Brewmaster

Overview:

The pandaren are an old and refined culture, with many traditions and arts important to their way of life. Perhaps none influence the pandaren so thoroughly as the art of brewing. Scholars believe that drink influences every aspect of pandaren life, and because of the craft involved, a tradition of brewing potent fluids is a cultural institution for the gentle people of Pandaria. Pandaren brewmasters travel the world for new and exotic ingredients and recipes. These affable yet deadly warriors practice a unique combination of healing arts and martial skill. With their knowledge of alchemy, potion making and brewery, pandaren create superb ales and liquors that are welcome at any adventurer’s table either before or after a battle. Brewmasters practice a unique fighting style. They combine typical pandaren finesse and strength with the appearance of being drunk, stumbling apparently at random. When they sway to avoid a blow or swing a wild fist, their proficiency appears accidental.Brewmasters in the World:

While the path of the brewmaster might be learned by any race, the pandaren keep the craft of the brewmaster a closely guarded secret. Ancient ways and methods of brewing result in a potent ability to craft traditional pandaren brews. Pandaren are reluctant to share the secrets of this craft, though a brewmaster might take the most disciplined and spiritual of individuals under his wing. Those who do take the path of the brewmaster are typically pandaren, and show allegiance only to the ways of their craft. While brewing is a mystical art, as the pandaren say “good drink shows no bad faces,” and anyone who seeks out a brewmaster is likely to find him willing to provide a draught or two in exchange for coin.Requirements to Enter Brewmaster Advanced class:

Alignment: Must be a neutral path.Base Attack Bonus: +5.Skills: Craft (alchemy) 4 ranks, Profession (brewer) 4 ranks.Feats: Skill Focus (Profession (brewer))Special: Dwarves & Pandarens can waive Base attack bonus requirement, this allows them to get into the class at level 1.Attributes: Wound Point Bonus: +3 Chakra Point Die: 1d6

Skill Points at 1st Level: (4 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 4 + Intelligence Modifier

The Brewmaster’s class skills (& the key ability for each skill) are

Acrobatics(Str/dex), Bluff (Cha), Chakra Control(Wis), Climb (Str), Craft[Chemical] (Int), Diplomacy (Cha), Gamble (Wis), Knowledge (World lore: Palma, Ninja Lore, Earth and Life Sciences, Religon) (Int), Ninjutsu (Int), Profession - Brewer, Sense Motive (Wis), Linguistics, Swim (Str), Survival(Wis), Taijutsu (str), Treat Injury (wis)

Weapon and Armor Proficiency:

Weapon Proficiency: Melee Weapons - Simple Group

Armor Proficiency: Armor - light armor

Starting Abilities: Brew Knowledge, Flurry of Blows, Unarmed Strike

Brew Knowledge (Ex): The brewmaster can create magic pandaren brews as if he had the appropriate spells on his spell list and had the necessary feats. (More

Magic & Mayhem includes five pandaren brews: black whiskey, Chou’s hair of the dog ale, Hong’s bravery brew, Hong’s fighting lager, and wounded warrior whiskey.)

Flurry of Blows (Ex): When unarmored, a brewmaster may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra

attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack

bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3–2: The Brewmaster’s Drunken Style.

This penalty applies for 1 round, so it also affects attacks of opportunity the brewmaster might make before his next action.

When using flurry of blows, a brewmaster may attack only with unarmed strikes or with simple weapons. He may attack with unarmed strikes and simple weapons

interchangeably as desired. When using weapons as part of a flurry of blows, a brewmaster applies his Strength bonus (not Str bonus × 1-1/2 or × 1/2) to his damage

rolls for all successful attacks, whether he wields a weapon in one or both hands. The brewmaster can’t use any weapon other than a simple weapon as part of a

flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a brewmaster may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his flurry of blows routine to do so.

Unarmed Strike (Ex): A brewmaster gains Improved Unarmed Strike as a bonus feat. A brewmaster’s attacks may be with either fist interchangeably or even from elbows, knees and feet. This means that a brewmaster may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a brewmaster striking unarmed. A brewmaster may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a brewmaster’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A brewmaster’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Creatures with natural weapons who use this ability may not combine it with the use of their natural weapons.

A brewmaster also deals more damage with his unarmed strikes than a normal character would.

Drunken Stance:

At 2nd level and every two levels thereafter (4th, 6th, 8th and 10th), the brewmaster refines his martial art and learns methods of evasion, combat, and balance.

Each time the brewmaster gains one of these levels he learns one of the following special abilities of his choice.

Drunken Fist: Using the swaggering and tumbling motions of the drunken Chiew-Wu style, the brewmaster can generate massive amounts of power in a single attack. As a full-round action the brewmaster may make a drunken fist attack. He can make this attack only with an unarmed strike. A successful drunken fi st attack deals an additional +1d6 points of damage for every 4 ranks the brewmaster has in Tumble, to a maximum total of +6d6 points of damage. After making a drunken strike, the pandaren brewmaster falls prone.

Drunken Defense: The brewmaster’s fighting style relies on deceptive staggering and tumbling to mimic the exaggerated and comedic swagger of a drunken fool. The brewmaster gains a +2 dodge bonus to Armor Class for every 4 ranks he has in Balance when fighting defensively or taking the total defense action (in addition to the normal dodge bonus to armor class for fighting defensively or total defense). In addition, when prone, the brewmaster takes no penalty to AC against melee attacks.

Drunken Deception: The swaggering step of the Chiew-Wu is a deadly and deceptive technique. The brewmaster may add his brewmaster level on Bluff checks while feinting in combat. If his Bluff check to feint is successful, he gains an attack bonus equal to half of his brewmaster level on his attack roll against that flat-footed opponent. If the Bluff check fails, that opponent gains a +4 bonus on attack rolls against the brewmaster for 1 round. The brewmaster can choose whether or not to use this ability when he feints, but must make the decision before he makes the Bluff check.

Evasion: The brewmaster gains evasion, If the brewmaster already has evasion from a different class he automatically gains improved evasion

Uncanny Dodge: The brewmaster gains uncanny dodge, If the brewmaster already has dodge from a different class he automatically gains improved uncanny dodge instead

Spirit Channel [EX]:

The fierce powers of the spirits are for the brewmaster to gain and command. At 3rd, 5th and 7th level the brewmaster learns to channel the power of elemental spirits. Each time the pandaren brewmaster gains one of these levels, he learns one of the following special abilities of his choice as long as he can channel that basic element. The brewmaster can take a single ability multiple times; each time he does so adds 1 round to the ability’s duration.

Using spirit channel is a move action that provokes attacks of opportunity. A brewmaster may use spirit channel a number of times per day equal to half his

brewmaster level. A brewmaster may not have more than one of these abilities active at a time.

Channel Fire: The brewmaster is wreathed in flame. He deals an additional +1d6 points of fire damage with unarmed strikes. Creatures that make successful

melee attacks against the brewmaster take fire damage equal to 1 point per brewmaster level. (Weapons with exceptional reach, such as longspears, do not endanger

their wielders in this way.) Channel fire lasts for a number of rounds equal to the brewmaster’s Strength bonus (minimum 1 round).

Channel Thunder: The brewmaster gains uncanny reflexes and can charge the air around him with voltaic energy. The brewmaster gains a +1 bonus on initiative

checks for every 2 levels of brewmaster, and gains the effects of the greater lightning guardians spell (caster level equals the brewmaster’s level in this class). Channel

thunder lasts for a number of rounds equal to the brewmaster’s Constitution bonus (minimum 1 round).

Channel Wind: Elevating his speed to an uncanny level, the brewmaster wreathes himself in a vortex of living air. The brewmaster gains +10 feet of speed and a

deflection bonus to Defense against ranged attacks equal to +1 per brewmaster level. The brewmaster can use cyclone (see the Alliance Player’s Guide) once while using this ability (his caster level equals his brewmaster level, and the save DC is 10 + his levels in this class + his Charisma modifi er). Channel wind lasts

for a number of rounds equal to the brewmaster’s Dexterity bonus (minimum 1 round).

Channel Water: The healing properties of water are well known to the brewmasters, for this is the spirit of regeneration and well-being. The brewmaster gains

fast healing with a rating equal his level in brewmaster. Channel water lasts for a number of rounds equal to twice the brewmaster’s Wisdom bonus (minimum 1 round).

Channel Metal:[Earth] The power of metal is that of resilience and malleability. The brewmaster becomes an invulnerable juggernaut against all but the most

potent weapons. He gains damage reduction equal to his brewmaster level/Nei^Adamantine. (For example, if the brewmaster is 7th level, he gains DR 7/Nei^Adamantine.) Channel metal lasts for a number of rounds equal to the twice the brewmaster’s Intellect bonus (minimum 1 round).

[Nei^Adamantine indicates that only these two forms of damage can bypass this defense]

Breath of Fire [SU]:

At 5th level, the brewmaster knows the amusing and dangerous parlor trick of lighting his breath on fire — without an external source of fire. Such is the power of his metabolism. As a full-round action that provokes attacks of opportunity, the brewmaster may slug a shot of hard liquor, let it rumble for a couple seconds, then breathe

forth a cone of fire. The cone is 20 feet long and deals 1d6 points of fire damage per brewmaster level. Creatures caught in the cone can attempt Refl ex saves (DC = 10

+ the brewmaster’s level in this class + the brewmaster’s Con bonus). The brewmaster can use this ability at will.

Breath of Fire - Improved [SU]:

At 10th level, the brewmaster’s ability to breathe fire is truly impressive.

By altering the sorts of alcohol that go into the mix he drinks, he can change the fire to be any color he likes.

He can also increase the cone’s length to 30 or 40 feet, or can breathe a line of fire up to 60 feet long (he selects the actual length). In addition, by imbibing particularly

volatile liquors, the brewmaster can increase his breath’s damage to 2d6 per brewmaster level. If he does, he takes half the damage himself (no save).

Starting Energy Credit Units: 1000 [ Only applicable at character level 1 ]