Brewmaster

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. 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, brewmasters 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 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: Ancient ways and methods of brewing result in a potent ability to craft traditional brews. Brewmasters are reluctant to share the secrets of this craft, though a brewmaster might take the most disciplined and spiritual of individuals under his wing. 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.

Attributes: Wound Point Bonus: +3 Chakra Point Die: 1d6
  • Cooking Party Ability

  • Herbalist Party Ability

  • Bluff [Cha]

  • Chakra Control(Wis)

  • Gamble (Wis)

  • Ninjutsu (Int)

  • Sense Motive (Wis)

Skill Points at 1st Level: ( 7 + Intelligence Modifier) x4Skill Points At Each Additional Level: 7 + Intelligence ModifierHighly skilled Weapon/Spell/Armor proficiency
  • Militia
  • Body Armor

Starting Meseta: 14,000

1: Core: Concoct

2: Double Fist

3: Mag Bauble

4: Spirit Channel I

5: Deceptive Dance

6: Breath of Fire

7: Mag Bauble

8: Spirit Channel II

9: Bonus Talent

10: Bluff Strike

11 Mag Bauble

12 Spirit Channel III

13 Bonus Feat

14 A little for me. . .

15 Bluff Defense

16 Spirit Channel IV

17 Mag Bauble

18 Improved Breath of Fire

19 Bonus Talent

20 Spirit Channel V

Core Ability: Concoct

Brewmasters possess a special bag of holding type object similar to the agent class however it provides random ingredients from the various provinces of the empire for it's concoct ability.

Concoctions are a thrown item that splash over a 5 foot area. 10 feet after lv 10, 15 at 15 and 20 feet at level 20.

The number of items used in a concoction scales overtime with Brewmaster levels. Starting at 2 items and increasing by +1 every 5 levels. Maxing out at 5 items.

Concoct has a cooldown of 6 turns -1 turn per 5 levels in brewmaster.

Eye of Newt - 1d8 Damage per Eye of Newt

Dragon scales - Behave like caltrops: The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage per Dragon scale in the brew. A creature taking persistent bleed damage from Dragon scales takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the dragon scales free reduces the DC to stop the bleeding. Once a creature takes damage from dragon scale caltrops, enough caltrops are ruined that other creatures moving into the square are safe.

Wolf Teeth - illness effect - Reduce saves by 1 until next turn per Wolf tooth in the brew.

Ember of Truth - Creates an area that reveals invisibility for a number of rounds equal to the number of embers in the concoction.

Double Fist | A little for me, A little for you!

Double Fist:

At 2nd level, the Brewmaster may retrieve and imbibe two potions as a full-round action that provokes attacks of opportunity.

A little for me, A little for you!

When brewmasters go to consume a Beneficial item they may consume a Metamagic charge to create a second dose to pass off to an ally. If they double fist, they consume one Metamagic charge to create an extra dose for each potion but they must hand them off to separate people. Sharing potions must be either passed off or thrown to an ally, if thrown the ally may need to make a reflex save to catch the incoming object.

Spirit Channel (EX)

The fierce powers of the spirits are for the brewmaster to gain and command. Each time the 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. 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. 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 Earth
The power of Earth 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 half brewmaster level that acts as armor damage reduction but also works against Earth element attacks. Channel Earth lasts for a number of rounds equal to the twice the brewmaster’s Intellect bonus (minimum 1 round).



Deceptive Dance

The swaggering dance of a brewmaster 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.

Bluff Strike

Using the swaggering and tumbling motions of that resemble a drunkard, the brewmaster can generate massive amounts of power in a single attack. As a full-round action the brewmaster may make a Bluff Strike attack. He can make this attack only with an unarmed strike. A successful drunken fist attack deals an additional +1d6 points of damage for every 4 ranks the brewmaster has in Bluff, to a maximum total of +6d6 points of damage. After making a drunken strike, the Brewmaster falls prone.

Bluff 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 Defense for every 4 ranks he has in Bluff 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 Defense against melee attacks.

Breath of Fire (SU)

At 6th 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 + half the brewmaster’s level in this class + the brewmaster’s Con bonus). The brewmaster can use this ability at will.

Improved Breath of Fire (SU)

At 18th 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/2. If he does, he takes half the damage himself (no save).

Taiga notes

Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]

Basic classes use 11 points split among [HP, Energy, skills and proficiencies]

+1 HP [1] +2 HP [2]

1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]

4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]

Highly skilled increases [Per level after] up to match Initial and costs [2]

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Advanced classes use 7

Skill base is 2 + Int per level. [0]

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Prestige is likely less [points] then adv