Tuesday, June 11, 2019

Campaign Design - Bloodlines: Shadow Sûl-Blooded

Shadow Sûl-Blooded
(adapted from Unearthed Arcana)

Shadow dragons are not as numerous as many other types of dragons, and they are often disinclined to peaceful interaction with those of other species, but their predilection for lairs located in or near crossroads between worlds puts them in contact with a surprising number of passers by. While this bloodline is rare, it is not unheard of, as shadow dragons do, from time to time, become fascinated with particular travelers and ensnare them in their shadowy webs of deception. Those descended from Œmbar are not as strong and tough as those descended from other dragon bloodlines, but they make up for that with stealth and cunning.

Shadow Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Charisma +1
8th
Skill Augmentation (Listen and Spot)Shadow Blend (Su)
10th
Shadow Sûl affinity +21
12th
Charisma +1+1 to natural armor
14th
+2 on Move Silently checks
16th
Shadow Blend (Su)Mirror Image, once per day (Sp)
18th
Intelligence +1
20th
Shadow Sûl affinity +21Shadow Walk, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with shadow dragons and other creatures descended from shadow dragons, including others with this bloodline.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Shadow Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select shadow dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Shadow Sûl-Blooded dragon shaman must choose the Shadow Sûl Totem.

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Sunday, June 9, 2019

Campaign Design - Bloodlines: Fang Sûl-Blooded

Fang Sûl-Blooded
(adapted from Unearthed Arcana)

Although Yævauð is gone, his legacy lives on in the bloodlines of his progeny. Though the fang dragons do not often interact with members of other races, when they do, they often take advantage of the relationship to the fullest extent possible, which often results in children. Those with the fang dragon bloodline are often irritable and aggressive, verging on sadistic at times.

Fang Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Jump checks
4th
+2 on Jump checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Fast Healing 1 (Ex)
10th
Fang Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Bluff checks
16th
Fast Healing 1 (Ex)Fast Healing 2 (Ex)
18th
Constitution +1
20th
Fang Sûl affinity +21Shield, three times per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fang dragons and other creatures descended from fang dragons, including others with this bloodline.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Fang Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select fang dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Fang Sûl-Blooded dragon shaman must choose the Fang Sûl Totem.

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Campaign Design - Bloodlines: Deep Sûl-Blooded

Deep Sûl-Blooded
(adapted from Unearthed Arcana)

Though deep dragons are rarely seen, because Gorsiaur's brood share his ability to assume humanoid form, those who share this bloodline are more common than one might expect. Those who bear this bloodline tend towards paranoia, seeking always to distract and trick possible foes.

Deep Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Bluff checks
4th
+2 on Bluff checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Cold resistance 5 (Ex)2
10th
Deep Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Escape Artist checks
16th
Cold resistance 5 (Ex)2Fire resistance 5 (Ex)2
18th
Constitution +1
20th
Deep Sûl affinity +21Stone Shape, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with deep dragons and other creatures descended from deep dragons, including others with this bloodline.
2 If you gain cold or fire resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow cold or fire resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Deep Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select deep dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Deep Sûl-Blooded dragon shaman must choose the Deep Sûl Totem.

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Campaign Design - Bloodlines: Brown Sûl-Blooded

Brown Sûl-Blooded
(adapted from Unearthed Arcana)

Many of Kælleßin's brood make their lairs on the sandy deserts and plains of Ilkeas or the At'viras Steppes, and many of them form alliances with the tribes that live there. Sometimes these alliances produce offspring who often share the brown dragon's ill-temper and bear a brutish appearance. For some nomadic tribes, descent from a brown dragon is a mark of leadership, and being descended from (or being able to at least make the claim that one is descended from Kæleßin is a requirement for being recognized as a legitimate chieftain.

Brown Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Acid resistance 5 (Ex)2
10th
Brown Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Survival checks
16th
Acid resistance 5 (Ex)2Acid resistance 10 (Ex)2
18th
Constitution +1
20th
Brown Sûl affinity +21Tremorsense, 60 feet (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with brown dragons and other creatures descended from brown dragons, including others with this bloodline.
2 If you gain acid resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow acid resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 If you gain tremorsense from another source (such as from levels in the dragon shaman or sorcerer classes), the range of your existing tremorsense is increased by 60 feet.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Brown Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select brown dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Brown Sûl-Blooded dragon shaman must choose the Brown Sûl Totem.

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Wednesday, June 5, 2019

Organizations - The Navigator's Guild

The Navigator's Guild

There are many forces both natural and supernatural that divide the Three Worlds from one another, and divide different regions of the individual worlds of Ilkeas, Cærulus, and Midrun from other parts of those same worlds, often making travel over long distances difficult or impossible. This is the case only for "unskilled" travelers and not for the secretive and enigmatic cadre of arcane casters that make up the Navigator's Guild. Made up of a variety of factions that appear to have divvied up the Three Worlds into areas of jurisdiction, the Guild is comprised of experts in both mundane travel and transportation magic. The Guild is treated warily by nearly all of the peoples of the Three Worlds, but they are regarded as a necessary element if there is to be regular and reasonably safe travel across and between worlds.

There are several ways to contact the Guild, should one have the cash and the inclination to travel. Great monuments in the form of purple amethyst crystals, generally four feet square and standing twenty feet tall are scattered across the Three Worlds. Many are in large cities or towns - and in some cases are the reason for the city or town being located where it is - but others have been found deep in the wilderness. They are unmarked, and seem to be virtually indestructible. One needs only place a hand on one and say, in just about any language, something to the effect of "I require the services of a Navigator" and one will magically appear in relatively short order. He or she will then discuss terms and payment - almost invariably cash up front. Conventional transportation, such as riding animals or sea vessels, is never supplied by the Guild, and in fact such for the Navigator must be supplied by the client. The Navigator will advise an ignorant client on what mode of transportation would be most appropriate. It is sometimes possible to make much of a journey by arcane means, but long jumps, especially those involving many individuals, are tricky and correspondingly more prohibitively expensive. Regular clients may be rented personal beacons by the Guild, allowing them to call upon the services of a Navigator without the need to find a standing crystal beacon, but these devices are exceedingly rare.

All Navigators are masters of arcane magic, for not only can they guide ships and caravans along the safest route, but they are able to use teleportation and even plane shifting magic to move groups and sometimes even ships across vast distances. All Navigators use some sort of device they refer to as a compass in their trade, though its nature and appearance can vary tremendously from guild faction to guild faction. These items often look much like an intricate sextant, and are almost invariably decorated with purple gemstones such as amethyst, tourmaline, iolite, and so on. A single Navigator is invariably the guide for an entire journey. If a Navigator has ever failed to deliver his charges safely due to his own failure, the Guild has hushed it up.

As part of their code, the Navigators favor no one, instead charging all a high prices for their services. They steadfastly refuse to transport military personnel or items, whether the journey is for attack, espionage, or sabotage, and they maintain the right to immediately terminate any assignment should it become clear that their services are being used for such a purpose, even if it leaves their former clients in jeopardy. If any Navigator has been successfully bribed to betray their code in the past, the organization has managed to keep it quiet. On the other hand, there have been a few recorded instances in which some power hungry individual has attempted to coerce a Navigator, or worse yet, killed one and tried to use his compass, and the failure of such attempts ate well-known, and the vengeance meted out by the Guild has been swift and sure.

Navigators are businessmen and they are notoriously unsympathetic to people with no money in difficult situations, through they have been known to accept payment in kind - after criminally undervaluing the offered goods. In the event that an expedition accompanied by a Navigator is attacked, the Navigator will not fight unless he or she is personally threatened. This rarely becomes an issue, partly because of the famous vengeance inflicted upon those who attack Navigators, and partly due to the fact that Navigators wield very real power over the flows of arcane power in the Three Worlds. The symbol of the Guild is the color purple, and Navigators always wear at least some purple in their clothing, and many dress inclusively in that color. Informally, the Navigators are referred to by many as the "Purple Wizards".

Although little is known about the Guild, one thing that is clear to all is that they zealously guard their secrets, both mundane and arcane. The obvious reason for their secrecy is the desire to protect their monopoly, but some have speculated that the member of the Guild have a more malign reason for their secrecy. others have posited that the Guild maintains a tight hold on information concerning arcane methods of traveling about the Three Worlds out of a sense of altruism. The truth is, as all other things concerning the Guild, shrouded in mystery. No one outside the Guild even knows where they reside, although the most common theory is that they dwell in an extradimensional fortress.

Although they are renowned for their transportation magic, their extensive knowledge of the geography of the Three Worlds is at least as important to their profession. Navigators always seem to know of the existence of gates and hidden pathways along any route their client wishes to take, and have been known to even lead their charges through the Færie Realm, the Elemental Planes, or, more rarely, the Realm of Shadow if they deem that to be the best way to get to their destination. They will lead their charges on routes that wind through one of the Three worlds, into another, and back to the first if that is what they deem to be the best means of traveling. Though they have never been known to carry actual maps, they have a preternatural talent for understanding geography and a virtually all-encompassing knowledge of trails, pathways, and shortcuts.

In addition to their mundane skills as guides, the Navigators are also masters of transportation magic. Among the spells attributed to the Guild are Anticipate Teleportation, Astral Projection, Ethereal Jaunt, Etherealness, Plane Shift, Teleport, Teleport Object, Greater Teleport, and Teleportation Circle. The Navigators hoard this magic like miserly dragons, refusing to teach thse spells to those who are not members, and making efforts to dissuade others from trying to unlock these secrets for themselves. Universities that try to stock books on the subject find that the books go mysteriously missing. Scholars studying teleportation often arrive in their laboratories in the morning to find their notes destroyed and their work spaces ransacked. There are persistent rumors that the Guild has even killed mages who ignored their warnings not to pursue particular lines of arcane research further, although these are unconfirmed.

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Campaign Design - Cosmology of the Three Worlds

Cosmology of the Three Worlds

The Three Worlds does not use the standard Dungeons & Dragons cosmology. This is a basic outline of the structure of the planes in the Three Worlds setting. This is more or less "common knowledge", those who study the geography of the planes (such as, for example, characters who have invested skill points in the skill Knowledge: the Planes, and to a lesser extent Knowledge: Arcana, Knowledge: Fæy, or Knowledge: Religion) will have more specific, detailed, or in depth information available to them. What follows is the "majority view" concerning the planes of existence in the Three Worlds setting. There are those who hold contrary positions: Some of these individuals base this on alternate interpretations of valid evidence, other are essentially crackpots. Figuring out who is correct is one of those endeavors that has bedeviled scholars for dozens centuries as they attempt to hunt down elusive answers based on fragmentary information, snippets of experimentally determined facts, and out-and-out conjecture.

Note that while the descriptions of planar geography include various spatial directions, referring to planes as being "up", "down", "above", "below", or "around" and other similar language, this is purely a rhetorical device used to try to explain an extradimensional space in three-dimensional terms. As they exist in nonphysical space, the cosmological geography of the planes cannot be understood in normal human terms. Consequently, all of these descriptions are meant to be taken metaphorically, not literally. Each individual plane is, so far as anyone knows, unbounded and limitless, and does not physically touch any other plane in the ordinary sense of "touching".

The Three Worlds
The Three Worlds are three separate but interconnected planes named Cærulus, Ilkeas, and Midrun. These are the common planes of existence for mortal beings, and mortals are able to travel between them provided they can travel to one of the many connections that bind them together, usually portals and gateways that are well-known and typically clearly marked, but sometimes travelers unwittingly stumble upon previously unknown"soft" spots between the worlds and find themselves accidentally transported from one plane to another without knowing it. Sometimes the ways between the worlds move for reasons that even the sages find mysterious.

The Three Worlds are conceptualized as being stacked one atop the other, with Ilkeas at the "bottom", Cærulus at the "top" and Midrun "in between" the two. Scholars justify this arrangement by highlighting the fact that there are many more connections between Midrun and the other two worlds than there are between Ilkeas and Cærulus. By means of this arrangement, the learned also highlight the fact that Cærulus seems "closer" to the Heavens, while Ilkeas is thought to be "closer" to the Hells.

The city of Enselm is the only known nexus between all three worlds, with the city being laced through with portals and gateways - there are even some streets where going down them one way leads from one world to a second, while turning around and walking back the same way one came from leads to yet another. Some scholars believe that the sires of dragonkind are aware of all three worlds at once, and also exist in all three in some manner that no one quite understands.

The Færie Realms
Adjacent to and coterminous with the Three Worlds are the Færie Realms, inhabited by the mercurial and often capricious creatures collectively known as the "fæy". Unlike most of the Lords of Heaven, who reside in the Heavens, Brid makes her home in the Færie Realms. Both the Seelie Court and the Unseelie Court are found in the Færie Realms, presided over by powerful and unpredictable rulers of the fæy.

Creatures from the Færie Realms often visit the Three Worlds, seemingly coming and going freely as they will. Sometimes mortals can find their way into Færie - indeed many of the tales about the doings of the heroes of myth and legend involve a journey into the Færie Realm, often to petition the lords of the Seelie or Unseelie Court - but finding one's way out seems to be a much more difficult proposition.

Little is known about the geography of Færie, in large part because it is a bewildering and often entirely alien place. Locations within the Færie Realms often seem to move about at random, many of the passageways between Færie and the Three Worlds seem to come and go without any rhyme or reason as well. Some pathways seem to be one-way, and when one goes up a path, one finds that one cannot return from whence they came. Sometimes a pathway that leads to one place at one time will lead to another at a different time. And so on and so forth. For their part, the fæy seem to have no trouble understanding and navigating their realms.

The Heavens
Positioned "above" the Three Worlds, the Heavens are the realm of the Celestial Lords. The Heavens are where the Great Hall of the Heavens is located, where Hlín tends the Divine hearth, and where Woda sits upon his Celestial Throne. It is where Forseti's fortress of Glintir and Þunor's great hall of Bilskinir floats upon the thunderhead Þruþheim.

The Heavens are mostly inaccessible to the denizens of the Three Worlds. This was not always the case, but after the War in Heaven, the Celestial Lords barred the ways into their realm. The Lords of Heaven appear to be able to come and go as they please, and there are rumored to be some pathways that are still open, such as the rumored undersea tunnel beneath the Isle of Hlesey that leads to Hler's divine underwater palace, or the occasional sightings claimed by some sailors of Bilskinir atop a great thunderhead. For the most part, however, there is no practical means for a mortal to enter the Heavens without being permitted to do so by one of the divine beings who reside there.

Because of its inaccessibility, little is known about the landscape of the Heavens. What is known is derived from ancient and fragmentary texts that purport to be accounts of the War in Heaven, and the liturgical writings of the various faiths. Whether these sources are accurate is an open question subject to much debate amount scholars and theologians, but they are the sources that are available.

The Hells
Lying "below" the Three Worlds are the Hells - a realm of imprisonment and punishment for the wicked. Of course, the most important denizens held within the Hells are the Demon Lords, who both rule over and are imprisoned within this realm. This is where Bål was crushed under an entire mountain, and Iku-Tyrma was imprisoned within a great glacier, and Lug wanders an endless cavern forever seeking an exit. This is where the Infernal swamp that serves as a refuge for Lyßa and a prison for Kalma is located. The Hells are the home of dæmons, demons, devils, and creatures even more horrifying.

Fortunately for the denizens of the Three Worlds, the ways into the Hells are somewhat limited. After the War in Heaven, the Celestial Lords barred the way into Heaven for their own protection, but also placed the Hells under interdict to prevent both entry and exit. This blockade is mostly effective - demonic creatures have not invaded the Three Worlds in force since the interdict was imposed - but it is not impermeable. Some demons are able to escape the Hells, often aided by mortals seeking wealth and power in exchange for their assistance.

As with the Heavens, the landscape of the Hells is not well understood, and for much the same reason. The realm is difficult to access, and oftentimes those who journey there are too busy dealing with the vile inhabitants to spend much time studying the geography. Because there is more contact between the Hells and the Three Worlds, there is more information about them, and there are even some cartographers who have claimed to have made maps of portions of the Infernal Realms, but the information is still fragmentary and generally regarded as unreliable at best.

The Elemental Planes
Surrounding and bound to the Three Worlds, the four Elemental Planes of Air, Earth, Fire, and Water are the fundamental building blocks of the world. Some scholars maintain that the Elemental Planes don't actually exist as independent entities, but are rather part of the Three Worlds themselves where concentrations of the element in question are particularly strong. Even those scholars who hold to the notion that the Elemental Planes exist as planes in their own right describe them as being interlaced with the Three Worlds, with the planes described as crisscrossing the Three Worlds like a latticework.

Travel to and from the Elemental Planes is possible, but rare, as the planes themselves are inimical to most life in the Three Worlds. Gateways to these realms may be found in places where the element in question is particularly strong. Calling elementals to the Three Worlds is fairly commonly done. Even so, the layout of the Elemental Planes is not well mapped, as those who journey there are rarely able to bring back usable information due to the very alien nature of these worlds.

The Realms of Shadow
Of all the planes, the Realm of Shadow is the least understood. Some scholars don't even believe this realm exists as its own entity and that all of the evidence that is used to support the notion that it does are simply misunderstood pieces of the other planes of existence. Others insist that not only does it exist, it must exist as a necessary side-effect of the shape of reality. The Realm of Shadow is held to be, quite simply, the extradimensional "shadow" cast by the other planes, surrounding them in a poorly understood primal state of semi-being.

The Shadow Realm is held to surround and touch every other plane, and as such, it is believed by some to be the means by which the Navigator's Guild is able to traverse the Three Worlds so effectively - but that is merely conjecture, as the Navigators are not telling. Almost nothing is known about this plane and the nature of its inhabitants. What is known is that there are strange creatures that some spellcasters are able to summon that are made out of shadow stuff who apparently come from this realm. Whether this is true or not is unclear, and will probably be a debate that rages among academics for some time to come.

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Saturday, June 1, 2019

Campaign Design - Prestige Class: Drunken Master

Drunken Master (adapted from Complete Warrior)

Carrying weapons in the mead-halls of the kings and lords of the Freeholds and the lands ruled by the Rhadynnic Great Houses is forbidden by law and custom. Those who would settle scores or defend their clan's honor in such places must learn to fight without the use of ordinary weaponry. These are the unusual - even controversial - men who specialize in drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows in brawls. 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.

These abilities garner drunken masters little respect among traditional monastic orders, but they are considered heroes to many despite the toll drunken boxing takes upon its users. Drunken masters may remain intoxicated for hours after a fight, and they are often found half-asleep in taverns and mead-halls, mumbling incoherently. Despite this, more than a few lords count drunken masters among their retinue, and there have even been examples of houses choosing a master of this fighting style as their arwr. Such clan champions usually choose chairs, ladders, or other ordinary household implements as weapons of choice in challenges.

Monks form the backbone of the drunken boxing school. Members of other classes become drunken masters less frequently, although barbarians, fighters, and scouts take up this path often enough that it is not considered unusual.

Prospective students are studied at a distance by other drunken masters, then treated to a display of the power of drunken boxing. if the student expresses enthusiasm for learning the new techniques, a group of drunken masters takes him from tavern to tavern, getting rip-roaring drunk, causing trouble and passing along the first secrets of the technique. Those who survive the revelry are welcomed as new drunken masters.

NPC drunken masters are often found in taverns and bars, or in the halls of great lords as somewhat boozy champions ready to challenge their liege's enemies to a duel with beer steins and bar stools as the chosen weapons. They rarely pick fights there, but are quick to come to the aid of someone outmatched in a tavern brawl. Most keep a low profile, although some are famous - or infamous - for the deeds they have performed while under the influence.

Hit Die: d8.
Luck Die: d2.

Requirements
To become a drunken master, one must meet the following criteria:
  • Skills: Tumble 8+ ranks.
  • Feats: Dodge, Great Fortitude, Improved Unarmed Strike.
  • Special: Flurry of blows ability, evasion ability, must be chosen by existing drunken masters and survive a night of revelry among them without being incapacitated, poisoned, or extraordinarily embarrassed.
Class Skills
  • The drunken master's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform: Any (all skills taken individually)(Cha), Profession: Any (all skills taken individually)(Wis), Swim (Str), and Tumble (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the drunken master prestige class.
  • Base Attack Bonus: Average. A drunken master gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A drunken master gains a +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A drunken master gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A drunken master gains a +13 base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Drunken masters gain no new proficiency with any weapons or armor.

  • Drink Like Demon (Ex): A drunken master's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character's choice) by 2 points. A drunken master may benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character's drunken master level +3.

  • Improvised Weapons (Ex): While bottles and tankards are a drunken master's preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A drunken master's improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.

  • Stagger (Ex): By tripping, stumbling, and staggering, a drunken master of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two beneficial effects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a drunken master makes a DC 15 Tumble check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.

  • Swaying Waist (Ex): At 3rd level, a drunken master knows how to weave and bob during an attack, making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one opponent he chooses during his turn.

  • Armor Class Bonus (Ex): At 4th level, a drunken master gains s +2 bonus to Armor Class. This bonus improves to +2 at 9th level.

  • Improved Improvised Weapons (Ex): A drunken master of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents' disarm attempts. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.

  • Greater Improvised Weapons (Ex): At 5th level or higher, a drunken master wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4.

  • Improved Feint (Ex): At 6th level, a drunken master gains Improved Feint as a bonus feat, even if he doesn't meet the prerequisites.

  • Improved Grapple (Ex): At 7th level, a drunken master gains the Improved Grapple feat as a bonus feat even if he does not meet the prerequisites.

  • For Medicinal Purposes (Sp): At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+2 to Intelligence and Wisdom, ad -2 to Strength or Constitution) as if the duration of the alcohol's effect had expired. The ability can be used up to three times per day. It is a standard action that does not provoke an attack of opportunity.

  • Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush without provoking an attack of opportunity. if the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the drunken master's class level + the drunken master's Wisdom modifier). If the bull rush attempt fails, the drunken master falls prone in front of the opponent.

  • Superior Improvised Weapons (Ex): At 9th level and higher, a drunken master wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8.

  • Breath of Flame (Sp): A 10th level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth as a free action. This breath of flame deals 3d12 points of fire damage to all within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + the drunken master's class level + the drunken master's Constitution modifier). Each time a drunken master uses breath of flame, it consumes one drink's worth of alcohol from within his body, lessening the penalty to his Intelligence and Wisdom scores and reducing the bonus to his Strength or Constitution score (the character's choice).
Drunken Master
LevelSpecial
1stDrink Like a Demon, Improvised Weapons
2ndStagger
3rdSwaying Waist
4thArmor Class Bonus +1, Improved Improvised Weapons
5thGreater Improvised Weapons
6thImproved Feint
7thImproved Grapple
8thFor Medicinal Purposes
9thArmor Class Bonus +2, Corkscrew Rush, Superior Improvised Weapons
10thBreath of Flame

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