The DrunkardHaze-Eye, the Heavy Drinker (Diablo II parody reference). This class drinks to get more stupider, er wait, more smaller, no, nosh, shwait, mors Trongerp. Strongber. More... nezhermind. I like alcyhol. You shud too! The Drunkard gains Drink Charges the more alcohol he consumes playing like a Drunken Master but actually effective. He's funny too.
HD: d6
Saves: Good Fort, Poor others
LV Base Attack Class Features
1. +0 The Seal, Hammered Drunk
2. +1 Drunkard Strength
3. +1 Liquid Courage
4. +2 Beer Goggles (Invisible)
5. +2 Drunken Defense
6. +3 The Spins
7. +3 Greater Improvised Weapons
8. +4 Beer Goggles (Illusions)
9. +4 For Medicinal Purposes
10. +5 Have Another Drink Boys
11. +5 Staggering Charge
12. +6/+1 Beer Goggles (Gaze)
13. +6/+1 The Room is Spinning
14. +7/+2 Improved Medicinal Purposes
15. +7/+2 Superior Improvised Weapons
16. +8/+3 Beer Goggles (True Seeing)
17. +8/+3 Have Another Round
18. +9/+4 Drink Like a Demon
19. +9/+4 Greater Medicinal Purposes
20. +10/+5 I Swear to Drunk I'm Not GodClass Skills (4+Int modifier): Bluff, Climb, Craft, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Knowledge (local), Knowledge (Alcohol), Perform (Sing, Dance, Comedy), Profession, Swim, Tumble
Proficiencies: Simple weapons and all improvised weapons (see Drunken Master, CW). No armors or shields.
The Seal (Ex) - A Drunkard is quite the heavy drinker, and, just like anyone else who imbibes large quantities of alcohol, his body can only process so much at a time. The Seal represents the limit at which the Drunkard's body can no longer handle alcohol. Drunkards can consume alcoholic beverages at the cost of 1 swift action per beverage to accumulate Drink Charges up to a number of Charges equal to twice his Constitution modifier. These charges last for 1 hour, unless lost or expended. For each charge he holds he gains a bonus to Cha based skill checks and to Will saves against Fear and Compulsion effects.
Drunkards have a limit known as "The Seal" equivalent to his Constitution modifier. Whenever he consumes a drink, if the number of drinks consumed this hour exceeds his Constitution modifier he must make a Fort save (DC 10 + 2xNumber of Drinks consumed). If the save succeeds he has not broken The Seal. If the save fails, The Seal is broken, causing the bonuses to Cha based skill checks to become a penalty, but also the loss of all bonuses to Will saves from this ability as well as all Drink Charges currently in his system. A broken Seal remains thusly broken, until the end of any encounter during which it was broken, or until five minutes have passed outside of combat situations.
Hammered Drunk (Ex) - Drunkards tend to get a little rowdy when they're drunk. As such, they develop a wild, flailing attack form, granting them a Slam attack which deals 1d4 damage/Drink Charge held +their Strength modifier. This ability only functions if the Drunkard has broken The Seal during this encounter.
Drunkard Strength (Su) - Starting at 2nd level, every time a Drunkard succeeds his Fort save against breaking The Seal he gains a +4 morale bonus to Strength for 1 minute. Each time he gains this bonus it stacks with the previous bonuses and resets the duration.
Liquid Courage (Ex) - Starting at 3rd level, a Drunkard retains his bonus to Will saves even after breaking The Seal, in fact these bonuses double.
Beer Goggles (Su) - Starting at 4th level, after breaking The Seal, a Drunkard in his highly attuned state of drunkeness begins to see things that normal people do not. At 4th level this allows the Drunkard to See Invisibility, as the spell, as long as he has "broken The Seal" this encounter.
At 8th level, a Drunkard always sees Illusion spells for what they are, never failing Disbelief saves, as long as he has "broken The Seal" this encounter.
At 12th level, a Drunkard believes that creatures are more attractive than they really are so strongly that his come-ons gain real substance. This grants him a Gaze attack which replicates the Charm Monster spell, as long as he has "broken The Seal" this encounter. Any creature that has succeeded its save against this Gaze is immune to it for the next 24 hours.
At 16th level, an intoxicated Drunkard sees the world around him as it was always meant to be seen, granting him True Seeing, as the spell, as long as he has "broken The Seal" this encounter.
Drunken Defense (Ex) - Starting at 5th level, a Drunkard gains a +1 bonus to AC, and 5 temporary hitpoints for each Drink Charge he holds.
The Spins (Ex) - At 6th level a Drunkard gains the Whirlwind Attack feat as a bonus feat, without needing to meet its prerequisites. Further, as long as the Drunkard has broken The Seal this encounter he may spend an immediate action to swap squares with any foe he deals damage to with this attack.
Greater Improvised Weapons (Ex) - At 7th level a Drunkard's proficiency with improvised weapons grows. He gains a +1 bonus to attack rolls and deals an extra 1d6 damage with all improvised weapons. These bonuses increase by +1 and 1d6 respectively for every two Drink Charges he holds.
For Medicinal Purposes (Su) - Beginning at 9th level, a Drunkard can use alcohol to mend his wounds. By spending Drink Charges as a free action a Drunkard can heal himself 1d6+1 hitpoints/charge spent. A Drunkard can spend a number of charges per encounter in this manner equal to his Constitution modifier. A Drunkard cannot use this ability during an encounter after breaking The Seal.
Have Another Drink Boys (Ex) - At 10th level a Drunkard can gain a short lived burst of activity at the risk of "breaking The Seal." As long as the Drunkard hasn't broken The Seal this encounter he can take an extra standard action, but after doing so he must make a Fort save against "breaking The Seal" regardless of how many Drink Charges he holds.
Staggering Charge (Ex) - At 11th level a Drunkard can move about the battlefield more freely once he's got a little alcohol in him. As long as he holds any Drink Charges, but before he has broken The Seal this encounter, he need not move in straight lines while using the charge action, nor does his charge attacks provoke attacks of opportunity.
The Room is Spinning (Ex) - Starting at 13th level, a Drunkard can use the Whirlwind Attack feat as a standard action. Further, as long as he has broken The Seal this encounter he gains the benefit of the Epic Whirlwind Attack feat without needing to meet its prerequisites, though he must use a Full Round Action with it as normal.
Improved Medicinal Purposes (Su) - Beginning at 14th level a Drunkard heals 2d6+2 hitpoints/charge spent when he uses his For Medicinal Purposes class feature, and can now use the ability even after breaking The Seal, but if he does so he can only heal the normal amount.
Superior Improvised Weapons (Ex) - Beginning at 15th level, a Drunkard's proficiency with improvised weapons is legendary, causing the critical threat range of any such weapons to increase by 1 +1/four Drink Charges he holds, and the critical multiplier to increase by 1 +1/eight Drink Charges he holds. Further, whenever a Drunkard confirms a critical against a creature that creature must make a Will save (DC 12 +1/2 Drunkard level +Drunkard's Constitution modifier) or become stunned for 1 round, or confused for 1d3 rounds at the Drunkard's option.
Have Another Round (Ex) - Starting at 17th level, a Drunkard'a ability to take bold and quick action increases dramatically. As long as the Drunkard hasn't broken The Seal this encounter he can take an extra Full Round Action during his turn, but after doing so he immediately breaks The Seal regardless of how many Drink Charges he holds and becomes confused for 1 round.
Drink Like a Demon (Ex) - Starting at 18th level, a Drunkard can imbibe greater amounts of alcohol by expending greater efforts, and can stave off breaking The Seal with greater force of will. By spending a move action a Drunkard can consume up to 3 alcoholic beverages, and by spending a standard action a Drunkard can consume up to 5 alcoholic beverages.
Further, increase the number of drinks the Drunkard can consume before reaching The Seal limit by his Wisdom modifier. This does not modify the total number of Drink Charges he can accumlate.
Greater Medicinal Purposes (Su) - Beginning at 19th level, a Drunkard heals 3d6+3 hitpoints/charge spent when he uses his For Medicinal Purposes class feature, and heals this amount even after having broken The Seal.
I Swear to Drunk I'm Not God (Su) - At 20th level a Drunkard has reached the pinnacle of perfection, ascending to godlike status and gaining Divine Rank 1.