Barroom
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Spheres of Might
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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:

Brutal Breaker

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.

In addition, you ignore the penalties associated with the broken condition so long as you broke that weapon. Associated Feat: Throw Anything.

Note: 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.

Hard Drinker

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 (minimum 1; 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.

Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents are a free action unless stated otherwise in their description.

Smash

Some talents possess the (smash) tag, allowing you to grant an improvised weapon or weapon with the fragile special feature the broken condition in exchange for a benefit, known as a break. If you would apply such a benefit to a weapon that has the broken condition, it is destroyed. If you would use a (smash) talent in conjunction with a ranged weapon, the ranged weapon gains the broken quality and not its ammunition. You can only break an improvised weapon that is made of a material with a hardness of 5 or lower (wood, glass, etc.). You cannot break magic items or creatures being used as improvised weapons.

You may only use one (smash) talent as part of a given action (such as part of an attack or in response to another effect); if you would use a (smash) talent as part of an action that would involve multiple attack rolls (such as a full-round attack or a barrage), the (smash) talent only applies to the first attack. If a (smash) talent would have you break a weapon as part of an attack, you must break the weapon being used to attack.


Barroom Talents

Barroom Expert

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

Boozehound [Jester's HB]

As long as you have martial focus, you can sense nearby alcohol or creatures with the drunk condition within 30 feet. This effect functions as blindsense.

In addition, as long as you have the drunk status, whenever you attempt a Perception or Survival check, you gain a +2 competence bonus on that check. This bonus increases by +1 for every 5 base attack bonus you have.

Bottle Rocket [EO3/Apoc]

The range increment of improvised weapons you wield is increased to 20 feet for two-handed weapons, 30 feet for one-handed weapons, and 50 feet for light weapons. Additionally, you may break a weapon to make a ranged attack action as if it were a scatter weapon with a range of 15 feet.

Charming Drunk

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.

Chasing the Dragon [3PP]

Source: Arcforge Campaign Setting: Gleam of Eternity

You may consume a drug or stimulant instead of imbibing an alcoholic drink to gain the drunk status, but you gain the status for double the duration (twice Constitution modifier rounds + 1 per 2 points of base attack bonus). When using hard drinker or any other ability that allows you to rapidly take a drink, you may consume a drug or stimulant instead of a drink (this counts as consuming a stimulant rapidly). You may ignore the negative effects of the drug or addiction so long as you retain the drunk status.

Double Chug

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.

Drunken Boxer

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.

Everything Is A Drink [Apoc]

Source: Spheres Apocrypha: Dipsomania

You consider any beverage, alcoholic or not, to be an alcoholic beverage. This means that even water can potentially cause you to become drunk, and that potions, extracts and even alchemy formulae can grant you the drunk status, and that they may potentially sicken you from drinking too many.

Alternatively, when drinking an alcoholic drink, you can consider it to be nonalcoholic. This allows you to drink as many alcoholic drinks as you desire without gaining the drunk status nor contributing to how many alcoholic drinks you have had before gaining the sickened condition.

You choose whether or not to consider a drink as alcoholic or not alcoholic at the time of drinking.

Expanded Breaker [EO3]

If you possess the brutal breaker ability, you may treat an improvised weapon as having the fragile weapon special feature regardless of its hardness or material for the purposes of feats or other talents you possess. In addition, you can break an improvised weapon regardless of its hardness of material. This ability does not allow you to break magic items or creatures being used as improvised weapons.

In addition, whenever you use a (smash) talent as part of a given action, you may expend your martial focus to use a second (smash) talent, provided that (smash) talent can apply to that action.

Focusing Break

Whenever you grant a weapon you wield the broken or destroyed condition, you may regain your martial focus as an immediate action.

Focusing Buzz

Whenever you drink an alcoholic beverage as a move action, you regain your martial focus.

High On Fumes

You may expend your martial focus as a swift action to gain the drunk status as though you had imbibed an alcoholic beverage.

Improvised Martial Arts (stance) [EO3/Youxia HB]

While in this stance, you may treat melee attacks with improvised weapons as unarmed strikes for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike.

Once per turn while in this stance, you may break a weapon when attacking adjacent to you and spend an attack of opportunity to make an attack with an unarmed strike against the same target as a free action.

Improvised Shield [EO3]

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 break your shield to change the critical hit into a normal hit.

Iron Liver

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.

Perfect Break

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.

Postprandial Maudlin [High. HB]

You may eat a meal instead of imbibing an alcoholic drink to gain the drunk status, but you gain the status for double the duration (twice Constitution modifier rounds + 1 per 2 points of base attack bonus). When using hard drinker, you may as a move action, retrieve and eat a poor quality meal (or a meal created by an iron chef) instead of an alcoholic drink. If you possess the Iron Liver talent, you also double the number of meals you can consume before gaining the sickened condition.

Food
Just as a character can only consume a number of alcoholic beverages before being sickened, so too can one by eating too many meals. In general, a character can consume a number of poor quality meals equal to 1 plus double his Constitution modifier before being sickened for 1 hour per the number of meals above this maximum. Each common meal is the equivalent of 2 poor quality meals, good quality meals are the equivalent of 4 poor quality meals, and banquet quality meals are the equivalent of 8 poor quality meals.

The table below are suggestions for how long it takes to consume meals of various qualities:
Meal Quality Consumption Time
Poor Full-round action
Common 1 minute
Good 10 minutes
Banquet 1 hour

Surprise

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. Associated Feat: Catch-Off Guard.

Up, Down And… [Apoc]

Source: Spheres Apocrypha: Dipsomania

While you have the drunk status, you eliminate the penalties to your armor class and melee attacks while prone. Additionally, if you strike an enemy while prone, and then attack them again within one round while standing (or vice versa), you can expend your martial focus to target their flat-footed armor class for the second attack.

Special: If you possess the Capoeira Spin talent from the Open Hand sphere, you always eliminate all penalties from being prone rather than only when drunk, and you can stand up without provoking attacks of opportunity as a free action made as part of an attack action while you have the drunk status, rather than an immediate action. At +10 base attack bonus, you instead gain a +2 bonus to attack rolls made while prone.

You Want Some? [Apoc]

Source: Spheres Apocrypha: Dipsomania

If you have an alcoholic beverage (or other non-directly harmful liquid) in one hand when you make an attack action, you can force the target of the attack action to drink from it if you succeed on the attack action and the target is within your natural reach. Forcing a creature to drink an alcoholic beverage grants them a Reflex save to avoid drinking, and on failure makes that creature sickened for 1 round, and potentially other effects based off the drink (such as gaining the drunk condition).

Additionally, when you succeed on a check made to maintain a grapple, you can choose to force a creature to drink from an alcoholic beverage you have in your hand instead of the other options, or you can make a joint move action as part of the grapple check to draw a beverage and force the creature to drink from it, applying the same effects as above. At +10 base attack bonus, you can instead force a creature to drink a magical potion or beverage, or any other directly harmful drink (such as a mug of lava or acid, or a poisoned mug of alcohol).


Drunk Talents

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)

You gain an amount of temporary hit points equal to your Constitution modifier + your base attack bonus that last for 1 minute.

Menacing Belch (drunk)

As a standard action, you may make an Intimidate check to demoralize all hostile creatures within 30 ft. Associated Feat: Dazzling Display.

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.

Purge (drunk)

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.

Seeing Double (drunk) [Apoc]

Source: Spheres Apocrypha: Dipsomania

When you make an attack action, you can make an additional attack as a free action against the same target. This additional attack has a 50% chance to miss. At base attack bonus +10, it only has a 20% chance to miss.

Author's Note: This talent may only be used once per qualifying attack action, even if you can expend the drunk status multiple times.

Stupored Drop (drunk) [Apoc]

Source: Spheres Apocrypha: Pugilists

As an immediate action, you fall prone and gain the benefits of the evasion ability until the start of your next turn. At the beginning of your next turn, if you have martial focus, you may stand up as a move action without provoking attacks of opportunity. At 10 base attack bonus, you may use this talent as a free action that can be taken even when it is not your turn and gain improved evasion.


Smash Talents

Interceding Crash (smash) [EO3]

When a creature makes a melee or ranged attack against you, you may spend an attack of opportunity to break a weapon you are wielding. Make an attack roll as if you were making an attack of opportunity. If the result is greater than the attack roll total of the attack roll, you may roll your weapon’s damage die + your practitioner modifier (minimum 1) and reduce the damage taken by that result. If this would reduce the damage taken to 0, the attack counts as a miss for the purposes of abilities that trigger on a hit or a miss.

If you have the ability to draw weapons as a free action (such as the Quick Draw feat or Equipment sphere Fast Draw talent), you may draw a weapon (or improvised weapon) as part of using this ability.

Jagged Edge (smash) [EO3]

You know how to break an object to use its jagged edges to your advantage. You may break a melee or thrown weapon when you attack a creature to deal 1d4 points of bleed damage to that opponent. Associated Feat: Splintering Weapon.

Shatter (smash) [EO3]

You may break a weapon when attacking a creature to deal 1d4 points of additional damage on that attack. This damage is multiplied on a critical hit. This additional damage increases by an additional 1d4 for every 4 base attack bonus you possess.

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.

Sudden Crash (smash) [EO3]

As part of making an attack, you may break a weapon. A creature damaged by this attack gains the battered condition until the end of your turn. If this attack was performed as an attack action, the damaged creature must also succeed at a Fortitude save or have all movement speeds they possessed reduced by half for 1 round plus 1 round per 5 base attack bonus (minimum 5 feet). A creature subject to an effect which removes the battered condition also removes this movement penalty.

Take To Go (smash) [EO3]

As part of performing an attack action, you may break a weapon. If your attack is successful, you may move into any square the target threatens (to a maximum of half your movement speed). This movement does not provoke attacks of opportunity from that creature, but otherwise provokes attacks of opportunity as normal. If you were not within the creature’s threatened area (such as by breaking and throwing an improvised thrown weapon at range or because the creature does not threaten the square you made the attack from), you may instead take a 5-foot step and subtract 5 feet from your total movement during your next turn.

In addition, whenever you move, you can pick up an unattended item as part of that movement. You must have a free hand to pick up an item this way. Picking up an item this way does not provoke attacks of opportunity. Whenever you would use this ability, you may attempt to instead pick up multiple, smaller and closely gathered items that could be held in one hand (such as a stack of plates or a fistful of nails) this way equal to your practitioner modifier (minimum 1). Smaller items are generally two sizes smaller (or smaller) than the practitioner. Associated Feat: Grab and Go.


Legendary Talents

Alchemical Dragon

Prerequisites: 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.

Blazewater

Prerequisite: 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.

Devastating Burst (smash) [EO3]

Prerequisites: Barroom sphere (Barroom Expert), base attack bonus +10.

As part of an attack action, you may expend your martial focus and break a weapon. Your attack is treated as a critical threat and you must roll to confirm the critical hit as normal. A critical hit made this way has a critical multiplier of x2, even if it would normally be higher. After using this talent, you cannot use this (smash) talent for 1 minute.

Dumbfounding Crack (smash) [EO3]

Prerequisites: Barroom sphere, base attack bonus +5.

Whenever you attack a creature, you may break your weapon and expend your martial focus. If your attack is successful, the creature must succeed at a Will saving throw or become confused for 1 round, plus 1 round per 3 points of base attack bonus you possess.

Eternal Buzz

Prerequisite: 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.

Go Limp

Prerequisite: 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: 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: 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.

Perfect Relaxation

Prerequisites: 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.

Rejuvenating Spirits [EO3]

Prerequisites: Barroom sphere (Good For What Ails Ya), base attack bonus +6.

So long as you have the drunk status, you gain fast healing equal to 1/2 your base attack bonus. This healing cannot increase your hit points above 1/2 of your maximum hit point total, and is suppressed for 1 round if you would suffer cold or negative energy damage.

At +15 base attack bonus, the fast healing becomes regeneration (cold or negative energy), which still cannot increase your hit points above 1/2 your maximum hit point total.

Swaying Dodge (drunk) [EO3]

Prerequisites: Barroom sphere, base attack bonus +4.

You gain a dodge pool equal to 40% + 10% per 3 points of base attack bonus you possess for a number of rounds equal to your practitioner modifier. Whenever you are attacked, you may reduce the dodge pool by any amount in increments of 5% to gain an equivalent amount of miss chance (maximum 50%) against the attack. This miss chance does not stack with other non-concealment miss chances.

If you use this talent and already have a dodge pool from this talent (such as from a prior use), your dodge pool refills instead of granting you an additional pool.


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