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Drunken Caster (D&D 3.5 prestige class)
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


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PostPosted: 17-Mar-2008 09:36    Post subject: Drunken Caster (D&D 3.5 prestige class) Reply to topic Reply with quote

Don't ask...

wrote:
Drunken Caster

Hit Die: d6 (hanging around various shady establishments certainly doesn't help to improve the condition of healthy individuals, but it goes a long way for all the bookworms that plague most spell casting classes)

Requirements
Of course that you need to go through all these things to get the munchkinistic benefits you goon...
Skills: Spellcraft 10 ranks, Profession (brewer) or Craft (Alchemy) 10 ranks (Every Drunken Caster knows that drinking IS a kind of science)
Feats: Combat Casting, Great Fortitude, Silent Spell, Still spell (Heh, you thought that you can cast spells while drunk without proper training? Guess what? WRONG!)
Spells: Ability to cast 4th level spells
Special: Ability to get drunk, absolutely no levels in Monk, Paladin or any other weirdly ascetic class. At least once in your adventuring career you had been so drunk that your party had to go through an encounter without your spells. If you managed to get this far with this attitude and you are still alive and drinking, then you are a perfect candidate for this class.

Class Skills
Aye, you can train these. Appraise (Int, only vintage alcohol, ...), Balance (Dex, you train often), Bluff (Cha), Concentration (Con), Craft (Alchemy) (Int),Diplomacy (Cha), Gather Information (Cha, Hanging around people is what you do most of the time), Heal (Wis, you often have to take care of yourself after a nasty fall), Perform (Drinking Songs) (Cha), Profession (Brewer) (Wis), Speak Language (There is a high possibility that you are the only person in this reality who knows the language...), Spellcraft (Int), Tumble (Dex, also trained often)
Skill Points at Each Level: 3 + Int modifier. (It's surprising how many things can be learned just by listening to all those people drinking with you, but People who really want to learn something useful should try to do that elsewhere.)

Code:
Level / Base Attack Bonus / Fort / Ref / Will / Spells per Day / Special
1st  / +0 / +2 / +0 / +0 / - / beer keg, drink like a devil, drunken spellcasting, hangover
2nd  / +1 / +3 / +0 / +0 / +1 level / improvised components
3rd  / +1 / +3 / +1 / +1 / +1 level / unpredictable movements
4th  / +2 / +4 / +1 / +1 / - /  fuel I, drunkard's knowledge
5th  / +2 / +4 / +1 / +1 / +1 level / wine battery
6th  / +3 / +5 / +2 / +2 / +1 level / improvised focus, drunkard's movement
7th  / +3 / +5 / +2 / +2 / - /  fuel II, delirious mind
8th  / +4 / +6 / +2 / +2 / +1 level / bonus metamagic feat
9th  / +4 / +6 / +3 / +3 / +1 level / HOW?
10th / +5 / +7 / +3 / +3 / - / fuel III, wine cellar, ultimate power


Weapon and Armor Proficiency: None, no time was wasted for these during your 'training'.

Spells: You continue to progress in your current spell casting class, although you often neglect your studies, resulting in considerable 'holes' in your education. You gain new spell slots, but you don't learn any new spells or gain any other benefits from that class. If you have more than one spellcasting class then pick one of them for advancements and feel ashamed for being such a drunkard and dabbling in so many areas. Add Detect Alcohol, Distillate Water and Create Food and Drink to your known spells (yes, the Wizard and any other book worm must pay for having them written to his spell book, while the others must spend the money on offerings to deities or research to modify the spells to get them).

Detect Alcohol - As Detect Magic spell, but far more useful.
Distillate Water - As Curse Watter spell, but creates something that doesn't taste like horse ...
Create Food and Drink - As Create Food and Water spell. The name change is just cosmetic, because it certainly doesn't produce water (using this spell to feed your horse can have certain consequences).

Beer Keg (Ex): You can safely store up to your Drunken Caster level doses of alcohol in your body for later use (don't ask how). Recalling a dose is a free action. Urinating within 5ft of an open flame is NOT recommended with any amount of alcohol stored. Regardless of how many doses you have stored you are not drunk unless you apply them through Drink Like a Devil ability.

Drink Like a Devil (Ex): (Not to be confused with 'Drink like a Demon' ability of the Drunken Master prestige class. There is nothing chaotic on your ability to drink insane amount of alcohol.)

Your mind handles the alcohol in a completely different way than that of normal people, although your body often disagrees with that. You can consume a dose of alcohol equal to a bottle of wine as a move action, along with the container as a full-round action - at your own peril (A container of reasonable size, eating a small keg takes you about 10 minutes of concentrated effort, and you must be REALLY drunk to do that).

For every dose you can add a +2 bonus to your Intelligence, Wisdom or Charisma (your choice) and a -2 penalty to Intelligence, Wisdom, Charisma or a -1penalty to Dexterity. Of course that you can set the bonus and penalty to cancel each other, but doing so doesn't count the dose as consumed, it is stored instead (see the Beer Tank ability). You can apply a number of doses equal to your Drunken Caster class level this way. One dose lasts 5 + Drunken Caster level rounds. While influenced by alcohol in this way you count as being drunk.

Drunken Spellcasting (Su): While drunk you have to trust your instincts for making the spells work and use all your attention to shape the energies flowing through your body. The words of power come naturally to your lips and your arms wave in mystic gestures with ease. The problem is that sometimes they are not the ones you should have made to cast the spell you wanted. While drunk you must make a Concentration check against DC (10 + the number of doses in effect + spell level) or to cast ANY other spell of the same level on your class spell list (GM's choice, you don't even have to know the spell) The memorized spell / daily spell use are expended in the process.

Hangover (Ex): A good drink is your best friend, or second or third best at least. Various mystic theories mixed with delirious insights you gained while contemplating about the great truths of the universe over a bottle of liquor made you vulnerable to exposition to reality while being sober. Without having a good friend to watch your back you feel almost naked and suffer from terrible hangover. If you aren't drunk and / or you don't have a dose stored you suffer from a terrible headache, your arms are shaking, legs are unsteady and the mood is at all times low (-2 penalty Dex, Int, Wis and Cha, -2 Fort saves, 5% spell failure and you get a light sensitivity. In the other words, you feel like an orc, dumb and clumsy. And you even share his manners). You have to suffer from this condition for one full day or until you have a drink.

Improvised Components (Su): You can't remember when it was the first time you reached for the wrong component. Anyway, most of the time you saw many of the component pouches twice. Do you remember how you attempted to cast a fireball with a chunk of cheddar (You are still unsure whether it replaced sulphur, or bat guano... or both) or prayed for healing while waving an empty water skin instead of your holy symbol... and it worked. Sure the fire was green or the gods made you lick clean every step of the main temple in Margh-Curan as an atonement, but... it still worked.

While drunk you can try to make use of alternate components to cast a spell. The components must be of similar value to the ones which should be used, but otherwise there is no limit to what you can use. Surprisingly, the more you are drunk the better does your mind adapt to the situation, but the probability of casting something else, however, increases normally. Make a Spellcraft check against DC (20 - the number of doses in effect + spell level). If you succeed you cast the spell, if you don't consult the GM to see what actually happened. No matter the result you still need to check whether you didn't cast a completely different spell (see Drunken spellcasting).

Unpredictable Movements (Ex): While drunk you wave and stagger in a way that makes most people trying to hit you in melee gap in awe. You don't provoke an attack of opportunity by casting spells while in threatened area.

Fuel I (Su): You can use the alcohol running through your veins to flood your brain just as the magic passes through to add something extra to the spell. By expending one or more doses, stored or applied, you can apply any metamagic feat you know to a spell you are casting as a free action. You can't increase the level of the spell by more than one. A Spellcraft check against DC (25 + spell level - (number of doses expended above the first * 5)) is required to modify the spell. Upon failure the spell is cast normally, but all doses expended to modify the spell are lost.

Drunkard's knowledge (Ex): As Bardic Knowledge, although it works only on subjects related to drinking. You may be an alcoholic, but you are a proud and educated alcoholic, not some drunken lout.

Wine Battery (Ex): As Beer Keg, but you can store up to two times your Drunken Caster level.

Improvised Focus (Su): As Improvised Components, but you can replace the material and even divine focus with alternate item. The DC to cast the spell properly is (30 - the number of doses in effect + spell level) and you can bet that the consequences of a failure will be much worse.

Drunkard's Movement (Ex): Drunken people have strange ways of getting around and avoiding obstacles. While drunk you can expend one dose stored or applied to take 10 on following skills: Balance, Climb, Escape Artist, Jump, Swim, Tumble and Use Rope. Alternatively you can expend three doses to take 20. No matter what option you take the use of this ability counts as a swift action and the bonus applies to only one use of the skill which can't last more than one turn. You must expend additional doses to last through every following turn. As soon as you chose to stop expending doses this way (or worse, you sober up) you count as if you rolled a natural 1 for the skill you most recently used this way, resulting in fall if you are in safety, or worse, if you are not.

Fuel II (Su): As Fuel I, but you can increase the level of the spell by 2. You must expend two doses where you would expend one with Fuel I. The DC is (30 + spell level - (number of double doses expended above the first * 5)).

Delirious mind (Su): Your head is in a terrible mess and only you know how to get along with it. Whenever someone with the exception of another Drunken Caster attempts to telepathically link to your mind or to mentally control you while you are drunk you can expend one or more of your doses stored or applied to transfer whatever penalties you have thanks to any aplied doses of alcohol. The subject suffers from these penalties for 5 rounds and then he has to endure a 10 round Hangover. Will save against DC (10 + (number of doses expended above the first * 5)).

HOW? (Sp): Some people get drunk only to wake up in an absolutely insane location. You mastered this power to levels that are beyond ordinary people's wildest dreams. While drunk you can expend some of your stored doses to produce following spell effects on yourself. Each of them can last up to 5 rounds and you can use only one of them at time. Of course, the more insane thing you attempt, the faster you get sober.
5 doses - Expeditious Retreat, Jump
10 doses - Silence, Invisibility
15 doses - Water Walk, Fly
20 doses - Freedom of Movement

Fuel III (Su): As Fuel I, but you can increase the level of the spell by 3. You must expend three doses where you would expend one with Fuel I. The DC is (35 + spell level - (number of triple doses expended above the first * 5)).

Wine Cellar (Ex): As Beer Keg, but you can store up to three times your Drunken Caster level.

Ultimate Power (Sp, ritual): Write your wish (10 words maximum) on the bottom of your character sheet. Then handle the sheet to the GM along with a bottle of GM's favourite drink and hope that it works.

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Oafman
Draconis Combine
Tai-sho
Tai-sho


Joined: 18-Nov-2003 00:00
Posts: 1657
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PostPosted: 17-Mar-2008 13:16    Post subject: Drunken Caster (D&D 3.5 prestige class) Reply to topic Reply with quote

Someone put WAY too much thought into this....

Still cool though.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 17-Mar-2008 14:17    Post subject: Drunken Caster (D&D 3.5 prestige class) Reply to topic Reply with quote

Way too much work? 10 mins of consideration, the rest was just ad-hoc jugling done while writing.

vilani.ws43.com/index.php?showtopic=84&st=100&start=100

The reason for existence of this class can be found under that link. Plus I wanted something that would losely represent Jakub Wędrowycz's abilities, although greatly reduced. I'll try to add some fluff to complete the entry when I find the time to do so.

Umm... did you actually read that?
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Oafman
Draconis Combine
Tai-sho
Tai-sho


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Posts: 1657
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PostPosted: 18-Mar-2008 16:36    Post subject: Drunken Caster (D&D 3.5 prestige class) Reply to topic Reply with quote

Yes I actually read your originaly post. Although not all of it, but most iof it. I am not a D&D player (at least not for about 12 years and it was only 1 campaign) so much of the stats mean nothing to me, but the basic concept I can follow with my other roleplaying experiences. I used to play a system that actually had an ability called 'power drinking' and one that went with it called 'belching for effect.'
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 19-Mar-2008 03:13    Post subject: Drunken Caster (D&D 3.5 prestige class) Reply to topic Reply with quote

I'll avoid this effect... a waste of valuable resources, but the Drunken Master (an official drunken martial class) can belch fire.
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