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DRUNKEN MASTER

 

Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting.

 

Alignment: A drunken master must be Chaotic. This replaces the monk’s alignment requirement.

 

Drunken Arts

The drunken master gains the Barroom sphere instead of either the Boxing or Open Hand sphere. This alters martial arts.

Eight Gates of the Drunken Master

A drunken master ignores the regular rules for drinking alcohol and becoming drunk due to the nature of his experience, and augments his prowess based off how far drunk he has become. The drunken master's drunkenness at any time is measured by a meter with ten stages. Each stage has different rules for advancing to the next stage, bonuses and different penalties. The bonuses from all stages stack with each other, granting the bonuses of all stages below his current stage. The penalties of all stages (other than the Stupor stage) similarly stack with each other and accumulate as his level of drunkenness raises. Certain stages require the drunken master to be a certain level before he can attempt to drink to that stage.

 

If the drunken master is not a high enough level, he automatically drops to the Stupor stage upon a failed Fortitude save based off the stage he was attempting to drink to. A success means his drunkenness stage does not change. As long as the drunken master is at least Buzzed, he is considered as if he had the drunk status for the purpose of the Barroom sphere. When he uses a talent that expends the drunk condition, he instead lowers his current stage of drunkenness by one stage. Effects that grant him the drunk condition are treated as if he had drunk an alcoholic beverage.

When a drunken master fails a Fortitude save when attempting to reach a new stage of drunkenness, he fumbles, rolling a 1d100 and suffering the effects based off what stage he was attempting to raise himself to, as shown on the Table: Drunken Fumbles, in addition to not increasing his drunkenness stage. This replaces flurry strike, stunning fist, still mind, purity of body, tongue of the sun and moon and flawless mind.

Stupor Punch

At 3rd level, while the drunken master is at least Soused, he may make a special attack action with an unarmed attack to make a stupor punch. A stupor punch is an extra powerful singular attack that is enhanced by the drunken master’s drunkenness stage. He deals extra damage on this attack equal to twice the number of the current stage he is at (for example, if he is Soused (stage 3), he deals 6 additional damage). This bonus damage is doubled against creatures that have the drunk status. The drunken master falls prone after making a stupor punch, and cannot make stupor punches if he is prone.

 

He may expend his martial focus before he makes the attack roll, if he does, the drunken master rolls a 1d4, and adds the following effects based off the result he rolled, but he also immediately becomes Sober after the attack.  If the drunken master is at least Staggering, he instead only reduces his current drunkenness level by 3 stages after expending focus on a stupor punch, rather than becoming Sober. This replaces stunning fist.

Drunken Ki (Su):

At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to his Wisdom modifier plus one additional point for every two levels thereafter (5th, 7th, and so on). These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability alters ki pool.

Drunken Courage (Su):

At 10th level, a drunken master is immune to fear as long as he has at least 1 point of drunken ki. This ability replaces the ki power gained at 10th level.

Table: Drunken Fumbles

DRUNKEN MASTER KI POWERS

The following ki powers may be taken by a drunken master:

Ki-infused Booze: The drunken master can spend a ki point as a free action once per turn to raise his drunkenness stage, as if he had drunk an alcoholic drink. At 9th level, he raises himself two stages, plus an additional stage at 14th level and every 5 levels thereafter. If he raises himself through multiple stages that require Fortitude saves, he must succeed at the saves in order, and failure causes this ability to stop at the stage he failed his save on.

Drunken Resilience (requires 13th level): As long as the drunken master has at least 1 point of drunken ki, he gains DR 1/---. This increases to DR 2/--- at 16th level and DR 3/--- at 19th level.

Drunken Talent (requires 5th level): Whenever the drunken master enters the Drunk stage, he gains access to a repertoire of combat talents he is only able to tap into when drunk. The next time he drinks himself into the Stupor stage, he gains knowledge of secret drunken martial arts, selecting 1 combat talent he doesn't already know. This talent is only usable while the drunken master is at least at the Drunk stage. Every time the drunken master drinks himself into the Stupor stage, he may change this combat talent to any other combat talent he desires, and such an ordeal is usually done at the beginning of each day, or after a period of rest. This ki power can be selected multiple times (gaining an additional drunken talent each time) but no more than once per 5 levels.

Firewater Breath (requires 19th level): The drunken master can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 20d6 points of fire damage. A successful Reflex saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wisdom modifier) halves the damage. Using this ability is a standard action that consumes 4 points of drunken ki.

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