Wednesday, December 31, 2014

Barmaid

A staple of the adventurer's support network, barmaids are themselves surprisingly skilled combatants thanks to the bar-room brawls they frequently find themselves in the midst of. More importantly, however, is the mystical art of their ability to brew and mix magically potent drinks for their customers. Though they are found amongst all races, barmaids (sometimes known as bartenders) are particularly famous and revered among the lusty and liquor-loving dwarves.

Requirements
To qualify to become a barmaid, a character must fulfill all of the following criteria.
    Skills: Bluff 6 ranks, Craft (alchemy) 6 ranks, Profession (barmaid) 4 ranks.
    Special: Evasion class feature


Hit Die: d8.
Base Attack Bonus:  Good
Good Saves: Reflex and Will.
Poor Saves: Fortitude.
Class Skills
The barmaid's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + Int modifier.

Special Abilities by Level
  1. Elude, fury 1/day
  2. Brewmeister (1st-level)
  3. Additives 
  4. Brewmeister (2nd-level)
  5. Fury 2/day
  6. Brewmeister (3rd-level)
  7. Mixed drinks
  8. Brewmeister (4th-level)
  9. Fury 3/day
  10. Brewmeister (5th-level)

Class Features
All of the following are class features of the barmaid prestige class.
    Weapon and Armor Proficiencies: The barmaid gains no proficiencies in weapons or armor.

    Elude (Ex): The barmaid can add her Charisma bonus as a dodge bonus to her Armor class and to Reflex saving throws. This bonus only applies while she is wearing light or no armor; medium or heavier armor prevents this.

    Fury (Ex): A barmaid can fly into a rage-like fury a certain number of times per day. In a fury, a barmaid temporarily gains a +4 bonus to Strength, a +4 bonus to Charisma, and a +2 morale bonus on Will saves, but she takes a -2 penalty to Armor Class. While furious, a barmaid cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. While furious, a barmaid gains the benefits of the Diehard feat and can fight without penalty until she reaches -10 hit points. A fit of fury lasts for a number of rounds equal to 3 + the character’s (newly improved) Charisma modifier. A barmaid may prematurely end her rage. At the end of the rage, the barmaid loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless she is a 10th-level barmaid, at which point this limitation no longer applies).
    A barmaid can fly into a fury only once per encounter. At 1st level she can use her fury ability once per day. At 5th level and every four levels thereafter, she can use it one additional time per. Entering a fury takes no time itself, but a barmaid can do it only during her action, not in response to someone else’s action.

    Brewmeister (Su): At 2nd level, the barmaid begins to develop the deeper secrets of the brewer's trade. She can create magical tonics and drinks akin to potions in their use but far superior in their taste. Brewing a magic beverage requires 10 minutes per level of the spell involved, and the brew lasts for 8 hours before it becomes magically inert. A barmaid can have a number of beverages equal to her barmaid class level plus one-half her level in other classes active at any given time; any created beyond this limit are simply inert drinks. At 2nd level the barmaid can brew 1st-level beverages, increasing at every even-numbered level to a maximum of 5th-level brews at 10th level.
    In order to brew her beverages, a barmaid requires an alchemist's still (a small, portable version of an alchemist's lab and a still that costs 50 gp and weighs 20 lb) and a flask for each brew. A suitable alcoholic base to go with the alchemical mixer is optional, but recommended.
    The beverage brewed uses the barmaid's class level as the caster level. She can improve this by +1 with a DC 20 Craft (alchemy) check, increasing by a further +1 to the effective caster level by each 10 she exceeds the Craft DC.
    1st-level Brews: bless, burning hands*, comprehend languages, cure light wounds, divine favor, endure elements, enlarge person, feather fall, jump, longstrider, mage armor, magic fang, produce flame*, protection from chaos/evil/good/law, reduce person, remove fear, sanctuary, shield of faith.
    2nd-level Brews: aid, alter self, barkskin, cat's grace, cure moderate wounds, bear's endurance, bull's strength, darkvision, delay poison, detect thoughts, eagle's grace, flaming sphere*, heroism, invisibility, lesser restoration, protection from arrows, rage, resist energy, scorching ray*, see invisibility, undetectable alignment.
    3rd-level Brews: cure serious wounds, dispel magic, fireball*, glibness, greater magic fang, haste, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, water breathing.
    4th-level Brews: cure critical wounds, death ward, divine power, fire shield, freedom of movement, greater heroism, neutralize poison, polymorph, restoration, spell immunity, stoneskin, tongues.
    5th-level Brews: animal growth, awaken, baleful polymorph, break enchantment, righteous might, spell resistance, transformation, true seeing, wall of fire*.
    *: Brews marked with an asterisk are an exception to the usual rule of the beverage targeting the drinker. The drinker may consume the beverage and designate a target for the spell as a standard action. It still uses the barmaid's level as the effective caster level.

    Additives: At 3rd level, the barmaid learns the knack of adding alchemical ingredients to her brews in order to replicate metamagic effects. She gains one metamagic feat as a bonus feat, and may apply any metamagic feat she knows to her brews, increasing their level just the same as increasing the level of a spell modified by a metamagic feat.

    Mixed Drinks: At 7th level the barmaid has mastered combining different brews to create new mixed drinks. She may combine the effects of different brews into a single beverage, but their sum total of levels must not exceed the maximum level she can brew. Thus, at 7th-level, when she can create 3rd-level brews, the barmaid can create a beverage with a 1st-level and a 2nd-level brew or three 1st-level brews.
    If the barmaid applies an additive to the brew, it considers the whole to be a single spell - so a barmaid capable of creating 4th-level brews could use Extend Spell on a brew of bull's strength and mage armor, itself a 3rd-level brew before being Extended, applying the metamagic feat to both to create a 4th-level beverage rather than 5th-level (as would be if it applied to bull's strength and mage armor separately).


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