Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Drunken brawler: With the power of ALCOHOLIC RAGE, the Brawler makes good use of their fists.
- Level 1
- Drunken brawlers begin with a single flask of ale. This flask begins with 2 charges. They may channel for a round to consume the drink, taking 1/2 additional rounds for every charge they chug down. At the end of their channel, they fly into a drunken rage for 3 rounds. Each charge grants a +2 bonus to their combat rolls, and an additional round to their drunken rage.
- Unarmed fighting: Scaling bonus with your fists.
- Level 2
- Trash the flask: the brawler may sacrifice all remaining charges within the flask, throwing it and causing it to combust in an alcohol-fueled flame. Strength of flames dependent on the charges remaining.
- Body slam: The Brawler charges forwards with their belly out, stunning the target on impact. When drunk, the brawler takes half the damage they'd normally take, AND the brawler has no cool down on body slam. Requires certain distance to perform. (CD: 4)
- Level 3
- +1 Charge(flask becomes larger)
- Flaming breath: The Brawler may expend one charge to breath a cone of flame in front of them.
- Drunken courage: +4 bonus to resisting mind-altering effects. Bonus doubled against fear based effects.
- Level 4
- +1 Charge (A Barrel)
- Keg slam: Smashes your keg into the ground, causing ale to splash the area and potentially stun everyone around the brawler. Victims caught in the slam take an additional +4 damage. You lose no charge, CD is 2 when drunk.(CD: 5)
- Level 5
- Drunken Rage: Doubles the potency of each charge.
- Walrus Punch: Winds up a mighty fist, before punching them with such ferocity that it deals an additional damage equal to twice your drunken rage modifier. Lesser targets are knocked up for 1d2 rounds, while all targets are stunned for 1d3. Takes one round to wind up. (CD: 6)
Advertisement
Add Comment
Please, Sign In to add comment