Drunken Master

(PRESTIGE CLASS)
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. But few schools are as unusual -- or as controversial -- as Drunken Boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, Drunken Masters can perform truly prodigious feats of strength and bravery.

- Hit Die: d8
- Proficiencies: The Drunken Master gains no proficiencies in weapons or armor.
- Skill Points: 4 + Int modifier.

REQUIREMENTS:

Base Attack Bonus: +4.
Class: Evasion class ability
Feats: Great Fortitude, Dodge.
Tumble: 6 ranks.

Abilities, Bonus Feats, and Saving Throws

Level BAB Fortitude Reflex Will Abilities Feats Granted Bonus Feat
1 0 2 0 0
  • Drink Like a Demon - Your body handles alcohol differently from other people. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier.
  • Bottle Proficiency - You can use bottles as weapons using your unarmed base attack bonus.
0
2 1 3 0 0
  • Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents.
0
3 2 3 1 1
  • Swaying Waist - You weave and bob about as you attack. You gain a +2 dodge bonus to AC against any one opponent during your turn.
0
4 3 4 1 1
  • Disarm - Character can attempt to disarm an opponent at a -6 penalty to their attack.
0
5 3 4 1 1
  • Drunken Rage - Drunken Master can rage just as a barbarian does, with duration of 1 hour. You gain +4 to Strength, +4 to Constitution, a +2 morale bonus on Will saves, and a 2 penalty to AC. This ability works when you drink an alcoholic beverage.
0
6 4 5 2 2
  • Lurch - Your lurching movements let you make one feinting-in-combat Bluff check (opposed by opponents Intelligence modifier + Charisma modifier) per round. On a successful feint, the opponents Dexterity modifier is not added to his AC on the Drunken Masters next attack. You can only lurch other humanoids.
0
7 5 5 2 2
  • Drunken Embrace - The Drunken Master can grapple an opponent without provoking an attack of opportunity, and you gain a +4 competence bonus on all opposed grapple checks.
0
8 6 6 2 2
  • For Medicinal Purposes - By combining your ki power with alcohol, you can convert an alcoholic drink to a potion of heal up to three times per day. Potion only works on character creating it.
0
9 6 6 3 3
  • Improved Disarm - Character no longer incurs an attack of opportunity while attempting to disarm and the penalty drops to -4.
0
10 7 7 3 3
  • Breath of Flame - You can use your ki to ignite the alcohol within you and spew it forth from your mouth in a breath of flame.
0