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Reveling Brewmaster (Alchemist/Skald)

The reveling brewmaster exists to keep spirits high and inhibitions low, mixing the ability to craft potent and alchemically imbued drink with drunken cheer and tenacity. As an expert moonshiner capable of concocting the most liver-challenging drinks of the realm, his libations serve as a potent fuel for his inebriated abilities. (Original Concept by Tyrannical)

Primary Class: Alchemist.
Secondary Class: Skald.
Alignment: Any nonlawful.
Hit Dice: d8.

Bonus Skills and Ranks: The reveling brewmaster may select three skald skills to add to his class skills in addition to the normal alchemist class skills, one of which must be Perform. He gains comedy, dance, oratory, percussion, and sing as part of his Perform skill. The reveling brewmaster gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The reveling brewmaster is proficient with all simple weapons and bombs. He is also proficient with light armor, but not with shields.

Brewtagen (Su): At 1st level, a reveling brewmaster discovers how to create a special alcoholic mutagen that he can imbibe in order to fuel his performances. It takes 1 hour to brew a dose of brewtagen, and once brewed, it remains potent until used. A brewtagen functions like a normal mutagen except for the following changes.

Upon being imbibed, the reveling brewmaster gains a number of rounds of the skald’s raging song equal to 3 + his Charisma modifier, plus an additional 2 rounds for each level beyond 1st. These rounds last for 24 hours, or until he creates another brewtagen, whichever comes first.

While using raging song, the reveling brewmaster can drink a potion, an extract, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion or extract has its normal effect, while an alcoholic drink allows the reveling brewmaster to maintain his raging song that round without expending a round of raging song to maintain a particular performance (instead of the alcohol's normal effects). For each alcoholic drink consumed while using raging song, the reveling brewmaster is nauseated for 1 round once it ends. The reveling brewmaster cannot use raging song while nauseated.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the reveling brewmaster is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A reveling brewmaster may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the reveling brewmaster for the song to have any effect. A deaf reveling brewmaster has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the reveling brewmaster begins a raging song and at the start of each ally's turn in which they can hear the raging song, the reveling brewmaster's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a reveling brewmaster can start a raging song as a move action instead of a standard action. At 13th level, a reveling brewmaster can start a raging song as a swift action instead.

A non-reveling brewmaster who drinks a brewtagen must make a Fortitude save (DC 10 + 1/2 the reveling brewmaster's level + the reveling brewmaster's Charisma modifier) or become nauseated for 1 hour—a non-reveling brewmaster can never gain the benefit of a brewtagen, but a reveling brewmaster can gain the effects of another reveling brewmaster's brewtagen if he drinks it. (Although if the other reveling brewmaster creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a brewtagen do not stack. Whenever a reveling brewmaster drinks a brewtagen, the effects of any previous brewtagen immediately end. A brewtagen otherwise functions as and replaces mutagen.

A reveling brewmaster gains the following performances.

Drunken Rage (Su): At 1st level, a reveling brewmaster gains the skald’s inspired rage song. This ability replaces bomb 2d6, 5d6, and 8d6, and swift poisoning.

Mead Hall (Sp): At 3rd level, a reveling brewmaster can use his raging song to transform water into an alcoholic beverage of his choice (typically ale, beer, mead, or wine) as the enhance water spell. As a standard action, he can spend 1 round of raging song to transform 1 pint of water per level in a 30-foot radius into an equal amount of alcohol, up to 2 gallons (a cask). At 5th level, he can spend 2 rounds of raging song to transform 1 gallon of water per level into an equal amount of alcohol, up to 10 gallons (a keg). At 8th level, he can spend 3 rounds of raging song to transform 4 gallons of water per level into an equal amount of alcohol, up to 44 gallons (a barrel). At 11th level, he can spend 4 rounds of raging song to transform 8 gallons of water per level into an equal amount of alcohol, up to 88 gallons (a hogshead). Any unconsumed alcohol reverts back to normal water when the tap the keg performance ends. Alcohol consumed prior to the end of the performance remains potent and affects the imbiber as normal.

Baleful Libations (Su): At 6th level, a reveling brewmaster can us his raging song to cause her enemies to temporarily become intoxicated. The reveling brewmaster chooses one creature within 30 feet. The creature then becomes drunk and gains the sickened condition for 1d4 rounds. If the creature is already sickened, it becomes nauseated instead. As the reveling brewmaster gains experience, his baleful libations become more potent, increasing the duration of this performance 1d6 rounds at 10th, 1d8 rounds at 14th, and 2d6 rounds at 18th level. This is a mind-affecting fear effect, and relies on audible components.

Drunkard’s Prank (Su): At 10th level, a reveling brewmaster can target a single enemy with his raging song and make a dirty trick combat maneuver. Any of the target’s allies who witness the dirty trick immediately burst out in laughter (as the hideous laughter spell) for one round. This performance relies on visual components.

Toast of Revelry (Sp): At 15th level, the reveling brewmaster can spend 6 rounds of raging song as a standard action to cause one ally to become subject to the freedom’s toast spell. He can spend 2 additional rounds of raging song per additional ally she wants to include in the effect, up to her Charisma modifier.

Brewing (Su): A reveling brewmaster is a master of creating alcoholic beverages instead of mundane alchemical substances such as alchemist’s fire and smokesticks. He is also trained in fashioning magical potion-like extracts in which they can store spell effects, but each extract is laced liquor and counts as an alcoholic beverage for the purpose of qualifying for feats and abilities. When using Craft (alchemy) to create an alcoholic beverage (see Alcoholic Beverages listed in the Adventuring Gear section of Ultimate Equipment), a reveling brewmaster gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a reveling brewmaster can use Craft (alchemy) to identify potions as if using detect magic and alcoholic beverages by making a DC 10 Craft (alchemy) check. He must hold the potion or beverage for 1 round to make such a check. This ability otherwise functions as and replaces alchemy.

Drunken Brawler (Ex): At 1st level, a reveling brewmaster gains Drunken Brawler as a bonus feat, even if he does not meet the requirements. This ability replaces brew potion.

Molotov Cocktail (Su): In addition to magical extracts, reveling brewmasters are adept at swiftly making improvised bombs from alcoholic beverages and infusing them with their magical reserves to create powerful molotov cocktails that they can hurl at their enemies. A reveling brewmaster can create a number of molotov cocktails each day equal to his class level + his Charisma modifier. Molotov cocktails are unstable and volatile, and if not used in the round they are created, they explode—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a molotov cocktail, the reveling brewmaster must spend 1 round of raging song to expel an ounce or more of his brewtagen into a small glass or ceramic bottle that can then be ignited and thrown at an opponent.

Expelling the brewtagen, creating, lighting, and throwing a molotov cocktail requires a standard action that provokes an attack of opportunity. Thrown molotov cocktails have a range of 20 feet and use the Throw Splash Weapon special attack. Molotov cocktails are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a reveling brewmaster's molotov cocktail inflicts 1d6 points of fire damage + additional damage equal to the reveling brewmaster's Charisma modifier. The damage of a reveling brewmaster's molotov cocktail increases by 1d6 points at 4th level and every three reveling brewmaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a reveling brewmaster molotov cocktail is always equal to the molotov cocktail's minimum damage (so if the molotov cocktail would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the reveling brewmaster's level + the reveling brewmaster's Charisma modifier.

Reveling brewmasters can learn new types of molotov cocktails as bombs discoveries (see the Discovery ability) as they level up. A reveling brewmaster's molotov cocktails, like an extract, becomes inert if used or carried by anyone else. This ability alters bombs.

Inebriated Mind (Ex): At 2nd level, a reveling brewmaster becomes resistant to mental attacks. He gains a +4 alchemical bonus against bardic performances, as well as mind-affecting and fear effects while under the effects of alcohol. This ability replaces poison use.

Discovery: This is exactly like alchemist ability of the same name, except that a reveling brewmaster gains a discovery at 3r level and every three levels thereafter. In addition, he can choose one of the following rage powers in place of a discovery: boasting taunt, focused liberation, good for what ails you, greater hurling, hurling, internal fortitude, lesser hurling, liquid courage, moment of clarity, noxious belch, perfect clarity, roaring drunk, savage dirty trick, staggering drunk, staggering stupor, strength surge. Rage powers only take effect when drunken stupor is active.

Swift Brewing (Ex): This is exactly like the alchemist’s swift alchemy ability. However, the reveling brewmaster loses the ability to apply poisons as a move action and instead gains Potion Glutton as a bonus feat.

Extracts (Su): Starting at 4th level, a reveling brewmaster creates extracts drawn from the alchemist formulae list. Only extracts of 4th level or lower are considered to be on the reveling brewmaster’s formulae list. A reveling brewmaster also adds the following spells to his list of extracts at the indicated levels: 1st level–enhance water; 4th level–freedom’s toast. He can prepare an extract of any formula he knows without referring to a formula book.

To learn or use an extract, a reveling brewmaster must have a Charisma score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against a reveling brewmaster's extract is 10 + the extract level + the reveling brewmaster's Charisma modifier.

Like other alchemists, a reveling brewmaster can create only a certain number of extracts of each level per day. His base daily extract allotment is given on Table: Reveling Brewmaster. In addition, he receives bonus extracts per day if he has a high Charisma score.

The reveling brewmaster's selection of extracts is limited. A reveling brewmaster begins play knowing two 1st-level extracts of the reveling brewmaster's choice. At each new reveling brewmaster level, he gains one or more new extracts, as indicated on Table: Reveling Brewmaster Extracts Known. Unlike extracts per day, the number of extracts a reveling brewmaster knows isn't affected by his Charisma score; the numbers on Table: Reveling Brewmaster Extracts Known are fixed.

At 8th level and every 3 levels thereafter, a reveling brewmaster can choose to learn a new extract in place of one he already knows. In effect, the reveling brewmaster loses the old extract in exchange for the new one. The new extract's level must be the same as that of the extract being exchanged, and it must be at least 1 level lower than the highest-level reveling brewmaster extract the reveling brewmaster can create. A reveling brewmaster may swap only a single extract at any given level, and must choose whether or not to swap the extract at the same time that he gains new extracts known for the level.

A reveling brewmaster need not prepare his extract in advance, but he can do so if he so chooses. He can create any extract he knows at any time, assuming he has not yet used up his allotment of extracts per day for the extract's level. Through 3rd level, a reveling brewmaster has no caster level. At 4th level and higher, his caster level is equal to his reveling brewmaster level –3.

Spell Kegging (Ex): At 5th level, a reveling brewmaster can imbibe a pint or more of alcoholic beverage once per day to gain the skald’s spell kenning ability. He can create an extract of any spell from the bloodrager, ranger, or skald spell lists as if it were one of this extracts known, expending an extract slot of the same level to create an extract of the desired spell. Creating an extract with spell kegging always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 11th level, a reveling brewmaster can use this ability twice per day. At 17th level, he can use this ability three times per day. This ability replaces the discoveries gained at 4th, 10th, and 16th level.

Drunken Resilience (Ex): At 9th level, whenever a reveling brewmaster is under the effects of an alcoholic beverage, he gains damage reduction 1. At 14th and 19th level, this damage reduction increases by 1. Additionally, the reveling brewmaster grants this bonus to all allies affected by his drunken rage song. This ability replaces the persistent mutagen.

Instant Brewing (Ex): This functions exactly like alchemist ability of the same name, except that the reveling brewmaster loses the ability to apply poison as an immediate action, and is no longer sickened when drinking alcohol to fuel his drunken rage. If he is already sickened when he enters a drunken rage, her remains sickened and does not gain the nauseated condition.

Grand Brewmaster (Su): At 20th level, a reveling brewmaster is can drink any amount of alcoholic beverage without any ill effect, and can no longer become sickened or nauseated. Once per day, whenever the reveling brewmaster uses his mead hall performance, he can cast the heroes’ feast spell as a move action. Only allies affected by the mead hall performance can benefit from this effect. In addition, any ally within 30 feet who has imbibed alcohol or is under the effects of the reveling brewmaster’s drunken rage song gains the benefits of the reveling brewmaster's inebriated mind ability until they are sober or cease being affected by the drunken rage performance. This ability replaces grand discovery.


Table: Reveling Brewmaster
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
1
+0
+2
+2
+0
Brewing, brewtagen, drunken brawler, drunken rage +1 (+2 Str/Con), molotov cocktail 1d6, throw anything




2
+1
+3
+3
+0
Drunken rage +2, inebriated mind, poison resistance +2




3
+2
+3
+3
+1
Discovery, mead hall, swift brewing




4
+3
+4
+4
+1
Molotov cocktail 2d6
1



5
+3
+4
+4
+1
Poison resistance +4, spell kegging 1/day
1



6
+4
+5
+5
+2
Baleful libations, discovery
1



7
+5
+5
+5
+2
Molotov cocktail 3d6
1
1


8
+6/+1
+6
+6
+2
Drunken rage +3 (+4 Str/Con), poison resistance +6
1
1


9
+6/+1
+6
+6
+3
Discovery, drunken resilience (DR 1/—)
2
1


10
+7/+2
+7
+7
+3
Drunkard's prank, molotov cocktail 4d6, poison immunity
2
1
1

11
+8/+3
+7
+7
+3
Spell kegging 2/day
2
1
1

12
+9/+4
+8
+8
+4
Discovery, drunken rage +4
2
2
1

13
+9/+4
+8
+8
+4
Molotov cocktail 5d6
3
2
1
1
14
+10/+5
+9
+9
+4
Drunken resilience (2/—)
3
2
1
1
15
+11/+6/+1
+9
+9
+5
Discovery, toast of revelry
3
2
2
1
16
+12/+7/+2
+10
+10
+5
Drunken rage +5 (+6 Str/Con), molotove cocktail 6d6
3
3
2
1
17
+12/+7/+2
+10
+10
+5
Spell kegging 3/day
4
3
2
1
18
+13/+8/+3
+11
+11
+6
Discovery, instant brewing
4
3
2
2
19
+14/+9/+4
+11
+11
+6
Drunken resilience (DR 3/—), molotove cocktail 7d6
4
3
3
2
20
+15/+10/+5
+12
+12
+6
Drunken rage +6, grand brewmaster
4
4
3
2

Table: Reveling Brewmaster Spells Known
Class
Spells Known
Level
1st
2nd
3rd
4th
1




2




3




4
2



5
3



6
3



7
3
2


8
4
3


9
4
3


10
4
3
2

11
5
4
3

12
5
4
3

13
5
4
3
2
14
6
5
4
3
15
6
5
4
3
16
6
5
4
3
17
6
6
5
4
18
6
6
5
4
19
6
6
5
4
20
6
6
6
5