Ostensibly for the good of the people, most centralized governments heavily regulate commerce and science. Some of the most explicit restrictions are placed on mind- and body-altering liquids. Hillfolk have rebellion in their bones, however, and many make it their business to distill and deliver the goods to anyone who wants a taste—free of taxes and pesky ingredient guidelines. Using hand scrawled recipes and unorthodox methods, moonshiners create wondrous effects in the form of potent liquids which affect the imbiber. Years of ‘taste-testing’ allow the moonshiner to metabolize and employ their brew in interesting ways.
Tales are told of moonshiners breathing fire to spook lawmen, and brewing potions allowing them to double in size or harden their skin. They get their name by largely employing their craft ‘by the light of the moon’ to avoid legal entanglements. Anywhere the law restricts imbibed substances, a moonshiner is sure to be close.
A moonshiner’s body and mind handles alcohol differently from other people, mixing with his innate magical energy to astounding effect. As a move action, that does not provoke an attack of opportunity, the moonshiner can drink a tankard of ale or similar quantity of alcohol to enter into an intoxicated state for a number of rounds per encounter equal to 3 + his Intelligence modifier. At 2nd level, and every two levels thereafter, the duration of the moonshine stupor increases by 1 round. Upon entering into a moonshine stupor, the moonshiner gains a +2 dodge bonus to his AC and may apply a +4 alchemical bonus to his Strength, Dexterity, or Constitution, at the cost of a penalty to a mental ability score. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. If the moonshiner applies a bonus to his Strength, a –2 penalty applies to his Intelligence. If he applies a bonus to his Dexterity, a –2 penalty applies to his Wisdom. If he applies a bonus to his Constitution, a –2 penalty applies to his Charisma. Temporary penalties to Intelligence, such as those gained from the moonshiner’s intoxicated state, do not decrease the total number of rounds that a moonshiner can remain in his intoxicated state. At 8th level, and again at 15th level, the dodge bonus of a moonshine stupor increases by +1 and the alchemical bonus increases by +2.
While in a moonshine stupor, the moonshiner 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 moonshiner to maintain his stupor that round without expending a round of moonshine stupor for the encounter (instead of the alcohol’s normal effects). For each alcoholic drink consumed while in a moonshine stupor (including the drink that initiated the stupor), the moonshiner is sickened for a number of rounds equal to 2 times the number of rounds spent in the stupor. If the moonshiner enters into a moonshine stupor while sickened, the sickened condition is suppressed for the duration of the stupor, but then the moonshiner becomes nauseated instead of sickened after the stupor ends. The moonshiner cannot enter into an inebriated state while nauseated. This ability replaces mutagen.
Starting at 2nd level, when the moonshiner creates an extract he can infuse a bit of alcohol with the extract. When consumed, a signature brew is treated as both an extract and an alcoholic drink. When creating a signature brew, one tankard of ale or similar quantity of alcohol is consumed in the process. This ability replaces poison use.
At 3rd level, a moonshiner gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well. This ability replaces persistent mutagen.
Starting at 6th level, while in a moonshine stupor, the moonshiner who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting him: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If he succeeds at the save, the effect is suppressed for the duration of the stupor. He also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect. This ability replaces swift poisoning.
The following discoveries are only available to the moonshiner archetype.
Intoxicating Bomb*: When the moonshiner creates a bomb, he can choose to infuse it with strongly intoxicating alcohol instead of dealing damage. Creatures that take a direct hit from an intoxicating bomb are staggered and sickened for 1 round per damage die of the bomb. A Fortitude save negates the staggered condition, but the creature is still sickened for 1 round. Creatures in the splash area that fail their saves are sickened for 1 round; those who make this save are not sickened at all. Creatures with the scent ability take a -2 penalty to their saving throw to resist this bomb.
Liquid Courage: While in a moonshine stupor, the moonshiner ignores the penalty to Will saves while taking a Wisdom penalty from his stupor. Furthermore, he gains a +1 morale bonus on saving throws against mind-affecting and fear effects for each alcoholic drink he consumes during his stupor (including the drink that initiated the stupor), to a maximum of +1 per four moonshiner levels.
Noxious Belch: While in a moonshine stupor, the moonshiner may expend 2 rounds of his stupor to expel noxious fumes from his stomach into an adjacent opponent’s face. The target must make a Fortitude save (DC 10 + 1/2 the moonshiner’s level + his Intelligence modifier), or be nauseated for 1d4+1 rounds. If the save succeeds, the creature is instead sickened for 1 round.
Staggering Stupor: While in a moonshine stupor, a moonshiner may move 5 feet as a swift action. This movement does not count against the moonshiner’s ability to make a 5-foot step. Furthermore, he gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink he has consumed during his stupor (including the drink that initiated the stupor), to a maximum of +1 per four moonshiner levels.
Social Drinker: Whenever the moonshiner would be able to enhance a physical ability score when entering into a moonshine stupor, he can instead choose to enhance his Charisma ability score. If he does, the –2 penalty for the moonshine stupor applies to his Constitution ability score.
Complimentary Discoveries The following discoveries complement the moonshiner archetype: breath weapon bomb, combine extracts, staggering stupor, intoxicating bomb, precise bombs, social drinker, spontaneous healing.