Drunken Fist (3.5e Class)

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Drunken Master

Few know of this unruly school, and those Monks who do rarely acknowledge it, though they cannot deny the strength of the few masters of Drunken Boxing. Often times drunk, these rare monks are unpredictable, and present a difficult challenge in a fight. They have no form or stance, and their strikes can come from anywhere, with no warning.

Current drunken masters constantly keep a lookout for potential candidate into the drunken boxing style. They are very extravagant in their partying, shamelessly demonstrating their skills, anyone who expresses interest in learning their abilities they take from tavern to tavern, getting them drunk and teaching them the basics of drunken boxing. Once students learn the basics, they are released into the world on their own to figure out their own path.

Making a Drunken Fist

A Drunken Fist practically lives in the bars, it is here that they hone their skills, and delve deeper into the art of Drunken Boxing. Unlike most, when they drink, they get better at fighting, able to perform fantastic acrobatic feats while intoxicated, and drawing up a strength that seems beyond their size.

Abilities: High physical ability scores are important if the drunken fist hopes to fight without alcohol, but mental scores are useful to since higher ones allow them to consume more drinks at higher levels

Races: Drunken Fists come from all walks of life, however, races that tend toward lawfulness are less likely to produce drunken fists, and chaotic race are more likely.

Alignment: Any nonlawful.

Starting Gold: 6d4x10 gp

Starting Age: Moderate

Table: The Drunken Fist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Dodge
Bonus
Fort Ref Will
1st +1 +2 +2 +0 Drunken Boxing, Drink Like A Demon, Liquid Courage, Special Drunk +4
2nd +2 + 3 +3 +0 Uncanny Dodge, Stubborn Drunk, Acrobatics(+5) +5
3rd +3 +3 +3 +1 Evasion, Improvised Weapon +5
4th +4 +4 + 4 +1 Abundant Leap, Bonus Feat +6
5th + 5 +4 +4 +1 Stay Loose(10ft), Angry Drunk +6
6th +6/+1 +5 +5 +2 Improved Improvised Weapon, Acrobatics(+10) +7
7th +7/+2 +5 +5 +2 Greater Improvised Weapon, Kip Up +7
8th +8/+3 +6 +6 +2 Improved Uncanny Dodge, Vomit +8
9th +9/+4 +6 +6 +3 Improved Evasion, Stay Loose(20ft) +8
10th +10/+5 +7 +7 +3 Leap of the Clouds +9
11th +11/+6/+1 +7 +7 +3 , Superior Improvised Weapon, Acrobatics(+15) +9
12th +12/+7/+2 +8 +8 +4 Sway, Bonus Feat +10
13th +13/+8/+3 +8 +8 +4 Stay Loose(30ft) +10
14th +14/+9/+4 +9 +9 +4 Greater Angry Drunk +11
15th +15/+10/+5 +9 +9 +5 Drunken Sleep +11
16th +16/+11/+6/+1 +10 +10 +5 Acrobatics(+20) +12
17th +17/+12/+7/+2 +10 +10 +5 Stay Loose(50ft) +12
18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat +13
19th +19/+14/+9/+4 +11 +11 +6 Funny Drunk, +13
20th +20/+15/+10/+5 +12 +12 +6 Legendary Drunk +14

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features

All of the following are class features of the Drunken Fist.

Weapon and Armor Proficiency: Drunken Fists are proficient with all simple, and improvised weapons, but no armor or shields. Ki Manipulation The Drunken Fist is able to use their drunken state in a way that allows them to manipulate the physical energy known as Ki.

Drunken Boxing(Ex): A drunken fist fights in a unique way involving hiting with the back of the wrist that allows him to inflict more damage than normal people. Use monks unarmed damage. At 1st level a drunken fist has a Slam natural attack that deals 1d8+Strength for a medium character. He may make multiple attacks if his base attack is high enough.

The second part of Drunken Boxing is the trademark stumble of a drunk person, at 1st level if a drunken fist is unarmored and unencumbered he receives a +4 dodge bonus to AC. This bonus increase by +1 every even level. A Flat-Footed, or Helpless drunken fist does not receive this dodge bonus.

Drink Like a Demon(Ex): A Drunken Fist may spend either move or standard action to drink a tankard of ale, a glass of wine, or a mouthful of liquor. Doing so gives him a +2 bonus to a physical stat of his choice, at the price of a -2 mental penalty of his choice. This lasts for 1 hour for each ‘drink’ the Drunken Fist has consumed, and he may consume a number of drinks equal to half his character level plus his unenhanced Constitution modifier.

Liquid Courage(Ex): At 1st level whenever under the influence a Drunken Fist is immune to intimidate, and fear effects.

Special Drunk(Ex): At 1st level a Drunken Fist is not affected by normal alcohol rules unless your G.M. says so.

Uncanny Dodge (Ex): At 2nd level a drunken fist is able to react before his senses would let. He retain his Dexterity bonus, if any, even is he is Flat=Footed, or hit by an Invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he already has the uncanny dodge class feature he gains improved uncanny dodge. A drunken fist can only use uncanny dodge if he is unarmored and unencumbered.

Stubborn Drunk(Ex): A Drunken Fist is as tough as old leather, at 2nd level it takes double the normal amount of nonlethal damage to knock him out.

Acrobatics(Ex): At 2nd level a drunken fist is capable of fantastic feats of acrobatics, he receives a +5 on Balance, Jump, and Tumble. A drunken fist's bonus increases as he advances, +10 at 6th, +15 at 11th, and +20 at 16th.

Evasion(Ex): At 3rd level a drunken fist is able to react to magical or unusual attack better than normal. If he succeeds a Reflex saving throw on an attack that normally deals half damage on a successful t throw he instead takes no damage. Evasion is only usable if the drunken fist is unarmored and unencumbered. An immobile drunken fist cannot use evasion.

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

Abundant Leap (Su): At 4nd level, a drunken fist's ability to jump is unbounded by his height. In addition, the DC for any jump check is divided by two.

Bonus Feat: At 4th, 12th, and 18th a Drunken Fist gets a bonus feat.

Drunken Smash: At 5th level, a Drunken Fist can smash the ground, doing 2d8 damage + 3 damage for every person it hits within a 40 foot area of effect. In addition, the targets have a reflex save of 10+Drunken Fist Level+ Strength to NOT be knocked prone. This can be used again in 1d4 rounds.

Stay Loose(Ex): At 5th level, a Drunken Fist can avoid 10ft of falling damage by remaining completely relaxed. Every 4th level he can avoid an additional 10ft of damage.

Angry Drunk(Ex): At 5th level a drunken fist is able to enter a fit of rage when under the influence. He receives a +2 to Strength and Constitution, as well as a +2 to Will saves, but takes a -2 to Armor Class. Drunken Rage lasts a number of rounds equal to 3+his new constitution modifier, and the drunken fist is fatigued(-2 strength and dexterity, and cannot charge or run) for the rest of the encounter.

Improved Improvised Weapons(Ex): A drunken fist of 6th 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 Weapon(Ex): At 7th level a Drunken Fist's improvised weapons deal 1d8 instead of 1d4.

Kip Up(Ex): At 7th level a drunken fist is able to stand up as a free action, with a DC 20 tumble check.

Improved Uncanny Dodge (Ex): At 8th level and higher, a Drunken Fist can no longer be flanked. This defense denies a rogue the ability to sneak attack the Drunken Fist by flanking him unless the attacker has at least four more rogue levels than the target has Drunken Fist levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Vomit(Ex): At 8th level a drunken fist is able to take a drink he has consumed and regurgitate it. Every enemy within a 10ft radius must make a fortitude check (DC=10+half drunken fist level+his constitution modifier) or be sickened for 1d6 rounds.

Improved Evasion (Ex): The drunken Fist's ability to dodge attacks increases. This ability functions like evasion (see above) but the Drunken Fist only takes half damage even if he fails his Reflex save. A helpless Drunken Fist does not gain the benefit of improved evasion.

Leap of the Clouds (Su): At 10th level, the DC for any jump check is divided by 5.

Superior Improvised Weapon(Ex): At 11th level a Drunken Fist's improvised weapons deal 1d12, instead 0f 1d8.

Sway(Ex): At 12th level, a Drunken Fist is a fist at bobbing and weaving making him hard to follow, he gains Concealment 20%.

Greater Angry Drunk(Ex): At 14th level a drunken fist's Angry Drunk ability improves, he receives a +4 to Strength and Constitution, and a +4 to Will save, however he stills takes the -2 penalty to armor class.

Drunken Sleep(Ex]): At 15th level, a Drunken Fist can fall down, and make a Bluff check, opposed to his opponent's Sense Motive. If the drunken Fist's check is higher, the opponent believes him to be asleep, and is considered flat-footed. If the opponents check is higher the Drunken Fist is prone.

Funny Drunk(Ex): At 19 level whenever a drunken fist fails a skill check or misses someone he does so in a hilarious way, those watching, including the target must make a Will save versus tasha's hideous laughter(DC=10+half drunken fist level+number of drinks consumed in last hour)

Legendary Drunk(Ex): At 20th level a Drunken fist has reached the highest peaks of his art. He now gains +4 on a physical score, but only takes a -2 penalty on a mental score.

Ex-Drunken Fists

Drunken Fists that become lawful loose their Drink Like A Demon ability.

Epic Drunken Fist

Table: The Epic Drunken Fist

Hit Die: d8

Level AC
Bonus
Special
21st +14 Bonus Feat
22nd +15
23rd +15 Bonus Feat
24th +16
25th +16 Bonus Feat
26th +17
27th +17 Bonus Feat
28th +18
29th +18 Bonus Feat
30th +19

6+ Int modifier skill points per level.

Drunken Boxing: A drunken Fist's dodge bonus continues to increase every even level.

Bonus Feats: The epic Drunken Fist gains a bonus feat every odd level after 20th.

Campaign Information

Playing a Drunken Fist

Religion: Few drunken fists worship deities, but those that do usually worship a chaotic deity, or one involve with brawling or fighting in general. A traveling drunken fist, even if they do not regularly worship a deity, will often pray to Olidamara for a safe travel.

Other Classes: Drunken Fists get along well with fighter, and usually, even better with barbarians. They usually see wizards as a buzz kill, but appreciate their tactical help on the battlefield. they will often get along well with sorcerers and rogues of neutral or chaotic alignment. drunken fists often see clerics as a buzz kill, unless they are of neutral or chaotic alignment, and don't mind partying. They have a great dislike of a paladin's lawful alignment and code, which they see as too strict. While they have no great dislike of monks, other than their strict discipline, the feeling is not mutual. Monks see them as unruly and an embarrassment, those who have not seen a drunken fist fight often see them as inferior, while those that have, have a grudging respect for their unusual skill.

Combat: A drunken fist is pretty much a front line fighter. They excel at disrupting enemies with their erratic fighting style, and can often serve as a good distraction for a rogue or spell caster.

Advancement: A drunken fist would benefit from a barbarian's rage ability, and from a fighter's bonus feats.

Drunken Fists in the World

Drunken Fists are outcasts mostly, their unruly alcoholic behavior is typically unaccepted by society. They make excellent mercenaries, given their employer or ream don't mind having a drunk on their team. Often times they will travel to find new exotic liqueur. Good drunken Fists often help civilians, or travelers, mostly in exchange for booze money.

Daily Life: <-day in the life of a character of this class->.

Organizations: Drunken Fists don't have an official organization, though will often congregate in a group of 3 to 5. Current drunken fists are always on the lookout for promising candidates, that show an interest in drunken boxing.

NPC Reactions: NPC's reactions to drunken fists varies. A drunken crowd at an inn may find their acrobatics and fighting ability humorous, while guards generally dislike them.

Drunken Fist Lore

Characters with ranks in Knowledge(local), Gather Information can research drunken fists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(local), Gather Information
DC Result
5 Drunken Fists are a rare branch of monk, who seem to fight drunk.
10 Drunken Fists practice a unique martial art.
15 Specifics on drunken boxing, maybe even a little of the style(at DM's discretion)
20 Drunken Fist's have a heavily guarded technique allowing the to turn alcohol into power.



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