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Old 26th September 2007, 07:10 PM   #1 (permalink)
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KriticalFailure Goblin Sharpshooter (Lvl 2)
PrC Drunken Boxer

alright I took out a few things, healing booze, pass out, staggering target, and edited a few more things. Moved imp. bottoms up and reworded projectile vomit. also changed belch a bit and bathing elephant. thx for the input .
--KriticalFailure

Background info: i havent written anything yet, i'll write it after i get all the the other stuff fiugured out.

Requirements: To be a Drunken Boxer, one must meet all of the following:
1.) Tumble rank 8
2.) Great Fortitude Feat
3.) Dodge Feat
4.) Must Fight in a Brawl at a Tavern while drunk, and win
5.) Improved unarmed Combat
Skills: per lvl 4+int

Hit Die: d8

Balance/Bluff/climb/escape artist/jump/listen/perform/swim/tumble
Code:
Level BAB Fort Ref Will Unarmed Damage Special 
1     +0   +2  +2   +0      1d8        Bottoms Up, Improvised Weapons
2     +1   +2  +2   +0      1d8        Drunken Dance
3     +2   +3  +3   +0      1d8        Numb
4     +3   +4  +4   +1      1d10       Prone Attack Feat, Bathing Elephant
5     +3   +4  +4   +1      1d10       Belch, AC+1, Improved Numb
6     +4   +5  +5   +2      1d10       Improved Improvised Weapons
7     +5   +5  +5   +2      1d10       Improved Bottoms Up, Superior Numb
8     +6   +6  +6   +2      2d6        AC +2
9     +6   +6  +6   +3      2d6        Numb all Over
10    +7   +7  +7   +3      2d6        Projectile Vomit
Specail Abilities:
Bottoms Up:
For a Drunken Boxer, alcohol acts as a stimulant rather than a depressant. For every drink the drunken Boxer drinks he recieves a +2 in either STR or CON (DB's choice) however, he also recieves a -2 in both INT and WIS. This effect lasts for 5 rounds + class lvl. (can only benefit from one drink per class lvl i.e. at DB lvl 2 he may recieve a +4 to STR and -4 to WIS and INT). Drinking takes a movement action. (Only drinks consumed after the encounter has started may affect the DB this way) This is an alchemical bonus.
Weapon proficiency: Improvised weapon:
DB is proficient with all small items as improvised weapons, adding a +1d4 damage to the DB's unarmed attack rolls without receiving any penalties to attack power. (only useable when under the effects of bottoms up)
Drunken Dance:
At level 2, During the DB's turn the Drunken Boxer can dance with a chosen opponent making him tough to predict, giving the drunken boxer a +2 dodge bonus to AC vs his partner. A condition that makes the DB lose his dex mod to AC also makes him lose drunken dancing, This ability stacks with other dodge bonuses. (only useable when under the effects of bottoms up)
Numb
After the Drunken Boxer has consumed 3 or more alcohol beverages, he becomes numb and more resistant to pain. The DB gains a Damage Reduction of 1/- This effect lasts as long as the DB has 3 or more drinks still inside his body. (only useable when under the effects of bottoms up)
Prone Attack
at level 4, the Drunken Boxer my attack from a prone position with no penalties on the attack roll. Opponents get no bonus to attack rolls while Drunken Boxer is prone, also DB does not receive any penalties to AC from being prone while drunk.
Bathing Elephant
at level 4, the Drunken Boxer may spew alcohol into the eyes of an opponent (touch attack roll), dealing 1d4 damage and temporarily blinding the target for as many rounds as the damage delt plus 1 (i.e if the Drunken boxer hits and deals 2 damage to the target, the target is blinded for 3 rounds) The Target may save with a reflex save of 10+DB's class level+DB's wis mod. If saved, the target takes no damage and suffers no blindness. (only useable when under the effects of bottoms up)
Belch:
At lvl 5, the Drunken Boxer can Belch in the face of an opponent. The target must make a fortitude save of 10+DB class lvl+ DB's wis mod to save. if failed, the target is stunned out for 1 round plus 1/2 DB class lvl (round down). (only useable when under the effects of bottoms up)
Ac + 1:
at lvl 5, AC is increased by 1, This AC increase is similar to the Monk's AC increase and stacks with it as well
Improved Numb
After becoming more familiar with the drink, the DB is now able to fight off more pain DR 2/-. after consuming 4 alcoholic beverages. (only useable when under the effects of bottoms up)
Improved Improvised Weapons
Drunken boxer is now able to use medium sized objects as weapons (i.e.-chairs) and now deals an added 1d6 to unarmed damage instead of the previous 1d4. (only useable when under the effects of bottoms up)
Improved Bottoms Up
Now that the Drunken Boxer is experienced in Drunken Boxing, he now recieves a +4 to either STR or CON for each beverage taken and a -2 on both INT and WIS. the rest is the same as Bottoms Up.
Superior Numb
After becoming more familiar with the drink, the DB is now able to fight off more pain DR 3/-. after consuming 5 alcoholic beverages. (only useable when under the effects of bottoms up)
AC +2
Natural AC is increased by +2 instead of +1.
Numb all Over
The Drunken Boxer is now used to being numb and is able to fight off more pain DR 4/-. after consuming 5 alcoholic beverages. (only useable when under the effects of bottoms up)
Projectile Vomit
At Level 10 the Drunken Boxer may project him vomit, adding the acids from his stomach, onto targets within a 15 ft cone infront of him. The DB deals 1d10 for each drink consumed during the encounter that is still inside the DB (i.e.- if the DB has 3 drinks in his body, he deals 3d10 damage) damage to all targets within the 15 ft cone All targets must also make a will save of 10+DB's class lvl+ number of drinks in the DB's body to not start vomiting. Reflex save of 10+DB's class lvl to take half damage. (only useable when under the effects of bottoms up)
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Last edited by KriticalFailure; 16th October 2007 at 09:15 PM.. Reason: Numb changed :D
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Old 26th September 2007, 07:36 PM   #2 (permalink)
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Apart form some formatting issues (the writeup is confusing on some points) i have a very strong copy/paste feeling while comparing this with the one from CW. A lot of the abilities are almost exactly similar to those of the existing (non OGL) version.
Wouldn't it be more fun to make this version completely origional and new?

I really like some of the new things you came up with. I can't wait to see a drunken brawler knock out an orc with his belch.

Personally, i'd also advance the abilities gained by consuming more beverages (as in the bottoms up ability) further down the road as he advances in levels (apart for gaining new uses for them, such as healing booze).
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Old 26th September 2007, 07:47 PM   #3 (permalink)
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KriticalFailure Goblin Sharpshooter (Lvl 2)
Yea i know its gonna be a long working progress lol.
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Old 26th September 2007, 11:09 PM   #4 (permalink)
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Quote:
Originally Posted by KriticalFailure
I'd like to propose a Prestige Class of a Drunken Boxer.
... which throughout the description you refer to variously as a Drunken Brawler and a Drunken Master. Pick a name and use it consistently. In character, various descriptors may be used, but for OOC discussion there should be a standard name.

Quote:
Originally Posted by KriticalFailure
Requirements: To be a Drunken Boxer, one must meet all of the following:
5.) must be a monk
What's the reasoning behind this? It's unusual to use a character class as an explicit prerequisite; sometimes an ability unique to a character class is used, but even then, the class isn't named in the prerequisites. That way, if a homebrew variant of the base class is developed that includes the relevant ability, characters of that class can also qualify. So, is there a particular monk ability you think ought to be a prerequisite for this class?

Quote:
Originally Posted by KriticalFailure
craft: alcohol(WIS)
Don't confuse matters by defining a particular craft skill that doesn't fit the general rules for craft skills. If for some reason you want this to be Wis-based (and I don't see what's wrong with Int) then give it a different name.

Quote:
Originally Posted by KriticalFailure
Code:
Level BAB Fort Ref Will Special
1     +0   +2  +2   +0   Bottoms Up, Everything is a weapon
2     +1   +2  +2   +0   Drunken Dance
3     +2   +3  +3   +0   Drunken Charge
4     +3   +4  +4   +1   Improved Trip
5     +3   +4  +4   +1   Swan Dive
6     +4   +5  +5   +2   Bowling Ball, AC +1
7     +4   +5  +5   +2   Healing Booze
8     +5   +5  +5   +2   Improved Everything is a weapon
9     +6   +6  +6   +2   Belch, AC+2
10    +6   +7  +7   +3   Fire Eater
I don't like nonstandard progressions. You seem to be doing something close to medium BAB, good Fort and Ref, and poor Will, but not exactly -- you've given this class inferior Fort and Ref saves at levels 2 and 8, inferior Will at levels 3 and 9, and inferior BAB at levels 7, 8, and 10. It's confusing to have a class with its own progression -- it means I can't calculate the figures mathematically, I'd need to look them up in the table, and only this particular table will do. Since you're doing something so close to standard progressions, you should just use the standard version.

Quote:
Originally Posted by KriticalFailure
Bottoms Up:
For a Drunken Brawler, alcohol acts as a stimulant rather than a depressant. For every drink the drunken Brawler drinks he recieves a +2 in either STR or CON however, he also recieves a -2 in both INT and WIS.
Either STR or CON -- how to decide which? I'm guessing it's the Drunken B*er's choice, but that should be made explicit.

Also, how long does it take to drink one drink? A full-round action might work, but however long you have in mind, needs to be explicit.

Quote:
Originally Posted by KriticalFailure
(can only benefit from one drink per lvl i.e. at lvl 2 he may recieve a +4 to STR and -4 to WIS and INT)
I'm guessing that's per class level? Say so explicitly. (If it's per character level, this ability is broken.)

Quote:
Originally Posted by KriticalFailure
Everything is a Weapon:
While drunk, a Drunken Brawler can use virtually anthing as a weapon. From bottles to chairs.
"Virtually everything": so, by implication, some things can't be used as a weapon. But you don't say what things can or can't.

Also, all characters can use improvised weapons:
http://www.d20srd.org/srd/equipment/...rovisedWeapons
So, what makes the Drunken B*er's use different from any other? Does the Drunken B*er have proficiency in improvised weapons? That would work -- but if that's what you're aiming at, say so explicitly.

Quote:
Originally Posted by KriticalFailure
While using the items, the Drunken Brawler gains a +1d3 damage to his unarmed attack.
Now I'm confused. If they're weapons, he's armed. So why unarmed attack?

Quote:
Originally Posted by KriticalFailure
Swan Dive:
at lvl 5, The Drunken Brawler may make a swan dive onto a prone or tripped target dealing 1d10+wis.
1d10 plus the Drunken B*er's Wisdom score? 1d10 plus the Drunken B*er's Wisdom modifier? 1d10 plus the target's Wisdom (score or modifier)? Please be explicit. I'm guessing you mean 1d10 plus the Drunken B*er's Wisdom modifier, but you shouldn't leave it to us to guess these things.

Quote:
Originally Posted by KriticalFailure
if the Brawler misses, he deals 1d4 dmg to himself and is winded for one round
I don't see "winded" in the Condition Summary. So, you'll have to spell out the mechanical effects of this condition. Otherwise, it doesn't mean anything.

Quote:
Originally Posted by KriticalFailure
Belch:
At lvl 9, the Drunken master can Belch in the face of an opponent. The target must make a fortitude save of 10+class lvl+wis to save. if failed, the target is helpless for 2 rounds.
Whose class level? (The Drunken B*er's, I assume, but I want to see that written out.) Whose Wisdom? (Again, the Drunken B*er's, I would hope.) And, is the the Wisdom score, or Wisdom modifier?
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Old 27th September 2007, 12:14 AM   #5 (permalink)
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**bump for changes**
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Old 28th September 2007, 02:28 AM   #6 (permalink)
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Could I get get some feedback plz . I would like to know how you all feel so far. Suggestions are always welcome. I made a few more changes as well.
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Old 28th September 2007, 11:54 PM   #7 (permalink)
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First off i really like this PrC as a 10 level PrC instead of 5.

Second, you have seem to compact most of the 10-level writeup into a 5 level writeup, therefore compacting some of the orional abilities into 5 levels.

Again, i'd like to encourage you to 'start from scratch' instead of writing the PrC as a shadow of the Prc puclished in complete warrior.
Imagine what kind of cool stuff you see a drunken master pull off in those kung-fu classics and pour them into class featues, spread out over 10 levels.

Things that strike me as classic are:
-Elusive dodging due being drunk
-attacking from strange angles
-attacking with unusual objects (more due the fact that jackie chan starred in drinken fist.. but still)
-spewing liquir, blinding foes
-ignoring pain from blows due being drunk
-fueling some kind of fighting frenzy while drinking throughout a fight.
-collapsing after a big fight due exhaustion and drinking a lot.

Before translating that into class features consider that:
- this is a monk focussed PrC, so include some monk ability(s) in the prereqs and maybe improve existing monk abilites (at least ac bonus, maybe also unarmed strike, flurry, etc).

Some examples of the above features, poured into vlass abilities could be:
- mobility as a bonus feat (attacking form strange angles and getting away with it)
- dodge bonus (or just advance the monk ac bonus)
- a rage like effect that advances while drinking more booze (both advantages and disadvantages)
- reducnig action required to drink (booze and maybe also potions) while fighting
- temp. hp or DR or die hard (as the feat) while in drunken frenzy (ignoring pain while drunk)
- reduced or no penalties (and maybe evetually bonusses) when fighting with improvised weapons

And these are just a few out of the top of my head.

Good luck!

p.s. creating a PrC for Lew can be a long yet rewarding task. I, myself, have been busy creating one for quite some months now.. so don't give up, it pays out in the end once you get to actually play your self designed PrC!
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Old 29th September 2007, 02:42 AM   #8 (permalink)
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KriticalFailure Goblin Sharpshooter (Lvl 2)
Here are some newer ideas i've had about the Drunken Boxer...they aren't very refines, im just running them by you all to see what you think. Also, they definately need to be revised and some help with that is welcomed as well. thx.

Spew Alcohol
The Drunken Boxer Can Spit Alcohol into the Face of the target, temporarily blinding him for 1d4+DB's wis mod

10 foot adjustment
Because of the constant staggering movement of the Drunken Boxer, He may move 10 feet on his adjustment instead of the normal 5 feet. Also, Drunken Boxer is nop longer vulnerable to attack of oppertunities

Backwards fighting
The Drunken Boxer may get turned around in his drunken staggering. In these situatons and even when flanked, The Drunken Boxer may attack targets that are behind him with no penalty by throwing elbows, kicking out behind himself, and even bending over backwards to punch. These attacks do not provoke an attack of opportunity. This style of fighting opens up new techniques that the Drunken Boxer may use.

Nut Cracker
While in backwards fighting, the Drunken Boxer may do a kick that swiches his plant foot while his other foot comes up sharply behind him, striking the target in the nuts and dealing 1d6 damage. If the target is stuck, it must make a fortitude save of 10+ Drunken boxer's class level + the amount of damage taken + DB's wis mod. If failed, the target passes out from pain. If saved, the target is stunned for one round.
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Old 29th September 2007, 06:57 AM   #9 (permalink)
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Nut Cracker needs to be noted as only working on humanoids vulnerable to critical hits (Try that on a skeleton or Gelatinous Cube and you won't have the desired effect)

Backwards fighting is useless as there are no penalties for fighting while flanked and no facing in D20.

10 foot adjustment is a big deal. No longer vulernable to attacks of opertunities is huge as well. Granting Mobility I'll buy, and maybe a bonus to s'tumble' drunk...
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Old 29th September 2007, 07:43 PM   #10 (permalink)
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Thank you for the feedback . I have added a few more things..check the first post for changes. Thx, plz give more feedback so that i can change things around.
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Old 30th September 2007, 12:00 PM   #11 (permalink)
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Before i go into balancing issues, here are some comments on some of the abilities:
Bottoms up: what kind of penalties and bonusses are involved (e.g. circumstance? alchemical?)

improvised weapons: How does proficiency come into play? Does he recieve any penaly for using improvised weapons?

drunken dance: what kind of ac bonus is involved? a dodge bonus?

numb: i think it would be better to state this as DR or does this only entail e.g. melee damage?

prone attack: does the DB still het AC penalties from being prone?

bathing elephant: remove the text that the target blocks the attack with it's hand (or a beholder will be in trouble)

ac +1: what kind of ac bonus is invilved?

staggering target: maybe you could exchange this for uncanny dodge? The 'opushing the attack' part is a bit confusing

healing booze: change the 'previously dranken beverage'. this implies that is the DB drank a beer in the monrning he can change it into a healing potion many hours later.
what is the effcetive caster level of the potion (a standard lvl 3 for 2d8+3 hp?)

pass put: maybe use feint here?

ac +1: see ac +1

improved numb: see numb

improved bottoms up: see bottoms up

What kind of hitdie dies a DB have?
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Old 30th September 2007, 04:13 PM   #12 (permalink)
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KriticalFailure Goblin Sharpshooter (Lvl 2)
Before i go into balancing issues, here are some comments on some of the abilities:
Bottoms up: what kind of penalties and bonusses are involved (e.g. circumstance? alchemical?)

---> ?? i thought the penalties and bonuses were listed?? +2 to STR or CON and -2 to both WIS and INT for each drink consumed...


improvised weapons: How does proficiency come into play? Does he recieve any penaly for using improvised weapons?

---> Sorry i didnt put that the DB is proficient with improvised weapons and does not receive any penalties.

drunken dance: what kind of ac bonus is involved? a dodge bonus?

---> Yes it is a Dodge bonus, sorry I didnt write that.

numb: i think it would be better to state this as DR or does this only entail e.g. melee damage?

--->I'm not sure how to write it as a DR >.< otherwise I would have.

prone attack: does the DB still het AC penalties from being prone?

--->No AC penalties from being prone.

bathing elephant: remove the text that the target blocks the attack with it's hand (or a beholder will be in trouble)

---> Haha touché, i keep thinkng of bar fights but i need to broaden my views.

ac +1: what kind of ac bonus is invilved?

---> Similar to the Monk's AC Bonus.

staggering target: maybe you could exchange this for uncanny dodge? The 'opushing the attack' part is a bit confusing

--->i know its a bit confusing but i'd like to make it work. I want to DB to be able to make two flanking opponents attack each other. So i want to DB to be able to redirect the attacks that miss him into the other opponent. im just not sure how to word it atm.

healing booze: change the 'previously dranken beverage'. this implies that is the DB drank a beer in the monrning he can change it into a healing potion many hours later.
what is the effcetive caster level of the potion (a standard lvl 3 for 2d8+3 hp?)

--->Well, I don't see the DB being drunk all the time, plus the drinks that he does consume out of combat i dont see affecting him in any way other than making him drunk. I was thinking that to gain benefits from drinks, the drinking must start when an encounter starts. and yes the standard lvl looks good to me.


pass put: maybe use feint here?

---> Isn't faint just faking an attack to suprise the enemy? I was trying to change things up a bit and have him actually pass out. Dunno, just thought it would be fun, but if its too complicated...

ac +1: see ac +1

---> Monk AC


improved numb: see numb

---> see numb


improved bottoms up: see bottoms up

---> see bottoms up

What kind of hitdie dies a DB have?

---> wow i completely forgot to write that.......i was thinking d8.

Also, for the lvl 10 ability i tossing around the idea of a Projectile Vomit type thing where he spits out all the alcohol in his body, dealing 1d10 (for all drinks in his body...i.e- if he has 3 drinks in him still he does 3d10) damage to all targets withing a 15ft cone...targets must also make a will save to not puke as well...i think he would be dealing acidic damage to all the targets seeing as he would be puking stomache acids as well with the alcohol.
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Old 1st October 2007, 10:54 PM   #13 (permalink)
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DR is easy.

DR 5/- is 5 points of DR to any physical (read, non-magical/elemental attack). DR 5/Adamantine is 5 points of DR that can be ignored by Adamantine.

DR 5/- is fairly hefty already. I might suggest 3 and 6 for numb and improved numb.

Belch would work better as "stunned", not knocked out.

I dislike Healing Booze, just because it seems like a wonky mechanic. But, in addition to that, it basicly turns a 1 CP beer into a 300 GP potion 3 times per day, which might as well be a self healing ability. Few self healing abilities heal that much damage till extremely high levels (6d8+9, average 36, so 12th level Paladin with Charisma of 6, or 18th level paladin with charisma of 14, but that's just the average. Max of 51, which is 17th level for the Cha 16 paladin).

Pass out, I don't like the save mechanic. Might be better to have it be a spot check or sense motive check with some DC or be flat footed, and the attack does extra damage to flat footed opponents (And probably something like an extra 2d6).
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Old 1st October 2007, 11:25 PM   #14 (permalink)
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Tahnk you for the feedback, check the top for changes
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Old 3rd October 2007, 01:17 PM   #15 (permalink)
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Making progress!

here are some new comments:

Overall: you refer to the DB "being drunk" in several abilities. Either clearify what this entails or you could refer to the Bottoms up ability (so that these abilities last as long as bottoms up lasts).

Bottoms up: i meant to ask what type are the bonusses (e.g. circumstance, alchemical, etc.?) See http://www.d20srd.org/srd/theBasics.htm#modifierTypes

Improvised weapon: change the term "attack power" to "attack rolls".

Drinken dance: copy the mechanics form the dodge feat (During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. )

Numb: how long does it last?

Bathing elephant: maybe this works better as a ranged touch attack or area attack (granting a ref save like you mentioned, no attack required) I don't see a studded leather protecting anyone against it..

Belch: i don't like the secondary effect. I think it is good enough without this. Otherwise i suggest stunned as a secondary effect and missing the save by 5 or more as the trigger (instead of half).

AC +x: does this stack with the monk ac bonus? If so, please mention this.

Staggering target: I don't like the mechanic. It is unclear and to cumbersome. I suggest the following: While being flanked, the first attack from the flanking opponent who is designated as the DB's dodge opponent autamaticly misses the DB and may hit the other flanking opponent. The opponent making the attack rolls an attack roll against the other flanking opponent AC instead. If he hits, he damages the other opponent.

Healing booze: i don't like it flavour wise but it seems fine otherwise.

Pass out: What kind of action is involved? does the DB fall on the ground (is thus is prone)? 2d8 sounds rather steep.

Improved numb: what is the effect? how long does it last?

Improved bottoms up: with a +4/-4 this ability isn't all that great (the max bonus is still limited to the penalty to your mental stats). It only saves a little time. I suggest a +4 bonus and only a -2 penalty.

Projectile vomit: how do you keep record of the number of drinks the db has in his body? all drinks he drank today? the last hour? this encounter? Also, stipulate that this effects any bonus from things like bottoms up. I suggest a REF save for half damage. Also, rearrange your wording. Right now it suggests you get a 15'cone for each drink, not 1d10.
What are the effects of 'vomiting'? i suggest you use 'sickened for X rounds' instead.

On balancing: I feel that this PrC is overpowered. It gets goodies at each level and two on most levels. Further, each ability is also quite good. It doesn't have any dead levels or 'filler' abilities (like the rogue's trap sense).
I think there are two ways of fixing this: remove some abilities or power down a good deal of the abilites.

Compare it to the dwarven defender PrC, it has some surpising similarities (DR, uncanny dodge, compare defensive stance to bottoms up) The dwarven defender is a lot harder to get in to and lacks a great deal of power compared to the DB.

Also, do any monk abilites increase with levels of the PrC? (unarmed damage, flurry, etc)? If not, the flurry of blows prereq. seems pointless.
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Old 3rd October 2007, 06:29 PM   #16 (permalink)
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KriticalFailure Goblin Sharpshooter (Lvl 2)
ok I tried to balance him out a bit more but i think i stuill have a long way to go, thx for the input , for changes check the first post.
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Old 6th October 2007, 05:34 PM   #17 (permalink)
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**bump for review**
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Old 8th October 2007, 06:36 PM   #18 (permalink)
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Originally Posted by B4cchus
Also, do any monk abilites increase with levels of the PrC? (unarmed damage, flurry, etc)? If not, the flurry of blows prereq. seems pointless.
I'd like to point out that I agree with this. Just once I'd like to see an unarmed prestige class that you don't have to be a monk to get into. And Reaping Mauler doesn't count. That, and the concept of a "drunken fighter" doesn't exactly scream lawful to me.

I'll try to give you some better feedback later today, but for now my two cents comes to this: Does Flurry of Blows have to be a pre-requisite? If not, would it hurt to remove it, or replace it with something less class-specific? (The feats Improved Unarmed Strike, Endurance, and Toughness all come to mind.)
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Old 8th October 2007, 09:03 PM   #19 (permalink)
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KriticalFailure Goblin Sharpshooter (Lvl 2)
As to the lawful part, i havent really set an alignment yet for the Drunken Boxer, honestly I was leaning more towards any chaotic or neutral. But, I think that the drunken boxer should be able to be lawful seeing as Jackie Chan in Drunken Fist was definately a lawful character who practiced Drunken Fist. As to the flurry of blows, I'm not sure whether or not I'm going to make it a feat you get when you become a Drunken Boxer or a prereq...The only other classes I can see becoming a Drunken Boxer are Fighters and Barbarians


edit: Also, if the prereq of Flurry of Blows was taken off, should the unarmed damage start lower for PC's that didnt start off as a Monk seeing as they wouldnt be as proficient with their fists as a Monk would be....
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Old 9th October 2007, 06:53 AM   #20 (permalink)
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Quote:
Originally Posted by KriticalFailure
As to the lawful part, i havent really set an alignment yet for the Drunken Boxer, honestly I was leaning more towards any chaotic or neutral. But, I think that the drunken boxer should be able to be lawful seeing as Jackie Chan in Drunken Fist was definately a lawful character who practiced Drunken Fist. As to the flurry of blows, I'm not sure whether or not I'm going to make it a feat you get when you become a Drunken Boxer or a prereq...The only other classes I can see becoming a Drunken Boxer are Fighters and Barbarians


edit: Also, if the prereq of Flurry of Blows was taken off, should the unarmed damage start lower for PC's that didnt start off as a Monk seeing as they wouldnt be as proficient with their fists as a Monk would be....
OK, but if you set Flurry of Blows as a prerequisite, then you in effect demand that the PC be lawful, since a monk must be lawful. If they change alignment from Lawful to non-Lawful, they become an "ex-monk". I would suggest that you'd be better off looking for prerequisite feats rather than a class ability like Flurry.

As to unarmed damage, I wouldn't change it. Yes, it's a bigger benefit for a non-monk who takes the PrC than for a monk who does - but the non-monk has, in effect, had to work harder to achieve the prerequisites, if you include preprequisite feats which the monk gets for free. And there are plenty of people out there who would happily play a brawler (based on Fighter or Barbarian), rather than a monk.
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