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Drunken Brawler
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<blockquote data-quote="KriticalFailure" data-source="post: 3793328" data-attributes="member: 55563"><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />...this is a really rough guide and i would like help to make this class playable. </p><p> </p><p>Background info: i havent written anything yet, i'll write it after i get all the math and everything figured out </p><p>Requirements: To be a Drunken Boxer, one must meet all of the following:</p><p>1.) Tumble rank 7</p><p>2.) Great Fortitude Feat</p><p>3.) Dodge Feat</p><p>4.) Must Fight in a Brawl at a Tavern while drunk, and win</p><p>5.) must be a monk</p><p>Skills: per lvl 4+int</p><p>Balance/Bluff/climb/craft: alcohol(WIS)/escape artist/jump/listen/perform/swim/tumble</p><p>Level BAB Fort Ref Will Special</p><p>1 +0 +2 +2 +0 Bottoms Up, Everything is a weapon</p><p>2 +1 +2 +2 +0 Drunken Dance</p><p>3 +2 +3 +3 +0 Drunken Charge</p><p>4 +3 +4 +4 +1 Improved Trip</p><p>5 +3 +4 +4 +1 Swan Dive</p><p>6 +4 +5 +5 +2 Bowling Ball, AC +1</p><p>7 +4 +5 +5 +2 Healing Booze</p><p>8 +5 +5 +5 +2 Improved Everything is a weapon</p><p>9 +6 +6 +6 +2 Belch, AC+2</p><p>10 +6 +7 +7 +3 Fire Eater </p><p></p><p>Specail Abilities:</p><p><u><strong> Bottoms Up:</strong></u></p><p> 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)</p><p> <u><strong>Everything is a Weapon</strong>:</u></p><p> 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.</p><p> <u><strong>Drunken Dance:</strong></u></p><p> 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. </p><p> <u><strong>Drunken Charge:</strong></u></p><p> 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</p><p><u> <strong>Imporved Trip:</strong> </u> </p><p> at lvl 4 Improved trip is gained reguardless of whether or not the prerecquisites are met</p><p><u><strong> Swan Dive:</strong></u></p><p> 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</p><p><u><strong> Bowling Ball:</strong></u></p><p> 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.</p><p><u><strong> +1 to AC</strong></u></p><p> at lvl 6 Drunken Brawler gets +1 to AC</p><p><u><strong> Healing Booze:</strong></u></p><p> 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. </p><p><u><strong> Improved everything is a weapon:</strong></u></p><p> 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</p><p> <strong><u>Belch</u></strong>: </p><p> 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.</p><p><u><strong> Ac + 2:</strong></u></p><p> at lvl 9, ac is increased by 2 instead of by 1</p><p><u><strong> Fire Eater:</strong></u></p><p> 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.</p></blockquote><p></p>
[QUOTE="KriticalFailure, post: 3793328, member: 55563"] 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 :D...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: [U][B] Bottoms Up:[/B][/U] 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) [U][B]Everything is a Weapon[/B]:[/U] 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. [U][B]Drunken Dance:[/B][/U] 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. [U][B]Drunken Charge:[/B][/U] 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 [U] [B]Imporved Trip:[/B] [/U] at lvl 4 Improved trip is gained reguardless of whether or not the prerecquisites are met [U][B] Swan Dive:[/B][/U] 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 [U][B] Bowling Ball:[/B][/U] 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. [U][B] +1 to AC[/B][/U] at lvl 6 Drunken Brawler gets +1 to AC [U][B] Healing Booze:[/B][/U] 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. [U][B] Improved everything is a weapon:[/B][/U] 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 [B][U]Belch[/U][/B]: 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. [U][B] Ac + 2:[/B][/U] at lvl 9, ac is increased by 2 instead of by 1 [U][B] Fire Eater:[/B][/U] 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. [/QUOTE]
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