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Author Topic: [FantasyCraft] The Drunken Master [with bonus new feat chain].  (Read 1808 times)
Sletchman
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« on: February 20, 2010, 03:39:04 AM »

Drunken Master

Unlike most Martial Artists, the Drunken Master follows a strange path.  His unique fighting style makes him hard to land a telling blow on, which earns respect from other fighting schools, but his propensity to have a drink [or ten] garner him a degree of scorn from walkers of a more strict path.

Depending on your campaign setting the Drunken Master could be:
•   An acolyte of an ancient order, harnessing “spiritual” energy to further his combat abilities.
•   A brave drunk, sacrificing his liver, to fight the good fight.
•   A martial arts master committed to enlightenment through expansion of his mind.
•   A hard fighting, hard partying, liver of the high life.

Party Role: Combatant – The Drunken Master is a strong unarmed combatant, offering a unique approach to brawling.

Class Features
Requirements: Acrobatics 4+ Ranks, Martial Arts, Charging Basics
Favoured Attributes: Strength, Constitution.
Class Skills: Acrobatics, Athletics, Impress, Medicine, Notice, Resolve, Sense Motive, Sneak
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level

Base Attack: Medium
Fort Save: Medium
Ref Save: High
Will Save: Medium
Defence: High
Initiative: Medium
Lifestyle: Low
Legend: Low

Core Ability: Hard Drinkin’: You’ve discovered the hidden potential of alcohol. When you benefit from an alcoholic drink, you also gain a bonus d6 action die. Unless used, this action die is lost at the end of the scene.  Additionally you recieve a 20% discount when purchasing alcohol.

Class Abilities:
Drink Like a Demon: You may benefit from an additional drink per day, further you may drink during combat as a full round action.
Staggering Charge I: You incorporate your drunken staggering into your combat style, attacking opponents from unexpected angles.  At level 2, you gain Mobility Basics as a bonus feat, additionally you may use the Charge trick an extra time for each drink you've consumed during this scene.
Staggering Charge II: At level 7, you gain Mobility Mastery as a bonus feat, additionally when you charge an opponent you may make a free action Feint check using your Acrobatics skill.
Bonus Feat: At levels 3, 5, 7 and 9 you gain a bonus feat from either the Unarmed or Chance feat trees.
It’s Medicinal, I Swear: At level 4, you and your team mates may benefit from an additional drink per day. Further, when you drink alcohol you gain the effects of a Brawn I or Cure Wounds II spell.  At level 8, you and your team mates may benefit from a further additional drink per day, and the effect of alcohol consumption increases to a Brawn II, or Cure Wounds IV spell.
Wuxia I: At level 4 you gain Wuxia I.
Wuxia II: At level 8 this increases to Wuxia II.
Evasion I: At level 6 you gain Evasion I.
Breath of Flame: You may ignite the alcohol on your breath, spewing forth a cone of fire as a full round action.  This attack causes 3d6+Con Modifier fire damage [AP5] in a 20ft cone.  Each character in the cone may make a reflex save [DC10 + Con Modifier + number of Unarmed Feats you have] to halve the damage they receive.

Ability Progression.
1: Drink Like a Demon. Hard Drinkin’.
2: Staggering Charge I.
3: Bonus Feat.
4: It’s Medicinal, I Swear. Wuxia I.
5: Bonus Feat.
6: Evasion I.
7: Staggering Charge II. Bonus feat.
8: It's Medicinal, I Swear. Wuxia II.
9: Bonus Feat.
10: Breath of Flame.



Comments? Ideas for improvement?  Suggestions?  I'm working on a Blood Mage next.
Also, just for laughs, a new feat chain [came about after a few jokes during a game session].

Style Feats

Pimpin’ Basics
You keep your pimp hand strong.
Prerequisites: None.
Benefit: Your Panache increases by 1 and you gain a trick.
Backhand [Unarmed Attack Trick]: Your unarmed attack inflicts Stress damage.

Pimpin’ Mastery
Fur coats and gold chains...
Prerequisites: Pimpin’ Basics
Benefit: Your Legend increases by 1 and you may use Impress for downtime checks, adding your full Appearance bonus.

Pimpin’ Supremacy
Pimpin’ ain’t E-Z...for some.
Prerequisites: Pimpin’ Mastery
Benefit: Your Charisma increases by 1 and you gain a trick.
Rile Up [Taunt Trick]: When you successfully taunt an opponent you may force them to attack another character within Close Quarters range.
« Last Edit: February 23, 2010, 11:05:20 PM by Turnip666 » Logged
tenebrae
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« Reply #1 on: February 20, 2010, 04:50:22 AM »

As discussed in the Shadowdancer thread, Evasion doesn't work well as a 2/7 ability (for balance reasons).

Overall, it feels to me like the sort of thing that could be handled as a feat tree. It's fairly limited in scope (drinking) without giving a broad range of abilities the way most Expert classes do.
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Sletchman
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« Reply #2 on: February 20, 2010, 05:01:15 AM »

Fixxed evasion to be a 6th level ability, as per Morg's suggestion [in the shadowdancer thread].  Also put in Staggering Charge, which for some reason was absent from my original post.
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aegis
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« Reply #3 on: February 20, 2010, 05:57:05 AM »

'like it a lot, but the first occurrence of Staggering charge looks a bit like Mobility Basics. Also, shouldn't the guy receive a discount on booze? Tongue Finally, I feel he has a lot of skills and not so much vitality for a drunk warrior. Why not d12 and 4 skill points?
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Sletchman
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« Reply #4 on: February 20, 2010, 07:30:42 AM »

'like it a lot, but the first occurrence of Staggering charge looks a bit like Mobility Basics. Also, shouldn't the guy receive a discount on booze? Tongue Finally, I feel he has a lot of skills and not so much vitality for a drunk warrior. Why not d12 and 4 skill points?

Egads! You're right.  I'm thinking rescript the first iteration of Staggering Charge to grant Mobility Basics, and the second to grant Mobility Master, with the bonus that you can make a free action feint using acrobatics.

Thats probably a good call on vitality / skill points [and the discount on booze], I'm almost certain I put it as 9 vitality / 6 skills because i like playing characters with more skills, rather then thinking it through.  Plus I might have a mental connection between full base attack and 12 vitality.  Will definately change that.

Edit: Changed vitality and skills, and granted a booze discount.  Also edited staggering charge.
« Last Edit: February 20, 2010, 07:33:14 AM by Turnip666 » Logged
Morgenstern
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« Reply #5 on: February 20, 2010, 09:00:12 AM »

Very impresive work.

Should probably add a small bonus to staggering charge I. Maybe a +1 uses of the charge basics feat for each drink you've benefited from this scene.

I would fold "I can stop any time I want" back into "It's medicinal, I swear" (just make it a second paragraph). It's really just the second half of the same ability (despite the amusing name).

List Wuxia after  "It's medicinal, I swear" (abilities introduced at the same level are alphabetized).

The feats seem a little rough, but they do bring the daddy. Word.
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Sletchman
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« Reply #6 on: February 20, 2010, 10:08:04 AM »

Very impresive work.

Should probably add a small bonus to staggering charge I. Maybe a +1 uses of the charge basics feat for each drink you've benefited from this scene.

Thanks, and done.

Quote
I would fold "I can stop any time I want" back into "It's medicinal, I swear" (just make it a second paragraph). It's really just the second half of the same ability (despite the amusing name).

It was planned as a two-part ability, so I've written it as one ability now and it is easier to process.  Hows the wording on it?

Quote
List Wuxia after  "It's medicinal, I swear" (abilities introduced at the same level are alphabetized).

The feats seem a little rough, but they do bring the daddy. Word.

Done.  The feats weren't really meant to be serious, just a little bit of fun.  I really like a stress damage backhand attack though.  It's very the "Archie Slap" from Rock'n'Rolla.
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« Reply #7 on: February 23, 2010, 07:15:32 AM »

I kinda feel like we've hit a critical threshold in the disemination of class creation lore. I've seen a number of good-to-excellent classes presented lately, and while I ussually can see ways to polish them, the fundmentals are looking solid after very few revisions.

It's kinda nice Smiley.
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« Reply #8 on: February 23, 2010, 08:25:39 AM »

It's kinda nice Smiley.

The students are becoming the masters. You might want to keep an eye out for gamers dressed as Darth Vader. That could end rather badly for you Wink
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« Reply #9 on: February 23, 2010, 09:37:11 AM »

It's kinda nice Smiley.

The students are becoming the masters. You might want to keep an eye out for gamers dressed as Darth Vader. That could end rather badly for you Wink

He's safe from me at least - Brisbane heat + black + heavy armour = heat damage.  I simply don't have the survival ranks to make the rolls.
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Doublebond
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« Reply #10 on: February 23, 2010, 02:44:36 PM »

At level 4, you and your team mates may benefit from an additional drink per day. Further, when you drink alcohol you gain the effects of a Brawn I or Cure Wounds II spell.  At level 8, you and your team mates may benefit from a further additional drink per day, and the effect of alcohol consumption increases to a Brawn II, or Cure Wounds IV spell.

Fixed some minor grammar mistakes.

Also, I wonder how much of a chance this class has of using some warped vows like the normal monk class. :p
« Last Edit: February 23, 2010, 02:47:05 PM by Doublebond » Logged
Sletchman
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« Reply #11 on: February 23, 2010, 11:08:57 PM »

Fixed some minor grammar mistakes.

Also, I wonder how much of a chance this class has of using some warped vows like the normal monk class. :p

I think most of them came when that ability went from 2 abilities to 1 [mostly for coheriance].  Cheers.

I like the idea, but I have no idea how to implement it.  I also want to avoid sorcery or miracles [which removes paths and spells], and keep it different from being just a modded monk.  I could see see like a variant monk with that sorta idea.  Paths/Vows of Chaos, Corruption, Destruction  Something to that effect.
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