- Barroom Talents
- Drunk Talents
- Legendary Talents
Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following ability:
You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.
Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.
Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round
Alcohol: Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour per the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.
You may treat an improvised weapon as though it had one of the following special features (chosen upon first picking up an improvised weapon and may be changed once per round as a free action): blocking, brace, deadly, disarm, distracting, double (this may not be applied to improvised light weapons), grapple, nonlethal, performance, reach (this may only be applied to two handed improvised weapons), sunder, or trip. If the GM chooses, he may pose reasonable limitations on which items can gain which special features (for example, a sack of flour wouldn’t have reach, while a sandwich wouldn’t have deadly).
In addition, the improvised weapon has its damage increased by 1 size category and has its critical threat range increased to 19–20, with a critical multiplier of ×2. At +10 base attack bonus, improvised weapons have their critical threat range increased to 18-20 and you may apply two of the listed special features to improvised weapons. Associated Feat: Improvised Weapon Mastery
As long as you have the drunk status when you make a Bluff or Diplomacy check, you gain a +1 competence bonus on it. This bonus increases by +1 for every 5 base attack bonus you have. You may also expend your drunk status as a free action to reroll a Bluff or Diplomacy check, but you must take the new result, even if it is worse. If you do so, you take a -5 on Bluff and Diplomacy checks for the next 10 minutes.
As a move action, you can draw and drink two non-magical alcoholic drinks or one magical drink and one non-magical drink; doing so doubles the duration of the drunk status and grants you a +1 circumstance bonus on all saving throws while drunk. You must have two open hands in order to perform a double chug. At +10 base attack bonus, performing a double chug lets you expend your drunk status twice before actually losing it.
As long as you have the drunk status, you may deal lethal damage with your unarmed strikes and you do not provoke attacks of opportunity for using them. If you would normally be able to do this, you are treated as one size larger for the amount of damage your unarmed strikes deal. You can expend your drunk status to deal maximum damage with an unarmed strike as a free action.
Whenever you drink an alcoholic beverage as a move action, you regain your martial focus.
High on Fumes
As a free action, you may wield an improvised weapon as an improvised shield for a round. When wielded as an improvised shield, the weapon’s damage die is decreased by 2 sizes, and the weapon grants a shield bonus: light weapons grant +1 shield bonus, one-handed weapons grant a +2 shield bonus, and two-handed weapons grant a +4 shield bonus. Just as with all shields, you lose this shield bonus to AC if you use the improvised shield to attack, unless you possess the ability to make shield bashes without sacrificing shield bonus. An improvised shield counts as a regular shield for the Shield sphere.
Whenever you are wielding a shield with the fragile special feature and a target scores a critical hit against you, you may give your shield the broken condition to change the critical hit into a normal hit.
Double the number of drinks you can consume before gaining the sickened condition. You cannot develop an addiction to alcohol.
Additionally, you gain a +2 circumstance bonus on Fortitude saves against poisons and effects that would cause the sickened or nauseated conditions. At +10 base attack bonus, this bonus increases to +5.
You know how to break an object to use its jagged edges to your advantage. Whenever you use a melee or thrown weapon with the fragile weapon feature and hit an opponent, you can give your weapon the broken condition to deal 1d4 points of bleed damage to that opponent. Associated Feat: Splintering Weapon.
Whenever an improvised weapon you wield would be destroyed, you may instead break it evenly into two new improvised weapons, each 1 size smaller than the original improvised weapon which was destroyed. This talent fails if the new improvised weapons would be Tiny or smaller. You may still allow a weapon to be destroyed normally.
When you attack a target with an improvised weapon or a weapon with the fragile weapon special feature, you can give that weapon the broken condition to deal 1d4 points of additional damage on that attack. This damage is multiplied on a critical hit.
If you threaten a critical hit while using this talent, you gain a +4 bonus on the roll to confirm the critical hit, and if it is confirmed, the weapon is destroyed. If you apply a second effect that would give your weapon the broken condition, you forgo this additional benefit. Associated Feat: Chairbreaker.
Whenever you attack a target with a weapon they did not know about (a hidden weapon, or an improvised weapon from the environment that hasn’t been wielded or used to make an attack yet), they become battered until the end of your next turn. Additionally, your first attack with that weapon gains a +1 circumstance bonus for every 4 points of base attack bonus you possess.
Drunken Insight (drunk)
You can reroll one Intelligence or Wisdom-based skill check as a free action, but you must take the new result, even if it is worse. Each time you use this talent during the same day beyond the first, you take a cumulative -2 penalty on the reroll granted by this talent.
False Courage (drunk)
You ignore all fear effects from which you are currently suffering until the beginning of your next turn. At the beginning of your next turn, you can make a Will saving throw against one fear effect from which you are currently suffering (if a fear effect from which you are currently suffering does not have a DC, its DC is treated as 10 + the source’s CR), ending that effect on a successful save.
Had a Few (drunk)
Menacing Belch (drunk)
Miracle Drink (drunk)
You gain a +2 alchemical bonus to your Strength, Dexterity, or Charisma (your choice) for a number of rounds equal to your Constitution modifier (minimum 1), +1 round per 4 points of base attack bonus you possess. At 10 base attack bonus, this alchemical bonus increases to +4.
Nice and Loose (drunk)
As a free action that can be taken even when it’s not your turn, you may roll twice when making a Reflex saving throw and take the better result. Alternatively, you may gain a bonus on Escape Artist checks equal to 1/2 your base attack bonus (minimum 1) for a number of rounds equal to your base attack bonus.
As a move action, you can cause yourself to throw up, granting yourself a new save against any ingested poison from which you are currently suffering with a circumstance bonus to your Fortitude save equal to your practitioner modifier. In addition, select one adjacent square to yourself, causing it to be treated as difficult terrain for 1 minute. If a creature enters that square, it must make a Reflex saving throw or fall prone. For every 5 points of base attack bonus you possess, you can select an additional adjacent square to be treated as difficult terrain. Clearing a square of difficult terrain is a standard action.
Reeling Steps (drunk)
Until the beginning of your next turn, any movement you make or combat maneuvers you attempt do not provoke attacks of opportunity; you also gain an alchemical bonus on Perform (dance) checks equal to 1/2 your base attack bonus as long as you have the drunk status. At +10 base attack bonus, creatures cannot apply their Dexterity bonus to their CMD against combat maneuvers you attempt while using this talent and you can expend your drunk status to treat a Perform (dance) check as though you rolled a 15.
Prerequisite(s): Alchemy sphere, Barroom sphere.
You may choose to imbibe any liquid alchemical weapon you are currently holding (such as alchemist’s fire or liquid ice), treating it as though it was an alcoholic beverage. When you do, you may spit it out in a 10-ft. cone as a standard action as long as you do so within a number of rounds equal to your practitioner modifier (if you do not, the alchemical weapon is wasted), forcing all creatures within that cone to make a successful Reflex save or take damage as though they were directly hit by the alchemical item, taking 1/2 damage on a successful save. If you imbibe a new liquid alchemical weapon before spitting a previously imbibed one, the previously imbibed liquid alchemical weapon is wasted. For every 5 base attack bonus you possess, the area of this cone increases by 5 ft.
Prerequisite(s): Barroom sphere, base attack bonus +7.
Whenever you would be able to imbibe an alcoholic beverage, you may instead pour it onto a weapon you or an adjacent ally is wielding and set it ablaze. For one minute, that weapon gains the flaming burst magic weapon special ability, except the effect is considered extraordinary rather than magical.
Prerequisite(s): Barroom sphere, High on Fumes, Iron Liver, base attack bonus +15.
You may spend a swift action to gain the drunk status, whether or not you have anything to drink. In addition, your blood is treated as an alcoholic beverage. Any creature who attempts to swallow you whole must pass a Fortitude save or become sickened for as long as you are inside of it.
Prerequisite(s): Barroom sphere, base attack bonus +5.
As long as you possess the drunk status, whenever you receive damage, you may convert 1/2 of it into nonlethal damage; this talent ceases to function if you are immune to nonlethal damage or currently helpless.
Good for What Ails Ya
Prerequisite(s): Barroom sphere.
Whenever you imbibe a non-magical alcoholic drink, you regain an amount of hit points equal to your base attack bonus; this healing cannot increase your hit points above 1/2 of your maximum hit points. At +10 base attack bonus, this healing can instead not increase your hit points above 3/4 of your maximum hit points.
Magic in the Spirits
Prerequisite(s): Barroom sphere, base attack bonus +4.
So long as you have the drunk status, any weapon you wield gains a +1 enhancement bonus per 4 base attack bonus you possess (maximum: +5). This does not stack with any enhancement bonus the weapon might already possess. This is a supernatural effect.
Prerequisite(s): Barroom sphere, Nice and Loose, base attack bonus +10.
You gain improved evasion while using the Nice and Loose talent; you can also end the duration of your Escape Artist bonus to be treated as though you were under the effects of a freedom of movement spell for 1 round as a supernatural effect.
Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly