Drunken MasterMonk Archetype |
||
---|---|---|
![]() Fortitude High |
![]() Will Low |
![]() Reflex High |
![]() Base Attack Bonus High |
![]() HP per level 6/ Level |
![]() HP 10 |
Class Initial Features |
||
|
||
Class Skills |
||
Drunken Master is a sub-class in Pathfinder: Wrath of the Righteous. Monks can use their fists as weapons providing with strong unarmed attacks. They are not proficient with armors and use their Charisma modifier as a bonus to AC.
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.
Drunken Master Information
- Base class: Monk
- Alignment: Any Lawful
- High saves: Fortitude and Reflex.
- Class skills: Athletics, Mobility, Stealth, Knowledge (World), Lore (Religion), Perception, Persuasion.
- Proficient with the Club, Crossbow (Light or Heavy), Dagger, Handaxe, Javelin, Kama, nunchaku, Quarterstaff, Sai, Shortsword, shortspear, shuriken, siangham, Sling, Spear and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields and lose their AC bonus and fast movement and flurry of blows abilities when wearing armor or holding a shield.
- Drunken Master Monks use Charisma instead of Wisdom (in addition to Dexterity) to determine their AC Bonus without armor or shield.
Drunken Master Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | +1 | +2 | +2 | 0 | Monk Proficiencies, Improved Unarmed Strike, Unarmed Strike, AC bonus, Stunning Fist, Monk Bonus Feat, Flurry of Blows |
Level 2 | +2 | +3 | +3 | 0 | Monk Bonus Feat, Evasion |
Level 3 | +3 | +3 | +3 | +1 | Ki Strike - Magic, Fast Movement, Drunken Combat, Drunken Ki |
Level 4 | +4 | +4 | +4 | +1 | Stunning Fist: Fatigue, Drunken Ki, Drunken Technique: Firewater Breath |
Level 5 | +5 | +4 | +4 | +1 | Style Strike, Drunken Power |
Level 6 | +6/+1 | +5 | +5 | +2 | Monk Bonus Feat, Drunken Ki, Drunken Technique: Cayden's Trick |
Level 7 | +7/+2 | +5 | +5 | +2 | Ki Strike - Cold Iron and Silver, Drunken Courage |
Level 8 | +8/+3 | +6 | +6 | +2 | Stunning Fist: Sicken, Drunken Ki, Drunken Power |
Level 9 | +9/+4 | +6 | +6 | +3 | Improved Evasion, Style Strike, Drunken Resilence |
Level 10 | +10/+5 | +7 | +7 | +3 | Monk Bonus Feat, Ki Strike - Lawful, Drunken Ki |
Level 11 | +11/+6/+1 | +7 | +7 | +3 | Drunken Power |
Level 12 | +12/+7/+2 | +8 | +8 | +4 | Drunken Ki |
Level 13 | +13/+8/+3 | +8 | +8 | +4 | Style Strike |
Level 14 | +14/+9/+4 | +9 | +9 | +4 | Monk Bonus Feat, Drunken Ki, Drunken Power |
Level 15 | +15/+10/+5 | +9 | +9 | +5 | |
Level 16 | +16/+11/+6/+1 | +10 | +10 | +5 | Ki Strike - Adamantine, Drunken Ki |
Level 17 | +17/+12/+7/+2 | +10 | +10 | +5 | Style Strike |
Level 18 | +18/+13/+8/+3 | +11 | +11 | +6 | Monk Bonus Feat, Drunken Ki, Drunken Power |
Level 19 | +19/+14/+9/+4 | +11 | +11 | +6 | |
Level 20 | +20/+15/+10/+5 | +12 | +12 | +6 | Drunken Ki, Eternal Drunkenness |
Drunken Master Abilities
Drunken Ki
At 3rd level, a drunken master gains a pool of drunken ki points, supernatural energy he can use to accomplish amazing feats. As a standard action, the monk can drink an alcoholic beverage to gain 1 drunken ki point. The monk can have a maximum number of drunken ki points equal to 2 plus one additional point for every two levels thereafter (5th, 7th, and so on). At 8th level, the monk can use this ability as a swift action. This replaces ki pool.
Drunken Combat
At 3rd level, a drunken master's offense and defense improve based on the number of drunken ki points he currently has. For every two points in his drunken ki pool, he gains a +1 alchemical bonus on attack rolls and a +1 alchemical bonus to AC but takes a -1 penalty to Intelligence. In addition, the monk's movement no longer provokes attacks of opportunity.
Drunken Technique: Firewater Breath
At 4th level, a drunken master can take a drink and expel a gout of alcohol-fueled fire in a 15-foot cone. Creatures within the cone take 1d6 points of fire damage per monk level. 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 2 points from the monk's drunken ki pool. This ability replaces still mind.
Drunken Power
At 5th level, as a swift action, a drunken master can spend drunken ki points to make his melee attacks deal additional damage for a number of rounds equal to his Wisdom modifier: 1d8 damage for 1 spend point at 5th level, 2d8 damage for 2 points at 8th level, 3d8 damage for 3 points at 11th level, 4d8 damage for 4 points at 14th level, and 5d8 damage for 5 points at 18th level.
Drunken Technique: Cayden's Trick
At 6th level, as a swift action, a drunken master can spend 2 drunken ki points to unleash a 15-foot cone of beverage, blinding and hindering creatures caught within. They must succeed at a Reflex save (DC10 + 1/2 the monk's level + 1/2 the mons's Wisdom modifier) or suffer a -2 penalty to AC and become blinded, flat-footed, and sickened for 1d4+1 rounds. The ground in the area also becomes slick as if affected by a grease spell.
Drunken Courage
At 7th level, a drunken master is immune to fear as long as he has at least 1 point of drunken ki. In addition, at 11th level, he gains a +4 alchemical bonus on Will saving throws against mind-affecting and compulsion effects.
Drunken Resilence
AT 9th level, a drunken master gains DR 2/- and a +4 alchemical bonus on saving throws against poisons as long as he has at least 1 point of drunken ki. At 15th level, the DR increases to 5/-. At 19th level, it increases tp 10/-.
Eternal Drunkenness
At 20th level, the drunken master's body has been so thoroughly saturated in alcohol that his physiology is permanently altered — he now generates and ferments his own intoxicating elixirs within his stomach. The monk is in a constant state of controllable drunkenness, able to draw upon unlimited inner strength with enhanced combat instincts fueled by his eternal inebriation. The drunken master gains a +6 alchemical bonus to Strength, Dexterity, and Constitution. In addition, the maximum number of points he can have in his drunken ki pool is increased by 20.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |
Drunken Master Monk DOESN'T use Charisma instead of Wisdom.
2
+11
-1