Source: Spheres Apocrypha: Pugilists

“The scariest person in the room is the one who finished their drink
already. They don’t have anything to lose.”

Full Glass, Empty Glass: The barfighter must choose the Barroom sphere as a bonus sphere with the first talent she gains from this class. The barfighter cannot possess a drawback which removes the hard drinker ability or removes her ability to gain the drunk status or select (drunk) talents. If she already possesses such a drawback, she has to buy it off instead. In addition, Barroom sphere talents the barfighter possesses count towards her unarmed damage progression.

Fuel for the Fight (Ex): The barfighter can gain tension in the following ways:

  • Drunken Momentum: Whenever the barfighter starts her turn drunk or would gain the drunk status, she gains 1 tension. The barfighter may gain tension this way even if she already has the drunk status.

This ability replaces the maneuvering momentum tension.

Pub Crawl (Ex): At 1st level, the barfighter gains the following tension technique:

1 Tension

  • Staggering Step: The barfighter may spend a swift action to increase all movement speeds she possesses by 10, ignores difficult terrain, and may take 5-foot steps in difficult terrain until the beginning of her next turn.

3 Tension

  • Inebriated Maneuver: The barfighter may spend a swift action to make a combat maneuver check of her choice, rolling twice and taking the higher result. The barfighter does not provoke an attack of opportunity when performing a combat maneuver this way.

This ability replaces the light step and rapid pummel tension techniques but otherwise counts as the light step and rapid pummel tension techniques for the purposes of prerequisites and striker arts.

Blood Alcohol Content (Ex): At 3rd level, the barfighter’s passionate love of drinking has granted her inhuman tolerance. The barfighter gains immunity to the sickened condition and cannot gain an addiction towards alcohol. This allows the barfighter to consume any number of alcoholic beverages each day without being sickened after drinking more than 1 plus double her Constitution modifier.

At 9th level, the barfighter gains immunity to all diseases, including natural and supernatural diseases. She also gains immunity to the nauseated condition.

This ability replaces drill knuckle.

Special: If using the Inebriation rules found in Pathfinder Player Companion: Inner Sea Taverns, the barfighter is also immune to any penalties from being tipsy, drunk or soused and cannot become passed out no matter how many drinks she consumes.

Revelry (Ex): At 7th level, the barfighter’s inebriated heroics slowly become less far fetched. As long as the barfighter has the drunk status, she gains DR /– against nonlethal damage equal to her barfighter level and a +1 morale bonus on attack and damage rolls. At 12th level, and every 5 levels thereafter, the morale bonus granted by this ability increases by +1.

This ability replaces pummeling punisher.

Drunken Angel’s Apotheosis (Ex): At 20th level, the barfighter treats each point of tension she possesses as a separate instance of the drunk status. Whenever the barfighter would expend the drunk status to use a (drunk) talent, she may instead spend 1 point of tension. If the barfighter possesses the punch drunk striker art, she can immediately swap it for another striker art.

In addition, the barfighter may use her hard drinker ability from the Barroom sphere as a free action once per round.

Striker Arts

The barfighter gains exclusive access to the following striker arts:

Barfighter’s Favored Weapon

This striker art functions as the favored weapon striker art for all purposes, except if the barfighter selects improvised weapons, she may treat any improvised weapon, not only improvised weapons wielded as light melee weapons, as though it were her unarmed strike for how much damage it deals and striker class features (but not for combat spheres and talents); a weapon used with this talent has its critical multiplier reduced to x2.

This alters the favored weapon striker art.

Learning To Drink

The barfighter gains her choice of one of the following feats as a bonus feat: Drinking Buddy, Drunken God’s Blessing, Drunken Sing-Along, Extreme Mood Swings, Hearty Liver, Implacable, Muddled Morals, Read the Room, Tavern Regular*. The barfighter must meet any prerequisites when choosing a feat this way. This striker art can be selected multiple times, each time granting the barfighter another feat of her choice.

These feats were initially published in Pathfinder Campaign Setting: Inner Sea Taverns © 2018, Paizo Inc.; Authors: Kate Baker, Eleanor Ferron, Michelle Jones, Jason Keeley, Luis Loza, Jacob W. Michaels, Joe Pasini, and David N. Ross.

Punch Drunk (requires barfighter 10)

Whenever the barfighter would expend the drunk status to use a (drunk) talent, she may instead spend 2 points of tension. The barfighter may only spend tension this way once per round.

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