Get drunk and beat the shit outta whatever’s in front of you!
For extra measure add Drunken Master and/or Monk to the mix and there you go!
High offense and…well, high offense.
Probably vomit too.
Hit Dice: d10
Skill points: 4 + Int Modifier
Prerequisites: BaB of at least +5, Unarmed Attack (Damage) and Unarmed Defense 10 ranks, Brawl, Improved Brawl, Knockout Punch, Improved Knockout Punch, Tumble 5 ranks or in a similar skill, Lightning Reflexes, Iron Will, Great Fortitude, Alertness, and Improved Initiative. Must have survived “A Wild Night Out” mission.
Class Skills: All Drunken Master skills
Note: All Irish Scrapper abilities and skills stack with Drunken Master from any edition or game setting.
Drink Like A Demon - You can handle yer booze like any dorf, which lets ya tank out like no others. Hoochin' up in a fight gives you a -1 to DEX, INT, and WIS fer each drink. Now what it takes away in the brains it gives back to +1 to STR or CON fer each o' them tasty tankards, BUT the DEX neg to AC, tumble, and REF is kept at normal. The over all effect is AWESOME and ye burns off the sauce after the fight but the pluses die out when combats over bro-skies (I.e. - end of combat means the alcohol is no longer in your system and the bonuses end.) One round = 1 drink.
(Translation: take a full round action to take a drink. Until the end of combat, user gains -1 Dex, Int, and Wis but gains +1 Str and Con. Dex mod to AC, tumble and Ref save are unaffected while drunk. The Drunk effect ends at end of combat. Does not stack.)
Unarmed Damage - As the Irish Scrapper progresses, they’re gonna get a stronger and stronger hit die for their unarmed punches. At the max level, said Irish Scrapper gets to add their Strength Mod (again) and ECL! Can only be utilized if Drunk. Stacks with other job-based Unarmed Damage improvements.
Dorf Liver - Upon becoming a Irish Scrapper, ye gain the protection of the Little Folk and, with that happenin', gain the Liver o' a Dorf ta replace ye weaker one. You can store up to 3 drinks before battle, though those 3 will disappear by the end of the day (upon going to sleep, etc.) plus ya can drink drink drink all ya want without killin' off brain cells or body parts ta boot!
(Translation: user can now store 3 drinks before battle, activating them as a standard action during battle. Unused “drink” charges disappear at the end of day with no burn. While storing drinks, user is unaffected by negative effects of too much drinking, including Blackout.)
Dorf Liver +1 - you get 3 more drinks and one more liver per one of theses!
(Translation: you literally get an additional liver that stores 3 more drinks per one of theses.)
Swagger - this one lets ya make a charge attack, and like swerve bob and weave, zig-zag, hell, even flop around if that's what yer into, allowin' ya's to dodge any and all attacks made on ya's while yer chargin', even interrupts! That and you can add youse tumble bonus to yer swagger attack.
(Translation: charge attack that cannot be interrupted and allows the user to add tumble skill total to charge attack damage.)
Swaying Waist - stick,stick, stick and move. you sooo wiggly in a fight you gets a +2 dodge bonus to youse AC against a chump (single target) you single out.
(Translation: Declare a target to gain an extra +2 dodge bonus to AC. This stacks with other Dodge bonuses. If you are caught flat-footed or lose Dexterity bonuses, you do not lose Swaying Waist).
Head Like A Stone - DING! We has a winner! You have been fighting enough ta earn this perk…. you can make a special "headbutt" attack to an enemy you have grappled. +2 attack roll to you and -2 attack roll to him, plus it causes victim to be dazed and stunned for 1D4 rounds (1D8 on a critical hit). This ability counts as normal unarmed damage.
(Translation: upon successful Grapple, user can choose to make a special headbutting attack. Delivers unarmed damage (To Hit) +2, grants a -2 (To Hit) negative status to target, and causes target to be dazed and stunned for 1d4 rounds (or 1d8 on critical hit). This can be halved with a Fort save. This can only be done while user is Drunk.)
Improvised Weapons Focus - Ya select any common every day item and its a proficient weapon for ya. But you can select one of those each round to place the weapon focus, which gives a +1 bonus to that kind of improvised weapon. THIS CANNOT BE STACKED 1:1 only folks. Each +1 of Improvised Weapons Focus gives you one more round of choosin' a new weapon.
(Translation: user can choose a common item and gain Weapon Focus with that improvised item. This cannot be stacked. Each time you gain a new Improvised Weapon Focus, it must be applied to a new item. Please refer to GM for approved stats and list of items.)
For Medicinal Purposes - whenever the Scrapper actively takes a drink, they can regain +1 HP+Con Mod per Irish Scrapper level.
Drunken Rage - (current) CON mod + the number of drinks you've HAD in the entire day = total number of rounds for alchy zerk. :) Giving you a +4 to STR and CON, a +2 morale on WILL saves cuz drinkins always a positive solution, and -2 to AC.
(Translation: current Con Mod + number of drinks you’ve had the entire day = rounds of Drunken Rage. Drunken Rage can be performed (Con Mod) times a day, and gives +4 to STR, CON, and +2 to Will Save as well as -2 to AC.)
Desperation Art: Sober Rage - should the Irish Scrapper at, any point in time, have their drunken status broken by any means outside of their own choice, they may attempt to resist sobreity with a Fort save. If they fail, they are sober for the next 24 hours no matter how much they drink. They are in a berserk state for the entire 24 hours and are driven to attack friend, foe, buildings, cars, whatever.
Drunken Embrace - I LOVES YOU MAN! You can grapple an opponent without invoking attacks of opportunity and +4 competence bonus on all opposed grapple checks.
(Translation: Grapples against target do not provoke AoO and gain a +4 bonus versus opposed checks.)
Lurch - Yer leenin' and tiltin' allow you to make one feint per round with a +4 competence bonus (bluff).
(Translation: grants the user the ability to make one feint per round at a +4 bonus to their Bluff skill)
Corkscrew Rush - Charging headbutts never looked so awesome. Charge attack on a successful hit initiates a bull rush without involving an attack of opportunity. The attack stuns the stooge unless he makes a will save (DC17+yer WIS mod). If ya miss yer fucked and land prone. This ability is counted as normal unarmed damage.
(Translation: User gains a charge attack that, upon successful hit, initiations a bull rush without AoO. The attack itself deals normal unarmed damage. This attack also stuns the target unless they make a Will Save at a DC of 17+user’s WIS mod. If user misses, then they are left prone.)
Drink Water Bitch - if no other alcoholic substance is available, the Drunken Master can always get drunk off of mere water through a strange alchemical reaction within their liver. Takes a full round action to create such effects, or 1d4 minutes outside of combat. User can now store up to (Con Mod) drinks per day.
Breath of Flame - "BLOW THAT FIRE" you can ignite the booze you've drank to get drunk, and blast forth from thee lips the alcoholic hadouken, dealing (Con Mod)d12 fire damage, and it burns up one of the drinks you've consumed so you remove and +/-'s fer that drink, on the other hand you can always drink more.
(Translation: user can blow a cone of alcoholic flame to deal (Con Score)d12 fire damage up to ten feet away. This costs one stored drink charge.)
Drunk On Life - user is considered always Drunk, even if they are not. This is a willed action, and can take up a standard action during combat.
Secret Art: Erin go Bragh - FEEL THE IRISH FURY!! In a burst of green and orange light you lay waste to yer enemy with a devastating upper cut to the under jaw (x2 current unarmed damage skill), kinda like the shoryuken, BUT IRISH!!!! Causes hallucinations of being attacked by angry irish faeries and leprechauns for 1d6 rounds or 1d12 hours outside of combat. Note: the hallucination is a touch-based event, so any who touches the target will receive the same hallucinations with no will save. 100 energy points.
Augment: For every 50 extra points spent, you can add an extra +5 Unarmed Attack (To Hit) to the strike.
(Translation: At the cost of 100 EP and a standard action, the user attacks a single target, dealing damage for (Unarmed Damage) x2 before crit. If damaged successfully, target also suffers hallucinations for 1d6 rounds, and will be unable to target enemies. Any who touch the afflicted target ALSO suffer from said hallucinations.)