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A Fistful of Beer
A One-Round D&D LIVING GREYHAWKTM
Keoland Special Mission Adventure
Version 2.2
By Steven Schaeffer
Reviewers: Jeff Detweiler, Sean Smith
Playtesters: The Concillators
A candidate has petitioned the venerable Drunken Masters of Keoland for induction into their order. In
order to do so, they must survive a night of revelry. Of course, no man drinks alone, and he has been
requested to have his favorite group of wingmen on tap. Along the way, they find they are not the only
ones in town to celebrate. A Keoland special mission adventure for APLs 4-12.
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast and the author. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Players Handbook, Dungeon
Masters Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a
work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2005 Wizards of the Coast,
Inc.
Introduction
This is an RPGA Network scenario for the
Dungeons & Dragons game. A four-hour time
block has been allocated for each round of this
scenario, but the actual playing time will be closer to
three and a half hours. The rest of the time is spent
in preparation before game play, and recordkeeping after the game. The following guidelines
are here to help you with both the preparation and
voting segment of the game. Read this page
carefully so that you know and can communicate to
your players the special aspects of playing an
RPGA scenario.
Preparation
First you should print this scenario. This scenario
was created to support double-sided printing, but
printing it single sided will work as well. There is
enough room along the inside margin to bind the
adventure, if you desire.
Read this entire adventure at least once before
you run your game. Be sure to familiarize yourself
with any special rules, spells, or equipment
presented in the adventure. It may help to highlight
particularly important passages.
When you run an RPGA D&D adventure we
assume that you have access to the following
books: the Players Handbook, the Dungeon
Masters Guide, and the Monster Manual. We also
assume that you have a set of dice (at least one d4,
d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of
fun. It is also a good idea to have a way to track
movement during combat. This can be as simple as
a pad of graph paper and a pencil, as handy as a
vinyl grid map and chits, or as elaborate as resin
dungeon walls and miniatures.
Keep in mind that you must have at least four
players (not counting the judge), for the game
session to be a sanctioned RPGA event. As well,
you cannot have more than six players participating
in the game.
Tracking
After the players have completed the scenario or
the time allotted to run the scenario has run out,
the players and judge fill out the RPGA Tracking
Sheet. The judge should complete the top of the
form and list his name and RPGA number. The
players should each list their name and RPGA
number. After the form is filled out it should be
given to the Event Coordinator.
LIVING GREYHAWK
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their
own characters with them. If players do not have
a LIVING GREYHAWK character generated, get a
copy of the current LIVING GREYHAWK character
generation guidelines, and a character sheet from
your convention coordinator or the RPGA Web
site, and then have any players without a
character create one. Once all players have a
LIVING GREYHAWK character, play can begin.
Along with the other materials discussed in the
Preparation section above that you are assumed
to have in order to run a D&D game, it is also
recommended that you have a copy of the LIVING
GREYHAWK Gazetteer.
Page 1
Mundane
Animals Effect
on APL
1/4 & 1/6
1/3 & 1/2
CR of Animal
10
10
11
4
2. If PCs bring animals that
have been trained for
5
combat (most likely being
6
war horses, dogs trained for
war), other than those
7
brought by virtue of a class
ability
(i.e.
animal
companions, familiars paladins mounts, etc.)
use the sidebar chart to determine the number
of levels you add to the sum above. Add each
characters animals separately. A single PC
may only bring four or fewer animals of this
type, and animals with different CRs are
added separately.
Nevertheless, if a
character has the Mounted Combat feat, he
may bring a single warhorse, light or heavy,
with him in the adventure and it will not count
toward the APL calculation.
Page 2
suffer other in-game penalties (or possibly gain ingame benefits) as may be detailed in this
scenario.
A character who does not pay for at least
Standard Upkeep may also avoid the abovedescribed penalties by living off the wild. If the
character possesses four or more ranks in the
Survival skill and succeeds at a Survival check
(DC 20), the character will heal temporary ability
damage as if he or she paid for Standard Upkeep,
may refill spell component pouches and healers
kits, and may restock up to 20 arrows or bolts if
the character has at least four ranks in Craft
(bowmaking). The player is allowed to Take 10 on
this roll.
More information about Lifestyle and Upkeep
can be found in the Lifestyle and Upkeep section
of Chapter 3 of the LIVING GREYHAWK Campaign
Sourcebook.
Adventure Background
The Drunken Master candidate has petitioned the
Drunken Masters of Keoland for induction to their
order. In order to do so, he must survive a night of
revelry. Of course, no man drinks alone, and he
has been requested to have his favorite group of
wingmen tag alone to be of any assistance the
monks might require, such as holding their hair
back at the night of celebrations end. Along the
way, they find they are not the only ones in town to
celebrate. A troop of Bacchae, deposited here
when planar rifts in the Dreadwood tainted a
supply of Lambic headed for Gradsul, has also
made their way into town. They begin swooping all
in their wake under their chaotic debauchery.
Now, with the Drunken Masters themselves
trapped in the insidious and perpetual revel of the
Bacchae, the party must consult the Stern master
of drunken martial arts for the secret to saving the
entire town. But can the candidate make the
hardest decision of his life save the town, or
save the Lambic?
Adventure Summary
Introduction: The Drunken Master candidate is
given his mission privately to recruit friends and
accomplices to his aide in undertaking his task,
surviving a night of revelry. The candidate will also
find himself receiving two mysterious gifts, a
simple Mug with the engraving Of Clearness
upon it, and what appears to be a bottle of smoke.
Page 3
Introduction
The adventure begins with the party separated,
with the candidate currently located where ever in
the Kingdom he or she calls home. Read the
following read-aloud text to that person only.
Weeks pass by with not a hint of success.
Youve asked in every watering hole, tavern
and inn from Flen to Saltmarsh and still
havent found a single lead as to where to find
them. Yet you did the important part, you made
it known they were looking for them, and so it
would seem that they have found you.
The courier tracked you down, with a
mysterious letter. The fabled Drunken Masters
of Keoland have apparently learned of your
desires to join them, and accepted your
petition into joining their order, albeit with a
stipulation involved. Apparently tracking
down the underground order was not enough
to receive full induction; they want proof of
your abilities. Specifically, your abilities at
drinking! The letter required that you come to
Gradsul and submit yourself to a night of
revelry with some of the wisest, and if the
handwriting in the letter is any indication, most
inebriated members of the order. This is no
mere matter of partying until dawn. All you
have ever heard about the Drunken Masters
throughout the lands is that their social
functions are so toilsome on the body that
surviving is not always guaranteed.
The letter did not come alone. It was packaged
with two unusual objects. The note stated, in a
rambling manner, that these would prove
invaluable to you on your coming task. One
was a single stein, marked and dented in
various places along its metal and wooden
exterior. Along its front, scratched into surface
sloppily, were two words: Of Clearness. The
other object was even more puzzling, a clear
bottle with a wide, round bottom and a fluted
neck that was topped off with a cork. Inside the
Page 4
Encounter One
The party has been gathered and arrives at the
scheduled meeting place in Gradsul. Read the
following read-aloud text.
As demanded by the letter, you and yours have
come to the scheduled meeting place in the
city of Gradsul to rendezvous with the Drunken
Masters that would escort you through the
initiation into their order. You have already
been here some time now, and the Masters are
quite late. Already the moon is high in the
nights sky and the only peeps you have heard,
waiting here on the docks, has been the surf
and the occasional passing of sailors on shore
leave up to no good.
Just when it seemed like they werent coming,
a group of three males and a single female all
wearing lose-fitting silk robes came staggering
down the street. They were quite the group. An
Page 5
human
Page 6
Encounter Two
Despite any urging to go back and help the
three drunken masters urge you forward. We
cant stop for too long, Pemblo explains, far
more lucid in his voice and movements as you
dart down the street, Tasha will rejoin us
later. We have to make it to over next stop
the Little Maria!
Pemblo slows himself to a light jog, motioning
for you all to do the same as Kien and the
mysterious one race on ahead. Coming to a
full halt, the older Halfling catches his breath a
moment, and turns to you all with a much more
lucid manner than before. Well now, that was
Keoland Special Mission A Fistful of Beer
Page 7
Encounter Three
The next stop of the bar hopping Drunken Masters
is The Little Maria, which appeared in the
Keoland Interactive This tavern appeared in the
Keoland Interactive Secrets of the Sea Princes
III. It is entirely subdued, as the proprietor outlived
her young, murdered daughter and keeps
attitudes dour. The place is depressing, and thusly
the inhabitants it draws are depressed.
Following the racing Pemblo into the Inn, you
find a place in stark contrast to your last local.
While it is just as quiet as the last tavern, this
bar is remarkably clean for a dockside drinking
hole. Unlike in The Sirens Song the
inhabitants here seem more likely to cry into
their drink then come to arms. In fact, some of
the various bar occupants already are.
Flying right in the face of the dour expressions
are the two Drunken Masters sitting at the bar.
Kien and the one whose name you never quite
caught are throwing bar nuts at one another,
and already sit before several empty flagons of
mead while the old woman behind the bar
frowns disapprovingly.
Kien and The Monk with No Name are running a
distraction for the time being, allowing Pemblo and
the candidate to prepare for the next task. Pemblo
will explain that it is time for Drunken Martial Arts
flirting, a ritual in which the inductee must find and
seduce a woman or man of his choosing.
The candidate will be taken aside privately to be
told of his mission, and will be instructed to hit on
the Half-Orc seated alone in the corner. Describe
the ugliest, most putrid creature imaginable, a
former adventurer of indeterminate sex and
gender, missing an eye and all but one tooth.
Then explain that Pemblo expects that the
candidates friends and party members are going
to try and stop him from attainting his goal, which
will cause revocation of the application into the
drunken masters.
Afterwards, Pemblo will pull the rest of the PCs
aside, and give them a very important mission. He
will explain that all the drinking has gone to the
candidates head, and he has his sights on the
miserable Half-Orc over yonder. He begs the
party, as his friends, to stop him from going home
with the Half-Orc no matter what nonsense he
claims as his reasoning.
Allow the PCs then to have a role-playing
encounter. The candidate should try his best to
human
expert
Encounter Four
In midst of the chaotic attempts at Ukks heart,
and a rather displeased looking barmaid
approaching with obvious attempt at your
removal, the tavern door flies open and
crashes against the frame. All eyes turn to the
side to take in the sudden intrusion by these
new visitors.
They arrive in frenzy, thirty of them in all with a
troop of another twenty others following in
their wake, all pouring into the small tavern. A
group of what appears to be human beings
rush in, looking disheveled in their loosefitting burgundy and brown clothing. One
beats a large drum in an unskilled fashion;
others carry barrels of some manner of alcohol
which they begin spraying out over the crowd
through self-pumping spigots. They are all
extremely attractive, with angular features on
Page 8
Encounter Five
The PCs might very well be at a loss for what to
do at the moment. It should be made perfectly
clear that they cannot attack the Bacchae without
having to face the townsfolk and Drunken Masters
as well. Even if such a fight was something the
party could handle, there are more Bacchae in the
city than the cadre they saw and the effects on the
townsfolk would not be negated by killing them
either. Also, if any innocent men and women are
killed in their offensive it would be an evil act. Just
when things seem hopeless read the following to
the candidate or the PC who processes the
smoking bottle:
Just when things seemed to have reached
their zenith of difficulty and strangeness, the
night revealed it had more surprises from you.
From thin air the voice came. Or did it? No, it
was from somewhere else. Perhaps it was
coming from inside your backpack maybe?
Yes! The bottle filled with that deep gray
smoke was speaking to you, commanding you.
Pleading with you! Open me!
Unfortunately, uncorking the bottle is easier said
than done. The cork is locked in place and cannot
be undone at this time. Have the players make
strength checks and fail. Have them notice a
Keoland Special Mission A Fistful of Beer
Encounter Six
Allow the players a few moments to stumble
around blindly in the darkness, and make any
attempt to clear it themselves, such as with gust of
wind. These attempts are not necessary, but if
they are made read the following text as though
they were the cause:
The grayness around begins to clear away,
smoke blowing away on the breeze gently but
swiftly. What is left behind, however, is not
where you had stood before. No longer do the
damp streets of Gradsul at night surround you.
You find yourselves in a strange land unlike
any you have seen before.
You are standing on a road paved with broken
glass, standing under a pink sky. A brook of
what looks and smells like ale babbles
alongside the road. The drink is mixing itself
downstream in a small waterfall. In the pink
nights sky, a single moon complete with a
large, smiling face looms overhead. The grass
is purple, and plants grow all around you in
prismatic displays of unusual colors.
The PCs have been summoned to the Stern
master of Drunken Martial arts. This land exists
Page 10
Encounter Seven
After defeating the Guardian, the party is free to
enter the hut of the Stern master of drunken
martial arts.
The hut is made of a strange wood tied tightly
together, tubular and naturally sectioned.
Stepping inside, you find a single room. Inside
there is an old man, seated on the floor
crossed legged. He wears a dirty, burlap robe
and sports a white beard that goes all the way
down to the pair of old slippers on his feet. He
clasps a pipe as long as a quarterstaff ideally
in one hand and a hallowed out and corked
gourd rests between his folded legs. So, you
got past Tyrion. You didnt kill him did you? I
would be most upset if you did.
If the party did kill Tyrion, he will be most upset.
He will refuse to help him unless they pay the
price of for one of the monks stock of scrolls of
raise dead. Even then the party will need to make
a diplomacy check, DC 25, in order to receive any
further aide. If the party apologizes profusely and
offers an expensive gift the DC is reduced to 15.
At this point, the party should have a long list of
questions for the old man.
Page 11
Encounter Eight
The party has been sent back to Gradsul by the
Master. This encounter is to be run in two parts,
one for the party and one for the candidate. Once
again they start out inside the swirling smoke. If
they wish they can clear it in any appropriate
method, though it will do so on its own.
The black smoke clears, leaving its flavor
inside your nose momentarily. Once more you
Page 12
APL 4 (EL 7)
Bacchae (7): hp 15, 14, 14, 13, 13, 13, 13;
see Appendix 2
APL 6 (EL 9)
Bacchae, Barbarian 2 (7): hp 48, 47, 46, 46,
46, 46, 45; see Appendix 2
APL 8 (EL 11)
Bacchae, Barbarian 4 (7): 62, 61, 60, 60, 60,
60, 59; See Appendix 2
APL 10 (EL 13)
Bacchae, Barbarian 6 (7): 84, 83, 82, 82, 82,
82, 81; See Appendix 2
Page 13
Conclusion A
As the final drop of lambic is destroyed, the
light of the sun crests above the horizon,
bathing the city in morning dawn. It bathes the
citizens of the city as well. Screams are heard,
and people run from the streets in shame and
embarrassment. Many do not bother picking
up any belongings they may have discarded
along the way.
The only ones that do remain behind is a
quartet. A halfling, a pair of human men and a
human female continues drinking merrily,
laughing as though nothing had happened.
The Drunken Masters, though now free of the
debauch of the Bacchae, are not going to let
something so minor as the freakish events that
they now remember to lighten their own revelry.
Still, they will gladly offer the candidate entrance
into the order.
Keoland Special Mission A Fistful of Beer
Conclusion B
Unable to do such a foul deed as destroy
Pemblos Lambic, you falter in your task. It
would seem that for the hundreds of people in
the docks section of Gradsul, the day is lost.
That was, until an old man opened the
stockroom door behind you, and pushed you
aside with a gentle, if determined motion. The
Stern Master sets about the task, drinking
every last drop of the delicious Lambic
himself.
As the final drop of lambic is gone, the light of
the sun crests above the horizon, bathing the
city in morning dawn. It bathes the citizens of
the city as well. Screams are heard, and people
run from the streets in shame and
embarrassment. Many do not bother picking
up any belongings they may have discarded
along the way.
The only ones that do remain behind is a
quartet. A Halfling, a pair of human men and a
human female continues drinking merrily,
laughing as though nothing had happened. If
only the Stern Master were in such High
Spirits
For failing to destroy the Lambic, the candidate
has been banned from joining the order by the
Stern Master himself. He still has too much to
learn about the nature of Drunken Martial Arts.
Treasure: The people of Gradsul are too busy
at the moment to retrieve their belongings. This
constitutes all the gold for the adventure.
The End
Encounter Six
Subdue the Cat
Page 14
APL 4: 120 xp
APL 6: 150 xp
APL 8: 180 xp
APL 10: 210 xp
APL 12: 240 xp
Kill the Cat
APL 4: 60 xp
APL 6: 75 xp
APL 8: 90 xp
APL 10: 105 xp
APL 12: 120 xp
Encounter Eight
Defeat the Bacchae and Destroy/Drink the Lambic
APL 4: 120 xp
APL 6: 150 xp
APL 8: 180 xp
APL 10: 210 xp
APL 12: 240 xp
Defeat the Bacchae
APL 4: 60 xp
APL 6: 75 xp
APL 8: 90 xp
APL 10: 105 xp
APL 12: 120 xp
Story Award
Attempt all the Drunken Masters Tasks
APL 4: 25 xp
APL 6: 50 xp
APL 8: 75 xp
APL 10: 100 xp
APL 12: 125 xp
Treasure Summary
During an adventure, characters encounter
treasure, usually finding it in the possession of their
foes. Every encounter that features treasure has a
treasure section within the encounter description,
giving information about the loot, coins, and magic
items that make up the encounters treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at
least 10 minutes per every 5 enemies, and if the
characters cannot take the time to loot the bodies,
they do not gain this gold. If you feel it is
reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted
off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters
may return to retrieve loot. If the characters do not
loot the body, the gold piece value for the loot is
subtracted from the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A
normal adventuring party can usually gather this
wealth in a round or so. If for some reason, they
pass up this treasure, the coin total is subtracted
from the encounter totals given below.
Next, the magic items are listed. Magic item
treasure is the hardest to adjudicate, because they
are varied and because characters may want to use
them during the adventure. Many times characters
must cast identify, analyze dweomer or similar spell
to determine what the item does and how to
activate it. Other times they may attempt to use the
item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used
before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for
unclaimed treasure from each encounter add it up
and that is the number of gold pieces a characters
total and coin value increase at the end of the
adventure. Write the total in the GP Gained field of
the adventure certificate.
Because this is a
Regional scenario, characters may spend additional
Time Units to practice professions or create items
immediately after the adventure so this total may be
modified by other circumstances.
APL 8: 450 xp
Conclusion
APL 6: L: 175 gp, C: 275 gp, M: -APL 8: L: 250 gp, C: 400 gp, M: -APL 10: L: 500 gp, C: 650 gp, M: -APL 12: L: 650 gp, C: 1000 gp, M: --
Page 16
Appendix One
APL 4:
Encounter Six
Tyrion, Awakened Lion, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master 1: CR 8;
Space/Reach 10/5 ft.; HD 7d8+21 + 2d8+6 + 1d8+3; 83 hp; Init +3; Spd 40 ft.; AC 16 (+3 Dex, +2 Natural,
+1 Wisdom), Flat-footed 12, Touch 13; BAB/Grapple: +8/+21; Atk Unarmed attack +14 (1d6+6); Full Atk
Flurry of blows +13/+13 (1d6+6), 2 claws +14 melee (1d4+6) and bite +11 melee (1d8+3); SA Drink like a
Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons, Rake 1d4+3; SQ Evasion,
low-light vision, scent; AL LN; Fort +13, Ref +13, Will +7; Str 22, Dex 17, Con 16, Int 10, Wis 12, Cha 9.
Skills and Feats: Balance +7, Hide +5*, Listen +5, Move Silently +11, Spot +9, Tumble +14; Dodge, Great
Fortitude, Multiattack, Improved Grapple, Combat Reflexes, Iron Will
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Rake (Ex): Attack bonus +13 melee, damage 1d4+3.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or
heavy undergrowth, the Hide bonus improves to +12.
APL 6:
Encounter Six
Tyrion, Awakened Tiger, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master 2: CR 10;
Space/Reach 10/5 ft.; HD 8d8+32 + 2d8+8 + 2d8+8; 111 hp; Init +2; Spd. 40 ft.; AC 16 (1 size, +2 Dex,
+3 natural, +1 Wisdom), touch 13, flat-footed 13; BAB/Grapple: +10/+28; Atk Claw +16 melee (1d8+6);
Full Atk Flurry +14/+14 (1d6+6), 2 claws +16 melee (1d8+6) and bite +14 melee (2d6+3); SA Drink like a
Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons Rake 1d8+3; SQ Evasion,
low-light vision, scent, stagger; AL LN; Fort +15, Ref +13, Will +6; Str 23, Dex 15, Con 18, Int 10, Wis 12,
Cha 9.
Skills and Feats: Balance +6, Hide +7*, Listen +3, Move Silently +9, Spot +3, Swim +11, Tumble +14;
Dodge, Great Fortitude, Improved Natural Weapon (bite), and Improved Natural Weapon (claw),
Multiattack, Improved Grapple, Combat Reflexes
Page 17
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +16 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass
or heavy undergrowth, the Hide bonus improves to +12.
Bacchae, Barbarian 2: CR 4; Space/Reach 5/5 ft.; HD 2d8+4 + 2d12+4; hp varies; Init +2; Spd. 40 ft.; AC
17 (+2 Dex, +5 Natural), Touch 12, Flat-footed 17; BAB/Grapple +4/+8; Atk Claw +9 (1d4+4) rock +6
ranged (1d6+3); Full Atk 2 Claws +9 (1d4+4) rock +6 ranged (1d6+3); SA Debauch, rage 2/day, rage
1/day (barbarian), rend 2d4+6; SQ Fast movement, illiteracy, Acid resistance 10, electricity resistance 10,
immunity to polymorph, outsider traits, uncanny dodge, SR 13; AL CN; SV Fort +10, Ref +4, Will +2; Str
19, Dex 15, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +4, Intimidate +14, Jump +13, Listen +5, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +10, Tumble +8; Great Fortitude, Weapon
Focus Claw.
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Page 18
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+6 points of damage (2d4+9 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.
APL 8:
Encounter Six
Tyrion, Awakened 12HD Tiger, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master 2:
CR 12; Space/Reach: 10/5 ft.; HD 14d8+56 + 2d8+8 + 2d8+8; 165 hp; Init +3; Spd. 40 Ft.; AC 16 (-1 size,
Dex +3, Natural Armor +3, +1 Wisdom), Touch 13, Flat-footed 13; BAB/Grapple +16/+31; Atk Claw +23
melee (1d8+7); Full Atk Flurry +20/+20 (1d6+7), 2 claws +23 melee (1d8+7) and bite +21 melee (2d6+3);
SA Drink like a Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons, Rake 1d8+3;
SQ Evasion, Low-light vision, scent, stagger; AL LN; Fort +20, Ref +17, Will +17; Str 24, Dex 16, Con 18,
Int 10, Wis 12, Cha 9.
Skills and Feats: Balance +6, Hide +7*, Listen +3, Move Silently +9, Spot +3, Swim +11, Tumble +14;
Dodge, Great Fortitude, Improved Natural Weapon (bite), and Improved Natural Weapon (claw),
Multiattack, Improved Grapple, Combat Reflexes. Iron Will
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +23 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass
or heavy undergrowth, the Hide bonus improves to +12.
Page 19
Bacchae, Barbarian 4: CR 6; Space/Reach 5/5 ft.; HD 2d8+8 + 4d12+12; hp varies; Init +2; Spd. 40 ft.;
AC 17 (+2 Dex, +5 Natural), Touch 12, Flat-footed 17; BAB/Grapple +6/+10; Atk Claw +11 (1d6+5) rock
+8 ranged (1d6+3); Full Atk 2 Claws +11 (1d6+5) rock +6 ranged (1d6+3); SA Debauch, rage 2/day, rage
2/day (barbarian), rend 2d4+7; SQ Fast movement, illiteracy, Acid resistance 10, electricity resistance 10,
immunity to polymorph, outsider traits, uncanny dodge, trap sense +1, SR 15; AL CN; SV Fort +11, Ref
+5, Will +3; Str 20, Dex 15, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +4, Intimidate +14, Jump +13, Listen +5, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +13, Tumble +8; Great Fortitude, Weapon
Focus (claw), Improved Natural Weapon (claw)
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+7 points of damage (2d4+10 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.
APL 10:
Encounter Six
Tyrion, Awakened 12HD Tiger, Large Magical Beast (Augmented Animal), Monk 4, Drunken Master 2:
CR 12; Space/Reach: 10/5 ft.; HD 14d8+70 + 4d8+20 + 2d8+10; 203 hp; Init +3; Spd. 50 Ft.; AC 16 (-1
size, Dex +3, Natural Armor +3, +1 Wisdom), Touch 13, Flat-footed 13; BAB/Grapple +18/+33; Atk Claw
+25 melee (1d8+7); Full Atk Flurry +23/+23 (1d8+7), 2 claws +25 melee (1d8+7) and bite +23 melee
(2d6+3); SA Drink like a Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons,
Rake 1d8+3; SQ Evasion, low-light vision, scent, stagger; AL LN; Fort +21, Ref +18, Will +18; Str 24, Dex
16, Con 20, Int 10, Wis 12, Cha 9.
Skills and Feats: Balance +6, Hide +7*, Listen +3, Move Silently +9, Spot +3, Swim +11, Tumble +24;
Dodge, Great Fortitude, Improved Natural Weapon (bite), and Improved Natural Weapon (claw),
Multiattack, Improved Grapple, Combat Reflexes, Iron Will.
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Page 20
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +25 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass
or heavy undergrowth, the Hide bonus improves to +12.
Bacchae, Barbarian 6: CR 8; Space/Reach 5/5 ft.; HD 2d8+8 + 6d12+24; hp varies; Init +2; Spd. 40 ft.;
AC 17 (+2 Dex, +5 Natural), Touch 12, Flat-footed 17; BAB/Grapple +8/+12; Atk Claw +13 (1d6+5) rock
+10 ranged (1d6+3); Full Atk 2 Claws +13 (1d6+5) rock +10 ranged (1d6+3); SA Debauch, rage 2/day,
rage 2/day (barbarian), rend 2d4+7; SQ Fast movement, illiteracy, Acid resistance 10, electricity
resistance 10, immunity to polymorph, outsider traits, improved uncanny dodge, trap sense +2, SR 17; AL
CN; SV Fort +12, Ref +6, Will +4; Str 20, Dex 15, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +4, Intimidate +14, Jump +13, Listen +8, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +13, Tumble +8; Great Fortitude, Weapon
Focus (claw), Improved Natural Weapon (claw)
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.
Page 21
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+7 points of damage (2d4+10 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.
APL 12:
Encounter Six
Tyrion, Awakened Legendary Tiger, Large Magical Beast (Augmented Animal), Monk 2, Drunken Master
2: CR 16; Space/Reach 10/5 ft.; HD 26d8+182 + 2d8+14 + 2d8+14 + 42; 405 hp; Init +4; Spd. 50 Ft.; AC
25 (-1 Size, +4 Dex, +10 natural, +2 Wisdom); BAB/Grapple +28/+44; Atk Claw +38 (2d6+12); Full Atk:
Flurry +38/+38/+34/+29/+24/+19 (1d6+12), 2 Claws +39 (2d6+12), bite +36 (2d8+6); SA Drink like a
Demon, Pounce, Improved Grab, Improved Unarmed, Improvised Weapons, Rake 1d8+6; SQ Evasion,
low-light vision, scent, stagger; AL LN; Fort +28, Ref +25, Will +21; Str 34, Dex 18, Con 24, Int 10, Wis
15, Cha 14.
Skills and Feats: Balance +27, Climb +24, Hide +14, Listen +15, Spot +15, Swim +18, Tumble +20;
Dodge, Great Fortitude, Weapon Focus (Claw), Improved Natural Weapon (bite), and Improved Natural
Weapon (claw), Toughness x 3, Improved Toughness
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He can
drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move
action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence by 2
points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master may
benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is
a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Rake (Ex): Attack bonus +38 melee, damage 1d8+6.
Skills: Tigers have a +4 racial bonus on Hide, and Move Silently checks. *In areas of tall grass or heavy
undergrowth, the Hide bonus improves to +12.
Bacchae, Barbarian 8: CR 10; Space/Reach 5/5 ft.; HD 2d8+8 + 8d12+32; hp varies; Init +3; Spd. 40 ft.;
AC 18 (+3 Dex, +5 Natural), Touch 13, Flat-footed 18; BAB/Grapple +10/+14; Atk Claw +15 (1d6+5) rock
Page 22
+13 ranged (1d6+3); Full Atk 2 Claws +15 (1d6+5) rock +13 ranged (1d6+3); SA Debauch, rage 2/day,
rage 2/day (barbarian), rend 2d4+7; SQ Fast movement, illiteracy, Acid resistance 10, electricity
resistance 10, immunity to polymorph, outsider traits, improved uncanny dodge, trap sense +2, Damage
reduction 1/, SR 19; AL CN; SV Fort +13, Ref +6, Will +4; Str 20, Dex 16, Con 18, Int 8, Wis 10, Cha 17
Skills and Feats: Balance +8, Intimidate +14, Jump +14, Listen +8, Perform Sing, Dance, Wind
Instruments and String Instruments +7, Spot +5, Survival +13, Tumble +9; Great Fortitude, Weapon
Focus (claw), Improved Natural Weapon (claw), Power Attack
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a
bacchae, and fights against former allies as part of her bacchae mob. The character be restored by heal,
limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds,
the bacchae gains +4 bonus to Strength, a +4 bonus to Constitution, and a +2 moral bonus on Will saves,
but takes a -2 penalty to Armor Class.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2
Str, -2 Dex, cant charge or run) for the duration of the encounter.
Rend (Ex): If a Bacchae hits with both claws, it latches onto the opponents body and tears the flesh. This
attack automatically deals an additional 2d4+7 points of damage (2d4+10 while the bacchae is raging).
Spell-Like Abilities: 3/day-Charm Person, Tashas Hideous Laughter; 1/day- Crushing Despair. Caster
level 7th; Save DC 11+spell level.
Page 23
Appendix Two
New Monster
Bacchae, as presented in the Fiend Folio
Medium-Size Outsider (Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft.
AC: 16
Base Attack/Grapple: +2/+4
Attack: Claw +4 (1d4+2), or rock +3 ranged (1d6+3)
Full Attack: 2 claws +4 (1d4+2), or rock +3 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Debauch, rage, rend 2d4+3
Special Qualities: Acid resistence 10, electricity resistence 10, immunity to polymorph, outsider traits,
SR 11
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 14
Skills: Balance +3, Intimidate +8, Jump +10, Listen +5, Perform (Any Four) +6, Spot +5, Survival +5,
Tumble +7
Feats: Great Fortitude
Climate/Terrain: Any land and underground (Arboreal)
Organization: Troupe (6-11), mob (12-20 plus 1-2 satyrs) or revel (21-30 plus 2-4 satyrs and 4-6
centaurs)
Challenge Rating: 2
Treasure: -Alignment: Always chaotic neutral
Advancement: 3-4 (Medium-size)
Combat
Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and song.
The revelers do not hesitate to use charm person or crushing despair to magically compel revelry from
anyone who does not wish to join their debauchery. Only when people resist their magical abilities or
seek to interfere with the revel do the Bacchae turn ugly and fall on their hapless victims physical attacks.
Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon. They
disdain weapons for their bare hands. Those that are not involved in melee hurl rocks, tankards, bottles
and other loose items that happen to be nearby.
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into
Bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or
through the beguilement of the bacchaes spell-like abilities, must make a will save (DC 10+1 per 3
bacchae engaged in the revel, to a maximum DC of 20 for 30 bacchae) or lose all track of time and start
carousing alongside the bacchae. A victim ensnared by the bacchaes debauchery will not willingly leave
the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched
character recovers his or her sense and may leave if he so chooses, although the bacchae are likely to
begin the whole process all over again. If the debauched character fails the save, the character becomes
a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae,
and fights against former allies as part of her bacchae mob. The character be restored by heal, limited
wish, miracle, or wish.
Page 24
Requirements
To qualify to become a drunken master, a character must fulfill all the following criteria.
Skills: Tumble 8 ranks.
Feats: Dodge, Great Fortitude, Improved Unarmed Strike (or the monks unarmed strike ability).
Special: Flurry of blows ability; evasion ability; must be chosen by existing drunken masters and survive
a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.
Page 25
Class Skills
The drunken masters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb
(Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform
(Cha), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier
1st
+0
+2
+2
+0
2nd
+1
+3
+3
+0
Stagger
rd
+2
+3
+3
+1
Swaying Waist
4th
+3
+4
+4
+1
th
+3
+4
+4
+1
6th
+4
+5
+5
+2
Improved Feint
th
+5
+5
+5
+2
Improved Grapple
8th
+6
+6
+6
+2
th
+6
+6
+6
+3
10th
+7
+7
+7
+3
Breath of flame
Class Features
All of the following are class features of the drunken master prestige class.
Weapon and Armor Proficiency: Drunken masters gain no proficiency with any weapon or armor.
Drink like a Demon (Ex): A drunken masters body handles alcohol differently from other peoples. He
can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a
move action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence
by 2 points, but increases his Strength or Constitution (characters choice) by 2 points. A drunken master
may benefit from a number of drinks equal to his class level. The duration of both the penalty and the
bonus is a number of rounds equal to the characters drunken master level +3.
Improvised Weapons (Ex): While bottles and tankards are drunken masters preferred improvised
weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A
drunken masters improvised weapon deals as much damage as his unarmed strike plus an extra 1d4
points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for
example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack
roll while using an improvised weapon, that weapon break apart and becomes useless.
Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make a
charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need
not be in a straight line, even though the character can still move up to twice his speed. Second, if a
drunken master makes a DC 15 Tumble check before beginning a charge, his movement through
threatened squares provokes no attacks of opportunity.
Swaying Waist (Ex): At 3rd level, a drunken master knows how to weave and bob during an attack,
making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one
opponent he chooses during his turn.
AC bonus (Ex): At 4th level, a drunken master gains a +1 bonus to Armor Class. This bonus improves to
+2 at 9th level.
Page 26
Improved Improvised Weapons (Ex): A drunken master of 4th level or higher can use long improvised
weapons (such as ladders) as reach weapons according to their length, and improvised weapons with
many protrusions (such as tables) provide a +2 bonus on opponents disarm attempts. Finally, large
objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.
Greater Improvised Weapons (Ex): At 5th level and higher, a drunken master wielding an improvised
weapon deals an extra 1d8 points of damage instead of 1d4.
Improved Feint (Ex): A drunken master who attains 6th level gains the Improved Feint feat as a bonus
feat even if he does not meet the prerequisites.
Improved Grapple (Ex): A drunken master who attains 7th level gains the Improved Grapple as a bonus
feat even if he does not meet the prerequisites.
For Medicinal Purposes (Sp): At 8th level, a drunken master gains the ability to convert a single
alcoholic drink he had ingested into a single potion of cure moderate wounds, as if he had just drunk a
dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (See
Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability
scores change (+2 to Intelligence and Wisdom, -2 to Strength or Constitution) as if the duration of the
alcohols effect had expired. This ability can be used up to three times per day. It is a standard action that
does not provoke an attack of opportunity.
Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this maneuver, leaping
forward and twisting his body in midair as he attempts to head butt his opponent. When making a charge
attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of
opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save
(DC 10 + the drunken masters class level + the drunken masters Wis modifier). However, if the bull rush
attempt fails, the drunken master lands prone in front of the opponent.
Superior Improvised Weapons (Ex): At 9th level and higher, a drunken master wielding an improvised
weapon deals an extra 1d12 points of damage instead of 1d8.
Breath of Flame (Sp): A 10th-level drunken master can ignite some of the alcohol within is body and
spew it forth from his mouth as a free action. This breath of flame deals 3d12points of fire damage to all
within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + drunken masters
class level + the drunken masters Con modifier). Each time a drunken master uses breath of flame, it
consumes one drinks worth of alcohol from within his body, lessening the penalty to his Wisdom and
Intelligence scores and reducing the bonus to his Strength and Constitution score (characters choice).
Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk.
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Player Handout #1
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Player Handout #2
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