Alcohol; the demon drink, the sauce, the giggle-water, is the most common and varied of all drugs throughout the realms. Such beverages allow tense soldiers to relax, provide a retreat for the desperate, and on rare occasions, it gives the timid and fearful to become cunning and reckless. Let it be known, the roaring drunk is not an alcoholic, she is a booze-fueled engine of destruction that harnesses the mental liberation of libation and the numbing and nauseating elements of alcohol to enhance their strength and durability beyond the normal limits of their physical capacities. (Original Concept by Taco Man)
Primary Class: Barbarian.
Secondary Class: Alchemist.
Alignment: Any non-lawful.
Hit Dice: d10.
Bonus Skills and Ranks: The roaring drunk selects three alchemist skills to add to her class skills in addition to the normal barbarian class skills. The roaring drunk gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The roaring drunk is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Drunken Rage (Ex): A roaring drunk is perpetually intoxicated, fortifying her inner reserves of strength and ferocity with strong drink. Thus, she is always on the verge of a drunken rage. This functions like the barbarian’s rage ability except that all morale bonuses granted by the rage are alchemical bonuses instead. While in rage, a roaring drunk can also enter a drunken stupor to fortify her reserves of inner strength and ferocity. As a move action that does not provoke an attack of opportunity, a roaring drunk can drink a potion or a tankard or ale or similar quantity of strong alcohol. Drinking a potion grants the roaring drunk its normal effect, while imbibing alcohol allows the roaring drunk to maintain her rage for 1 round without expending a round of rage (instead of the alcohol’s normal effect). She can consume a number of alcoholic drinks to maintain her rage in this way equal to her Constitution modifier (unadjusted by her rage) each day. For each alcoholic drink consumed while raging, the roaring drunk is nauseated for 1 round when her rage expires, in addition to the normal fatigued effect. Tireless rage does not negate this nauseated condition, but the internal fortitude rage power does. This ability replaces rage and fast movement.
Rage Powers: A roaring drunk gains access to the following rage powers restricted to the Roaring Drunk multiclass archetype.
Focused Libation (Ex): While in a drunken rage, the roaring drunk gains a +1 morale bonus on saving throws against mind-affecting and fear effects for each alcoholic drink she consumes during her rage (including the drink that initiated the drunken stupor), to a maximum of +1 per four roaring drunk levels.
Noxious Belch (Ex): While in a drunken rage, the roaring drunk may expend 2 rounds of her rage to expel noxious fumes from her stomach into an adjacent opponent's face. The target must make a Fortitude save (DC 10 + 1/2 the roaring drunk's level + her Strength modifier), or be nauseated for 1d4+1 rounds. If the save succeeds, the creature is instead sickened for 1 round.
Staggering Stupor (Ex): While in a drunken rage, a roaring drunk may move 5 feet as a swift action. This movement does not count against the roaring drunk's ability to make a 5-foot step. Furthermore, she gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her stupor (including the drink that initiated the drunken stupor), to a maximum of +1 per four roaring drunk levels.
In addition, a roaring drunk may also select the following alchemist discoveries in place of a rage power: extend potion, enhance potion, eternal potion, infusion, lingering spirit, nauseating flesh. These discoveries activate only while the roaring drunk is in rage. The roaring drunk treats her roaring drunk level as her alchemist level for the purpose of qualifying for discoveries. She must otherwise meet the prerequisites she selects.
Specialty Brews (Ex): Starting at 3rd level, a roaring drunk gains the ability to create alcoholic drinks at great speed. Once per day, a roaring drunk can brew one tankard of powerful grog by mixing various alchemical ingredients. It requires 10 minutes of work to brew a tankard of grog (or similar quantity of strong alcohol). The grog remains potent for 24 hours, at which time it becomes inert and must be brewed again. At 6th level and every three levels thereafter, the roaring drunk can brew one additional tankard of grog per day, up to six times per day at 18th level. In addition, when the roaring drunk creates an extract she can infuse that extract into an alcoholic beverage (including her grog). When consumed, this specialty brew is treated as both an extract and an alcoholic drink. At 19th level, the roaring drunk may infuse two extracts into an alcoholic beverage. She can infuse any combination of extracts into an alcoholic beverage, but may not exceed a total of four extract levels (two 1st–level extracts, one 1st–level and one 2nd–level extract, two 2nd–level extracts, or one 1st–level and one 3rd–level extract). When creating a specialty brew, one tankard of grog or similar quantity of strong alcohol is consumed in the process. This ability replaces trapsense.
Extracts: Beginning at 4th level, a roaring drunk gains the ability to create a small number of extracts, which are drawn from the roaring drunk formulae list. A roaring drunk must choose and prepare her extracts in advance.
To prepare or use an extract, a roaring drunk must have an Intelligence score equal to at least 10 + the extract level.
Like other alchemists, a roaring drunk can create only a certain number of extracts of each formula level per day. Her base daily extract allotment is given on Table: Roaring Drunk. In addition, she receives bonus extracts per day if she has a high Intelligence score. When Table: Roaring Drunk indicates that the roaring drunk gets 0 extracts per day of a given formula level, she gains only the bonus extracts she would be entitled to based on her Intelligence score for that extract level.
A roaring drunk must spend 1 minute of work per extract to create her daily allotment of extracts. A roaring drunk may prepare any extract on the roaring drunk formulae list that is recorded in her formulae book spell, provided that she can create extracts of that level.
Through 3rd level, a roaring drunk has no caster level. At 4th level and higher, her caster level is equal to her roaring drunk level –3. She otherwise learns, prepares, and uses extracts an alchemist. This ability replaces damage reduction.
Greater Stupor (Ex): At 11th level, when a roaring enters a drunken rage, the alchemical bonus to her Strength and Constitution increases to +6, and the alchemical bonus on her Will saves increases to +3. This ability otherwise functions and replaces greater rage.
Indomitable Drunk (Ex): This is exactly like the barbarian’s indomitable will ability. In addition, whenever a roaring drunk consumes a tankard of grog or strong alcohol while in rage, she takes a –2 penalty on Reflex saving throws, but gains a number of temporary hit points equal to her roaring drunk level, and gains a +2 alchemical bonus on Fortitude and Will saving throws. These bonuses last until the temporary hit points gained by this effect are lost or the rage ends, whichever occurs first. Regardless, the penalty lasts for a number of rounds equal to the number of rounds in rage.
Mighty Stupor (Ex): At 20th level, when a roaring drunk enters a rage, the alchemical bonus to her Strength and Constitution increases to +8, and the alchemical bonus to her will saves increases to +4. In addition, drinking an alcoholic beverage while in rage allows the roaring drunk to maintain her rage for 2 rounds without expending rounds of rage (instead of the alcohol’s normal effect). This ability otherwise functions as and replaces mighty rage.
ROARING DRUNK EXTRACT LIST
Roaring drunks gain access to the following extracts.
1st-Level Roaring Drunk Extracts—ant haul, anticipate peril, comprehend languages, crafter’s fortune, endure elements, enhance water, enlarge person, expeditious retreat, jump, keep senses, linebreaker, longshot, savage maw, stone fist, touch of the sea.
2nd-Level Roaring Drunk Extracts—acute senses, aid, bear’s endurance, bestow weapon proficiency, bull’s strength, cat’s grace, certain grip, darkvision, delay disease, delay poison, fire breath, hair of the dog, heroic fortune, imbue with addiction (alcohol only), perceive cues, resist energy, restoration (lesser), transmute potion to poison.
3rd-Level Roaring Drunk Extracts—absorb toxicity, ale to water*, amplify elixir, battle trance, bloodhound, burst of speed, haste, heroism, orchid’s drop, paragon surge, protection from energy, rage, remove blindness/deafness, remove disease, resinous skin. water to ale*. (*These function as acid to water and water to acid, but transmute an equal volume of alcoholic beverage in to water, or water in alcoholic beverage.)
4th-Level Roaring Drunk Extracts—absorbing inhalation, dragon’s breath, freedom of movement, neutralize poison, restoration, stoneskin, universal formula.
Table: Roaring Drunk