Barroom Sphere

Base Abilities
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.

Improvised Weapon Damage

Improvised weapons generally follow this chart for determining their damage. See Using Spheres of Might for more information about them.

Improvised Weapon Size Damage Die Sample Item
Diminutive 1d3 toothpick
Tiny 1d4 fork
Small 1d6 fire poker
Medium 1d8 chair
Large 2d6 table
Huge 3d6 wagon

Barroom Talents(26)

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

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Boozehound [utility] [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.

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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.

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Chair Thrower [3PP]

Source: Baron’s Glorious Arena

You may treat thrown rocks (such as those thrown with the Rock Toss talent from the Equipment sphere or from the Rock Throwing special ability) as improvised weapons for the purpose of Barroom sphere talents.

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Charming Drunk [utility]

As long as you have the drunk status, you gain a +2 competence bonus to Bluff, Diplomacy, and Perform checks, increasing by +1 for every 3 base attack bonus you possess. 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.

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Chasing the Dragon [LG]

Source: Arcforge Players Compendium

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.

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Competitive Spirit [utility] [DRS]

Source: Diamond Spheres: Hustle & Bustle

You can pose a menace or make an impressive display of skill using Diplomacy as part of consuming an alcoholic beverage, and can use your Constitution modifier instead of your Charisma modifier when doing so. You gain a +1 circumstance bonus to such checks for each alcoholic beverage beyond the first you have consumed within the last hour (to a maximum bonus equal to 1 + your practitioner modifier).

Additionally, as long as you can see a drunk creature, there is a 50% chance whenever you consume a drink that it does not count towards the number of drinks you can consume before becoming sickened.

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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.

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Drinking Partners [DRS]

Source: Diamond Spheres: Hustle & Bustle

Whenever an ally you can see imbibes an alcoholic drink or potion (and does so as a move action or longer), you can retrieve or grab an alcoholic drink or potion within your natural reach and imbibe it as an immediate action (which does not provoke attacks of opportunity).

If you have the drunk status and are within 10 feet of an ally who also has the drunk status, you treat your base attack bonus as being 2 higher for the purposes of determining the benefits of any talents or effects that rely on being drunk—this includes (drunk) talents.

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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.

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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.

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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.

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Focusing Break

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

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Focusing Buzz

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

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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.

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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.

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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.

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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.

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Liquid Courage [DRS]

Source: Diamond Spheres: Hustle & Bustle

As long as you have the drunk status, you gain a +1 morale bonus to Dexterity-based skill checks and Bluff, Diplomacy, Intimidate, and Perform checks, increasing by +1 per 7 points of base attack bonus you possess.

You can also expend your drunk status as a free action to increase any morale bonuses you are benefitting from (excluding bonuses to ability scores) by +1 for a number of rounds equal to your Constitution modifier (minimum 1). This includes the morale bonus granted by this talent.

Associated Feat: Extreme Mood Swings (Inner Sea Taverns).

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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.

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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
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Rapid Drinker [3PP]

Source: Baron’s Glorious Arena

As a swift 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. You may expend martial focus to do this as a free action. On any turn that you use this ability, you cannot also drink something as a move action.

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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.

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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.

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Tavernmonger [utility] [DRS]

Source: Diamond Spheres: Hustle & Bustle

Once you spend a cumulative 100 gp at a tavern, you receive a 25% discount on any food, drink, or services provided by the tavern. Additionally, you do not increase the Diplomacy DC to improve the attitude of a group—if you have the drunk status, the normal DC increase instead becomes an equivalent bonus to your check.

While in a tavern (or similar establishment, up to GMs discretion), you can grant a gift to the entirety of the establishment, typically in the form of costless drinks to its patrons. This involves spending 10% of the heroic NPC wealth of the average level of NPC among the patrons (although you can alter this amount depending on your intended reach), and the attitude adjustment is granted to all patrons (to a maximum of friendly) for 1 day. During this time, you can gather information within the establishment in only 2d6 minutes (or 1d4 minutes if a majority of the patrons are at least friendly towards you).

Associated Feats: Drunken Sing-Along and Tavern Regular (Inner Sea Taverns)

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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).

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Drunk Talents(12)

Bellowing Shanty (drunk) [DRS]

Source: Diamond Spheres: Hustle & Bustle

As long as you have the drunk status, you gain an alchemical bonus to Perform (act, comedy, oratory, and sing) checks equal to 1/2 your base attack bonus.

You can expend your drunk status as a free action to increase the range and radius of any extraordinary or supernatural ability that relies on auditory components you use by 10 feet + 5 feet for every 5 points of base attack bonus you possess, as well as the save DC of such effects, by 1 until the end of your next turn.

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Drunken Insight (drunk) [utility]

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.

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Dulled Senses (drunk) [DRS]

Source: Diamond Spheres: Hustle & Bustle

For a number of rounds equal to your practitioner modifier (minimum 1), you gain DR 3/piercing or slashing and ignore all disorientation and pain effects that you would suffer from, the effects’ duration elapsing normally during this time—this DR increases by 1 per 4 points of base attack bonus you possess.

Additionally, at the beginning of your next turn, you can make a Fortitude save against a single disorientation or pain effect from which you are currently suffering against its original DC (or 10 + the source’s CR, if it did not have a DC), ending the effect on a successful save.

Associated Feat: Implacable (Inner Sea Taverns).

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Smash Talents(7)

Calamitous Coercion (smash) [DRS]

Source: Diamond Spheres: Hustle & Bustle

You can break a weapon as part of attempting a Bluff, Intimidate, or Perform check to gain a circumstance bonus to the attempt equal to the object’s hardness (minimum +1, maximum equal to 2 + your base attack bonus).

Alternatively, you can break a weapon or attempt to break an object within your natural reach as a standard action. If you succeed, you can make an Intimidate check to demoralize all hostile creatures within 30 feet.

Associated Feats: Dazzling Display, Destructive Persuasion (Champions of Corruption).

Utility Option: This talent can be taken as a utility talent by having its benefits not apply to Intimidate checks made to demoralize or Bluff checks to feint.

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Crude Shot (smash) [DRS]

Source: Diamond Spheres: Hustle & Bustle

As part of performing an attack action, you can break a weapon to make a dirty trick combat maneuver against the target of your attack as an immediate action—if your original attack hits, you gain a +2 circumstance bonus to the dirty trick attempt (or a +4 circumstance bonus if the attack was a successful critical hit).

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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.

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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.

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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.

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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.

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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.

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Legendary Talents(12)

Alchemical Dragon

Prerequisites:Alchemy sphere, Barroom sphere.

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.

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Blazewater

Prerequisites:Barroom sphere, base attack bonus +7.

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.

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Devastating Burst (smash) [EO3]

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

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.

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Dumbfounding Crack (smash) [EO3]

Prerequisites:Barroom sphere, base attack bonus +5.

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.

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Eternal Buzz

Prerequisites:Barroom sphere, High on Fumes, Iron Liver, base attack bonus +15.

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.

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Go Limp

Prerequisites:Barroom sphere, base attack bonus +5.

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.

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Good For What Ails Ya

Prerequisites:Barroom sphere.

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.

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Magic In The Spirits

Prerequisites:Barroom sphere, base attack bonus +4.

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.

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Murky Brew (drunk) [DRS]

Prerequisites:Barroom sphere.

Source: Diamond Spheres: Hustle & Bustle

Prerequisites: Barroom sphere.

As long as you have the drunk status, you gain a +2 bonus to saving throws and AC against effects that affect you based on your alignment (such as holy smite, or an Enmity Fate sphere word), as well as to Use Magic Device checks to emulate an alignment. This bonus increases by +1 per 6 points of base attack bonus you possess. While drunk, you produce no alignment aura.

You can expend your drunk status as a free action to be treated as having no alignment for any harmful effect reliant on it for 1 round per 2 points of base attack bonus you possess.

Associated Feat: Muddled Morals (Inner Sea Taverns).

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Perfect Relaxation

Prerequisites:Barroom sphere, Nice and Loose, base attack bonus +10.

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.

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Rejuvenating Spirits [EO3]

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

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.

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Swaying Dodge (drunk) [EO3]

Prerequisites:Barroom sphere, base attack bonus +4.

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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Barroom Sphere Feats7

Bard of Booze (Dual Sphere) [DRS]

Prerequisites:Barroom sphere and Performance sphere

Source: Diamond Spheres: Hustle & Bustle

Prerequisites: Barroom sphere and Performance sphere.

Benefit: You can retrieve and drink an alcoholic beverage (or grab one within your natural reach) as part of using or maintaining a Performance sphere ability (except when it is done as a free action).

Additionally, you gain an additional benefit depending on which Performance sphere packages you possess:

  • Act: You can add the following scene to your acts:
    • Bottoms Up! (scene, 1 standard action): When this scene is completed, all allies within the act's area may drink an alcoholic beverage or other consumable as an immediate action—an ally can retrieve or grab such a beverage that is within their natural reach as part of this action.
  • Dance: While you are dancing, drunk creatures within your dance area automatically join your dance without needing to spend an action to begin dancing. If you are drunk when you begin a dance, your dance area increases by 10 feet. Additionally, whenever a creature maintains or joins your dance, they can retrieve and imbibe an alcoholic beverage or potion as part of the action to do so (although can only do this once per round).
  • Instrumental: Whenever you activate a (smash) talent, you can either maintain your instrumental as a free action this round, or increase the area by 5 feet and its save DC (if any) by 1 for 1 round—multiple applications only increase the duration of this effect.
  • Lyric: Whenever you activate a (drunk) talent, you can reduce the action cost of your next lyric made this turn by 1 step (full-round > standard > move > swift > free).
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Biochemical Brews [DRS]

Prerequisites:Alchemy sphere ((toxin) package)); either the Barroom sphere or Nature sphere

Source: Diamond Spheres: Erudition & Esoterica

Prerequisites: Alchemy sphere ((toxin) package)); either the Barroom sphere or Nature sphere.

Benefit: You gain the following benefits, depending on the spheres you possess:

Mutagenic Suffusion (Alchemy sphere ((toxin) package, Nature sphere (Instill Spirit)): You can spend 1 spell point as an immediate action to use Instill Spirit on a mutagen within your geomancing range. As per usual, if you do not have the ability to grant spirit effects to other creatures, the instilled spirit effect can only benefit you. Also, you can have up to two spirit effects instilled within a mutagen instead of just one, although each requires their own separate casting.

Same Burn, Same Taste (Alchemy sphere ((toxin) package, Barroom sphere): You ignore a mutagen’s toxicity effect as long as you are drunk when you would be subject to it. You also gain the following (drunk) ability:

  • Feel the Burn (drunk): You can expend the drunk status as part of imbibing (or otherwise being subject to) a mutagen to treat your Craft (alchemy) ranks as being 2 higher for determining its effects. Additionally, you can benefit from the mutagen with no repercussions even if you had benefitted from it within the last hour.

Lastly, you treat mutagens as an alcoholic beverage—if you already do so, the drunk status lasts twice as long when imbibing an alcoholic mutagen.

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Cerebrevore’s Ecstasy (Combat) [Alienist HB]

Prerequisites:Barroom sphere, Brain Consumption

Prerequisites: Barroom sphere, Brain Consumption.

Benefit: Whenever you consume a creature’s brain using the Brain Consumption feat, you may gain the drunk status as if you had consumed an alcoholic drink. Alternatively, while you possess a bonus talent from Brain Consumption Consumptive Intuition, you may end the bonus talent’s duration to gain the drunk status as a free action. When you gain the drunk status in either of these ways, you gain the status for double the duration (twice Constitution modifier rounds + 1 per 2 points of base attack bonus).

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Organic Spirits (Dual Sphere) [DRS]

Prerequisites:Barroom sphere plus one other sphere: Nature sphere or Herbalism sphere

Source: Diamond Spheres: Erudition & Esoterica

Prerequisites: Barroom sphere plus one other sphere: Nature sphere or Herbalism sphere.

Benefit: You gain the following benefits, depending on the spheres (and packages) you possess:

Barroom sphere, Nature sphere: You gain certain benefits or abilities, depending on the Nature sphere package you possess:

  • Air: When you use the Breeze ability, the sensation helps soothe those who may be ill, and sobering to those who may be feeling the after effects of liquor. Breeze’s circumstance bonus applies to saving throws against the sickened and nauseated conditions, and the target halves the numerical penalties associated with the sickened condition. Also, as long as a creature benefits from Breeze for 10 minutes or more, the effects of a hangover are eliminated.
  • Earth: When you imbibe an alcoholic drink, you can suffuse it with subtle natural magics to deepen its flavors and age it further. If you do, the drunk status lasts twice as long, and if it is expended, the drunk status lingers for 1 round after.
  • Fire: As a (drunk) talent, you can expend the drunk status as part of using a Fire package ability that deals fire damage to fuel the flame with alcohol, rerolling any 1s or 2s for the damage die as well as treating it as being one size category higher for the purposes of damage in the round that it is used.
  • Metal: You can Magnetize unattended pitchers and similar drinking vessels to yourself as a swift action—if it contains a liquid, you can imbibe it as part of the action spent to do so. Additionally, whenever you use Reforge, you can draw and drink an alcoholic drink as part of the action spent to do so.
  • Plant: If you have the Plant Mastery talent, a magical berry produced using Harvest is also treated as an alcoholic drink; a creature that consumes such a berry gains a +1 bonus to saving throws against pain and fear effects for 10 minutes.
  • Water: As a (drunk) talent, you can expend the drunk status as a free action to gain cold and fire absorption equal to 10 + your base attack bonus + your Constitution modifier—these are not separately tracked; they are one pool. If you possess the Resist Elements Nature sphere talent, you can choose to instead activate that talent instead of gaining the listed absorption, paying any costs associated with it.

Barroom sphere, Herbalism sphere ((herbal) package): When you create a concoction, you can choose to make it alcoholic. An alcoholic tonic or tincture causes the drunk status for 1 round + 1 round per twist applied to the concoction. An alcoholic aroma causes all affected creatures to become drunk every 5 rounds they remain within the aroma’s area, -1 round per twist applied to the concoction (minimum 1 round). This drunk status only lasts for 1 round. Once 1 minute has elapsed, an alcoholic aroma is no longer considered alcoholic.

Barroom sphere, Herbalism sphere ((remedy) package): You can use high-quality alcohol (at least 5 sp worth, or one created using a talent) as part of using the Heal skill on a creature to gain a +1 circumstance bonus to the attempt—this increases to +2 when delivering first aid or treating a disease or poison. If you use high-quality alcohol as part of treating deadly wounds on a creature, they heal an additional number of hit points equal 2 × the number of (drunk) talents you possess. Regardless, whenever you administer a Heal skill use using high-quality alcohol, the patient gains a +4 circumstance bonus to saving throws against pain effects for 1 hour thereafter. You also gain the following (drunk) ability:

  • Sterilize the Wound (drunk): You gain a +1 alchemical bonus to Fortitude saves for a number of rounds equal to your Constitution modifier (minimum 1), +1 round per 4 points of base attack bonus you possess. This bonus increases by +1 per 6 points of base attack bonus you possess. Additionally, you gain the benefits of the first aid, treat disease or treat poison Heal skill use as though you had taken 10, as well as using your Constitution modifier in place of your Wisdom modifier (if you choose) when determining your Heal skill modifier.
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Projectile Vomit [Apoc]

Prerequisites:Barroom sphere (Purge), base attack bonus +5

Source: Spheres Apocrypha: Dipsomania

Prerequisites: Barroom sphere (Purge), base attack bonus +5.

Benefits: When you utilize your Purge talent, you can instead perform it as a standard action, vomiting on all squares in a close-ranged cone, instead of the normal area. All affected squares are treated affected as per the Purge talent, and creatures in the cone must succeed at a Fortitude save or become sickened for one round. At base attack bonus +10 or higher, creatures that fail their Fortitude save are instead nauseated for one round, and sickened for one minute afterwards. A success negates the nauseate and reduces the sickened duration to one round.

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Rush Of Magic (Champion, Drawback) [LG]

Prerequisites:Barroom sphere (Chasing The Dragon), Addictive Casting

Source: Arcforge Players Compendium

Prerequisites: Barroom sphere (Chasing The Dragon), Addictive Casting.

Benefit: Whenever you spend a spell point, you gain the drunk status as if you had consumed a drug. You may ignore the penalties from addiction so long as you maintain this drunk status.

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Spirits In The Blood (Champion) [BaP]

Prerequisites:Barroom sphere, Blood sphere

Prerequisites: Barroom sphere, Blood sphere.

Benefit: You may consume an additional number of alcoholic beverages each day equal to 1/2 your Blood sphere caster level (minimum 1) before becoming sickened for 1 hour per drink consumed above your maximum.

In addition, you gain the following (quicken) and (still) effects:

  • As a (quicken), you may grant one creature under the effects of your blood control the drunk status, as though they consumed an alcoholic drink. Gaining the drunk status this way counts towards the maximum number of drinks the target may consume each day before becoming sickened for 1 hour per drink consumed above their maximum. If the target already has the drunk status, they may instead choose to either immediately stand up from a prone position without provoking attacks of opportunity or gain a +2 dodge bonus to their AC and Reflex saves until the end of their next turn.
  • As a (still), you may distill the target’s blood into nearly-pure alcohol for the duration of your blood control. When another creature deals damage to the target with a bite attack, they must succeed at a Fortitude saving throw or gain the drunk status and be nauseated for 1 round. However, the target gains vulnerability to fire as their blood becomes incredibly flammable.

Normal: A character can consume a number of alcoholic beverages each day equal to 1 plus double his Constitution modifier before being sickened for 1 hour per the number of drinks above this maximum.

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Archetypes Utilizing Barroom3

Barfighter (Striker)

ArchetypeStriker

Barfighters are Strikers who specialize in drinking as they brawl.

Wikidot PageExpand features

Smasher (Bravo)

ArchetypeBravo

Smashers, as the name suggests, excel at turning everyday items into dangerous weaponry.

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The Stupor Monk (Monk)

ArchetypeMonk

Whereas most monks find enlightenment through physical and mental training, these monks find it at the bottom of a bottle.

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Barroom Sphere Drawbacks(8)

Alcoholic

You do not gain the brutal breaker ability. You cannot possess both this and the Teetotaler drawback. You gain Double Chug with this drawback.

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Bar Regular (Utility Start) [LotS]

You do not gain the brutal breaker ability. You gain one of Boozehound, Charming Drunk, or Drunken Insight as a bonus talent.

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Broken Arms [SA:MD]

You do not gain the hard drinker ability, and cannot gain the drunk status or select (drunk) talents. You gain Perfect Break with this drawback.

Incompatible: Alcoholic, Gourmand, Perpetual Drunk, Teetotaler.

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Gourmand [High. HB]

You do not gain the brutal breaker ability. You cannot possess this drawback if you have already traded away your brutal breaker or hard drinker abilities with other sphere-specific drawbacks. You gain Postprandial Maudlin with this drawback.

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Guarded Brawler [SA:MD2]

You do not gain the hard drinker ability, and cannot gain the drunk status or select (drunk) talents. You gain Improvised Shield with this drawback.

Incompatible: Alcoholic, Broken Arms, Gourmand, Perpetual Drunk, Teetotaler.

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Junkie [LG]

Source: Arcforge Players Compendium

You do not gain the drunk status from conventional alcoholic drinks but only from a specific drug of your choice (or other drugs at GM discretion). You gain Chasing the Dragon as a talent from this drawback.

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Perpetual Drunk [SA:MD]

You do not gain the brutal breaker ability. You gain High On Fumes with this drawback.

Incompatible: Alcoholic, Broken Arms, Gourmand, Teetotaler.

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Teetotaler

You do not gain the hard drinker ability, and cannot gain the drunk status nor select (drunk) talents. You cannot possess both this and the Alcoholic drawback. You gain Barroom Expert with this drawback.

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