Drunken Master prestige class for Pathfinder

Our Pathfinder group stepped away from the season one Chronicles this weekend and started the Council of Thieves Adventure Path. I created a monk and to set him apart from other monks, decided to play him as a drunken master. And it was a lot of fun. This seemed like a good time to update the actual Drunken Master prestige class to fit better with Pathfinder. There are a few new powers and amusing abilities that you may not have seen before. I had almost as much fun creating this as I did playing my character.

Drunken Master

HD: d8

BAB: medium

Saves: good Fort and Ref

Skills: 4+Int mod (Acrobatics, Bluff, Climb, Craft, Escape Artist, Perception, Perform, Profession, Stealth, Swim)

Requirements: Acrobatics 5 ranks, Dodge, Great Fortitude, Improved Unarmed Strike, flurry of blows, evasion, must survive a night drinking with the drunken masters without poisoning, incarceration, or extraordinary embarrassment.

Drink Like a Demon (1st): can drink a “stiff drink” as a move action; each such drink inflicts a -2 penalty to Int and Wis, but grants a +2 bonus to either Str or Con (player’s choice).  May use a number of drinks equal to class level this way; benefit lasts class level +3 rounds.

Catch Off Guard (1st): You gain Catch Off Guard as a bonus feat, even if you don’t meet the prerequisites.  If you already have this feat, you may select another feat for which you meet the prerequisites from the list of monk bonus feats on pgs. 58 & 59 of the Pathfinder RPG.
Stagger (2nd): The Drunken Master can charge in nonlinear fashion, making Acrobatics checks to avoid provoking AoOs while charging at full speed through combat.

Painless (2nd): As a standard action three times per day, the drunken master may convert one of the drinks in his system (see Drink Like a Demon) into a DR rating of 1. This ends the effect of that drink on his ability scores as if the duration had expired. The DR rating increases to 2 at 6th level and to 3 at 10th level. The effects of Painless last for 1 minute per class level.

Swaying Waist (3rd): The Drunken Master gains a +2 dodge bonus to AC against a specific opponent chosen each round.

Improved Feint (3rd): You gain Improved Feint as a bonus feat, even if he doesn’t meet the prerequisites. If you already have this feat, you may select another feat for which you meet the prerequisites from the list of monk bonus feats on  pgs. 58 & 59 of the Pathfinder RPG.

AC Bonus (4th): You gain a +1 bonus to AC. Improves to a +2 bonus at 9th level.

Improved Improvised Weapons (5th): gains Improved Improvised Weapons as a bonus feat, even if you don’t meet the prerequisites. If you already have this feat, you may select another feat for which you meet the prerequisites from the list of monk bonus feats on  pgs. 58 & 59 of the Pathfinder RPG.

Slippery Customer (6th): Even if surrounded, the Drunken Master’s erratic and random movements protect him. Opponents wishing to flank a Drunken Master must make a Perception check versus DC10 + class level + the Drunken Master’s Reflex bonus. If this check is failed they are considered to be flat footed on the Drunken Master’s turn in addition to being denied their +2 flanking bonus.

Improved Grapple (7th): gains Improved Grapple as a bonus feat, even if he doesn’t meet the prerequisites. If you already have this feat, you may select another feat for which you meet the prerequisites from the list of monk bonus feats on pgs. 58 & 59 of the Pathfinder RPG.

What Did You Drink?  (7th): As a standard action three times per day, the drunken master may convert one of the drinks in his system (see Drink Like a Demon) into a cloud of noxious fumes. This is an emanation with a 10 ft radius around the drunken master; any breathing creature within the cloud must make a Fortitude save (DC 10 + class level + the drunken master’s Constitution modifier) or become nauseated. This condition lasts as long as the creature remains within the cloud and for 1d4+1 rounds afterward. The cloud lasts for one round per class level in still air; high winds and the like can disperse it in one round. Using this ability ends the effects of the converted drink as though the duration had expired.

For Medicinal Purposes (8th): three times per day, can convert a drink (see Drink Like a Demon) into a cure moderate wounds potion, which he is considered to have just drunk. This ends the effect of that drink on his ability scores as if the duration had expired.

Corkscrew Rush (9th): can make a bull rush attempt on any successful charge attack (the bull rush gains the usual +2 for charging); if the bull rush also succeeds, the starget must make a Will save (DC 10 + class level + drunken master’s Wis mod) or be stunned until the drunken master’s next turn, but if it fails, the drunken master falls prone in front of the target.

Greater Improvised Weapons (9th): improvised weapons improve again, to a maximum of 2d6 (3d6 if two-handed), and critical multiplier is x3.

Breath of Flame (10th): can use a drink in his system (from Drink Like a Demon) as a free action to breathe a 20-ft cone of flame, dealing 3d12 points of fire damage (Ref save, DC 10 + class level + Con mod); the drink’s effects on the drunken master’s ability scores immediately ends, as if the duration had expired.