Celestial Drunken Boxer is absolutely awesome. The image it gives me is so very cool.
As to the paragon path, some good ideas here so far. Let me see what I can contribute:
Sway Like a Drunk (11th level): Nobody knows what to expect of your wild movements and crazy actions. You gain paragon defenses as a bonus feat. At 21st level, you can retrain this to robust defenses.
Drunken Master's Action (11th level): When you spend an action point, creatures grant you combat advantage until the start of your next turn.
Fluid in Motion (16th level): You take no penalties while prone, and can crawl without provoking opportunity attacks.
Fire-Breathing Monkey Drunken Master Attack 11
You take a swig of something potent and spray it back out, catching it aflame.
Encounter * Fire, Full Discipline, Implement, Psionic
Attack Technique
Standard Action Close blast 3
Target: Each creature in blast
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier + Strength or Wisdom modifier fire damage.
Movement Technique
Move Action Personal
Effect: Shift your speed.
Staggering Movement Drunken Master Utility 12
At-Will
Immediate Interrupt Personal
Trigger: You are missed with a melee or ranged attack.
Effect: The creature rolls the attack again, but the target is no longer you; it is a creature adjacent to you other than the attacking creature.
Drunken Boxer Drunken Master Attack 20
You shudder and stumble, yet there is a method to your madness. Each move is perfectly timed to mislead your enemies, causing them to attack each other.
Daily * Implement, Psionic
Standard Action Close burst 2
Target: Each enemy in burst
Special: Before the attack, you can shift up to 4 squares
Attack: Dexterity vs. Will
Hit: The target makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll and the damage roll against that enemy. The bonus equals your Strength or Wisdom modifier.