But 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.
- Hit Die: d8
- Proficiencies: The Drunken Master gains no proficiencies in weapons or armor.
- Skill Points at Each Level: 4 + Int modifier.
REQUIREMENTS:
Base Attack Bonus: +4.
Class: Monk level 1, Rogue level 2 or Shadowdancer level 2. (Needed for Evasion ability)
Feats: Great Fortitude, Dodge.
Tumble: 6 ranks.
1: Drink Like a Demon - Your body handles alcohol differently from
other people. Every bottle or tankard of alcohol you consume reduces
your Dexterity, Wisdom, and Intelligence by 1 point each, but increases
your Strength and Constitution by 1 point. However, your Reflex save
bonus, Dexterity bonus to Tumble, and AC bonus remain at their original
levels regardless of your new Dexterity modifier.
Bottle Proficiency - You can use bottles as weapons using your unarmed base attack bonus.
2: Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents.
3: Swaying Waist - You weave and bob about as you attack. You gain
a +2 dodge bonus to AC against any one opponent during your turn.
4: Disarm - Character can attempt to disarm an opponent at a -6 penalty to their attack.
5: Drunken Rage - Drunken Master can rage just as a barbarian does,
with duration of 1 hour. You gain +4 to Strength, +4 to Constitution, a
+2 morale bonus on Will saves, and a 2 penalty to AC. This ability
works when you drink an alcoholic beverage.
6: Lurch - Your lurching movements let you make one
feinting-in-combat Bluff check (opposed by opponents Intelligence
modifier + Charisma modifier) per round. On a successful feint, the
opponents Dexterity modifier is not added to his AC on the Drunken
Masters next attack. You can only lurch other humanoids.
7: Drunken Embrace - The Drunken Master can grapple an opponent
without provoking an attack of opportunity, and you gain a +4
competence bonus on all opposed grapple checks.
8: For Medicinal Purposes - By combining your ki power with
alcohol, you can convert an alcoholic drink to a potion of heal up to
three times per day. Potion only works on character creating it.
9: Improved Disarm - Character no longer incurs an attack of opportunity while attempting to disarm and the penalty drops to -4.
10: 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.
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