KriticalFailure
First Post
This is all i have so far, if i could get some feedback it would be great, also i dont like the name that much..suggestions are more than welcome. thx
...this is a really rough guide and i would like help to make this class playable.
Background info: i havent written anything yet, i'll write it after i get all the math and everything figured out
Requirements: To be a Drunken Boxer, one must meet all of the following:
1.) Tumble rank 7
2.) Great Fortitude Feat
3.) Dodge Feat
4.) Must Fight in a Brawl at a Tavern while drunk, and win
5.) must be a monk
Skills: per lvl 4+int
Balance/Bluff/climb/craft: alcohol(WIS)/escape artist/jump/listen/perform/swim/tumble
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
Specail Abilities:
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. This effect lasts for 5 rounds + class lvl. (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)
Everything is a Weapon:
While drunk, a Drunken Brawler can use virtually anthing as a weapon. From bottles to chairs. While using the items, the Drunken Brawler gains a +1d3 damage to his unarmed attack.
Drunken Dance:
At level 2, the Drunken Brawler can dance with a chosen opponent making him tough to predict, giving the drunken brawler a +2 AC vs his partner.
Drunken Charge:
at lvl 3, a Drunken Brawler can stagger about while charging, not having to move in a straight line as he charges. Also, this adds a +3 to his AC vs attacks of opportunity
Imporved Trip:
at lvl 4 Improved trip is gained reguardless of whether or not the prerecquisites are met
Swan Dive:
at lvl 5, The Drunken Brawler may make a swan dive onto a prone or tripped target dealing 1d10+wis. if the Brawler misses, he deals 1d4 dmg to himself and is winded for one round
Bowling Ball:
at lvl 6, the Drunken Brawler can attempt to trip several opponents at once by rolling around with his knees at his chest. Must get a 15 ft running start and may roll for 1 +1/2 movement speed and trip opponents up to 1/2 his class lvl (i.e- at lvl 6 he may attempt to trip 3 opponents) Must make a tumble check of 20 and hit the ac of each target.
+1 to AC
at lvl 6 Drunken Brawler gets +1 to AC
Healing Booze:
at lvl 7, the Drunken Brawler may change a previously dranken alcoholic beverage into a cure moderate wounds potion at the expense of losing the effects of that drink. may only be used 3 times per day.
Improved everything is a weapon:
at lvl 8, the drunken brawler may use 10ft long items as weapons, also shorter weapons recive a +1d6 to unarmed damage rather than the +1d3
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.
Ac + 2:
at lvl 9, ac is increased by 2 instead of by 1
Fire Eater:
At lvl 10, the drunken master can spew forth and ignite alcohol that has been previously consumed, using up a one of his drinks and dealing a 15 ft cone of fire damage dealing 3d12 worth of damage.

Background info: i havent written anything yet, i'll write it after i get all the math and everything figured out
Requirements: To be a Drunken Boxer, one must meet all of the following:
1.) Tumble rank 7
2.) Great Fortitude Feat
3.) Dodge Feat
4.) Must Fight in a Brawl at a Tavern while drunk, and win
5.) must be a monk
Skills: per lvl 4+int
Balance/Bluff/climb/craft: alcohol(WIS)/escape artist/jump/listen/perform/swim/tumble
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
Specail Abilities:
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. This effect lasts for 5 rounds + class lvl. (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)
Everything is a Weapon:
While drunk, a Drunken Brawler can use virtually anthing as a weapon. From bottles to chairs. While using the items, the Drunken Brawler gains a +1d3 damage to his unarmed attack.
Drunken Dance:
At level 2, the Drunken Brawler can dance with a chosen opponent making him tough to predict, giving the drunken brawler a +2 AC vs his partner.
Drunken Charge:
at lvl 3, a Drunken Brawler can stagger about while charging, not having to move in a straight line as he charges. Also, this adds a +3 to his AC vs attacks of opportunity
Imporved Trip:
at lvl 4 Improved trip is gained reguardless of whether or not the prerecquisites are met
Swan Dive:
at lvl 5, The Drunken Brawler may make a swan dive onto a prone or tripped target dealing 1d10+wis. if the Brawler misses, he deals 1d4 dmg to himself and is winded for one round
Bowling Ball:
at lvl 6, the Drunken Brawler can attempt to trip several opponents at once by rolling around with his knees at his chest. Must get a 15 ft running start and may roll for 1 +1/2 movement speed and trip opponents up to 1/2 his class lvl (i.e- at lvl 6 he may attempt to trip 3 opponents) Must make a tumble check of 20 and hit the ac of each target.
+1 to AC
at lvl 6 Drunken Brawler gets +1 to AC
Healing Booze:
at lvl 7, the Drunken Brawler may change a previously dranken alcoholic beverage into a cure moderate wounds potion at the expense of losing the effects of that drink. may only be used 3 times per day.
Improved everything is a weapon:
at lvl 8, the drunken brawler may use 10ft long items as weapons, also shorter weapons recive a +1d6 to unarmed damage rather than the +1d3
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.
Ac + 2:
at lvl 9, ac is increased by 2 instead of by 1
Fire Eater:
At lvl 10, the drunken master can spew forth and ignite alcohol that has been previously consumed, using up a one of his drinks and dealing a 15 ft cone of fire damage dealing 3d12 worth of damage.
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