Drunk Monk (3.5e Prestige Class)
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|“||"I once was at the mercy of a drunken master. Now that I have studied their techniques, they shall only be able to overcome me through real skill."||”|
|—Rishi, Human drunk monk|
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual--or as controversial--as drunken boxing. Drunken masters and drunk monks are two classes that focus on this art form.
Becoming a Drunk Monk
Drunk monks are usually monks who have been defeated in combat by a drunken master and blamed this on the inhuman skill gained from the drinking. Embarrassed, the monk will try to learn the core factors of the art which has defeated him. While mostly keeping to their training, drunk monks pick up a few skills here and there that would otherwise only be known to drunken masters.
|Base Attack Bonus:||+2|
|Skills:||Tumble 6 ranks|
|1st||+0||+2||+2||+0||Discipline focus (Weapon Focus), drink like a demon||6||4||1|
|2nd||+1||+3||+3||+0||Improvised weapons, AC bonus||7||4||2|
|4th||+3||+4||+4||+1||Discipline focus (insightful strike)||9||5||2|
|5th||+3||+4||+4||+1||Quick to act +1||10||6||3|
|6th||+1||+5||+5||+2||Improved improvised weapons||11||6||3|
|8th||+6||+6||+6||+2||Greater improvised weapons, discipline focus (defensive stance)||13||7||3|
|9th||+6||+6||+6||+3||Quick to act +2||14||8||4|
|10th||+7||+7||+7||+3||Breath of flame, quick to act +3||15||8||4|
Class Skills (5 + Int modifier per level, x4 at 1st level)
Believing that drunken masters are poorly trained, drunk monks try to incorporate the drunkenness with battle stances and maneuvers, similar to the swordsage. All of the following are class features of the drunk monk.
Weapon and Armor Proficiency: Drunk monks gain no proficiency with any weapon or armor.
Maneuvers: Upon learning the arts of drunk monks, you gain knowledge of sic martial maneuvers. he disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by drunk monks is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as indicated above. You must meet a maneuver's prerequisite to learn it. See Tome of Battle - The Book of Nine Swords, Table 3-1, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered drunk monk level after that (6th, 8th, and 10th), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can only swap a single maneuver at any given level.
Maneuvers Readied: You can ready four of your six maneuvers know at 1t level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready you maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: Upon learning the arts of drunk monks, you gain knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, and 9th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you can not learn a new stance at higher levels in place of one you already know.
AC Bonus: Starting at second level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Discipline Focus (Ex): As a drunk monk, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six drunk monk disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Tomb of Battle: The Book of Nine Swords, Chapter 4.
Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline.
Drink Like a Demon (Ex): A drunk monk's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stringer alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character's choice) by 4 points. A drunk monk 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 character's drunk monk level +3.
Improvised Weapons (Ex): While bottles and tankard are a drunk monk's preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A drunk monk's 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 glass bottle, for example) would deal piercing or slashing damage. When a drunk monk rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 9th and 10th level.
Improved Improvised Weapons (Ex): A drunk monk of 6th 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 chairs) 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.
Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Greater Improvised Weapons (Ex): At 8th level and higher, a drunk monk wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4.
Breath of Flame (Sp): A 10th level drunk monk can ignite some of the alcohol within his body and spew it forth from his mouth as a free action. This breath of flame deals 3d12 points of damage to all within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + the drunk monk's class level + the drunk monk's Con modifier). Each time a drunk monk uses breath of flame, it consumes one drink's worth of alcohol from within his body, lessening the penalty to his Wisdom and Intelligence scores and reducing the bonus to his Strength or Constitution score (character's choice).
Playing a Drunk Monk
Combat: Front-line combatant.
Advancement: To level up in the drunk monk class, one should find either a drunken master whom he can befriend, or a swordsage who is willing to teach some tricks. If multiclassing with a swordsage, add the maneuvers known and subtract 5, and add the maneuvers readied and subtract 3 from that. Add the stances known, and do not subtract any from that. Discipline focuses gained in one class give bonuses to the maneuvers and stances of the other class.
Resources: Drunk monks work with each other no more frequently than they would work with monks. Most try to further their training until they are satisfied with their skill, and then spend their time in bars, waiting for a drunken master to pick a fight with them.
Drunk Monks in the World
Drunk Monk Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Drunk Monks in the Game