KriticalFailure
First Post
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
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--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
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)

--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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