Site hosted by Angelfire.com: Build your free website today!

Steintipper


Steintippers are the chosen servants of Nyrgund, devoted to both honor and combat. They are also quite heavily devoted to drinking and having a good time, reveling in Nyrgund’s greatest gift to the dwarven people: alcohol. Steintippers are found both in popular taverns and inns as well as on the front lines of the battlefield. Indeed, for many steintippers, there is little difference between the two. Anyone bold (or stupid) enough to speak ill of Nygund or the dwarven people within earshot of a steintipper is likely in for a long, semi-coherent lecture from the drunken priest...if they’re lucky.

Still, for all their rough and tumble lifestyles, steintippers are good, law-abiding people. Though most common in Druskeden and surrounding lands, steintippers are nevertheless willing to travel far and wide on noble quests...especially if doing so means that they can sample the various native drinks of hte lands they travel through. Steintippers know that, like most things in life, worship of Nyrgund is best with a stein in one hand, and a battle axe in the other.

Clerics are the most common steintippers, though a few fanatical rangers and paladins also adopt this class.

Hit Dice: d8


Requirements

In order to qualify to become a Steintipper, a character must meet the following criteria.

Alignment: Lawful Good

Patron Deity: Nyrgund

Base Attack Bonus: +4

Skills: Knowledge (religion) 4 ranks, Sense Motive 4 ranks

Feats: God Touched, Great Fortitude

Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become steintippers must have access to the Endurance domain.


Class Skills

The Steintipper’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1 +0 +2 +0 +2 Endurance Spells, Abundant Ale -
2 +1 +3 +0 +3 Drink like a Demon +1 caster level
3 +2 +3 +1 +3 Beer Run (movement, bull rush) -
4 +3 +4 +1 +4 Inebriate +1 caster level
5 +3 +4 +1 +4 Happy Hour -
6 +4 +5 +2 +5 Beer Run (staggering charge) +1 caster level
7 +5 +5 +2 +5 Mighty Belch -
8 +6 +6 +2 +6 Improved Drink like a Demon +1 caster level
9 +6 +6 +3 +6 Holy Kegger -
10 +7 +7 +3 +7 Morning After +1 caster level


Class Features

All of the following are class features of the Steintipper prestige class.

Weapon and Armor Proficiency: Steintippers are proficient with all simple and martial weapons, all types of armor, and with shields. Steintippers are especially fond of using their deity’s favored weapon, a battle axe.


Spellcasting: A steintipper continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if he had also gained a level in whatever divine spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).


Endurance Spells: A steintipper can pray for and receive any Endurance domain spell as if it were on his divine spell list. The spell uses a spell slot of a level equal to its level in the Endurance domain list.


Abundant Ale (Su): When casting any spell that creates water, such as a create water spell, the steintipper instead creates ale. All other effects of the spell remain the same.


Drink like a Demon (Ex): At 2nd level, the steintipper’s body handles alcohol differently than other people’s bodies. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger ale as a move-equivalent action. Every bottle of wine or tankard of ale that he consumes during combat reduces his Wisdom and Intelligence scores by 2 each, but increases either his Strength or Constitution score (his choice) by 2 points. A steintipper can only benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character’s steintipper level +3.

At 8th level, the steintipper’s ability draw strength from alcohol improves. He now gains a bonus to both his Strength and his Constitution modifiers when using his Drink like a Demon ability.


Beer Run (Ex): While inebriated, a steintipper of 3rd level or higher becomes a fearsome warrior. So long as the steintipper has at least one drink in his system, his base land speed increases by 10 feet, and, when performing a bull rush, he is treated as if he were one size larger than he actually is.

At 6th level, this ability improves, allowing a steintipper with at least five drinks in his system to make charge attacks without having to move in a straight line; the character may stagger and stumble in any direction across the battlefield before making his charge attack.


Inebriate (Su): A steintipper of at least 4th level is able to send other creatures into a drunken stupor, hindering their judgement and motor skills. To use this ability, the steintipper expends any number of drinks in his system (minimum 1) and targets one living creature within 30 feet of himself as a standard action. That creature must make a Fortitude saving throw (DC 10 + the steintipper’s class level + his Con modifier) or become staggered for a number of rounds equal to the number of drinks the steintipper expended in this manner.


Happy Hour (Su): Through the blessings of Nyrgund, the 5th level steintipper is able to share his drinking prowess with his allies, allowing them to gain the same effect from alcohol as the steintipper himself does. While active, this ability grants the Drink like a Demon ability to the steintipper’s allies. This ability is usable once per day as a standard action, and affects a number of creatures equal to the steintipper’s class level. Such creatures must be within 60 feet of the steintipper at the time of activation, but may move elsewhere after gaining the Drink like a Demon ability. The duration of this ability is, of course, one hour.

The steintipper’s own ability to hold his liquor improves at this point as well. The steintipper no longer loses access to his divine spells from the Wisdom penalty created by his Drink like a Demon ability. The penalty still affects the DC of his spells, his Wisdom-based skills, and the like, but he retains access to any spell levels he would have were he sober.


Mighty Belch (Su): Beginning at 7th level, the steintipper is able to release a ear-shattering belch, damaging and deafening those in front of him. This ability consumes two active drinks in the steintipper’s system, and allows him to produce an effect similar to a shout spell, as if cast by a sorcerer of a level equal to his class level. Using this ability is a standard action.


Holy Kegger (Su): A steintipper of at least 9th level is able to grant his companions the blessings of Nyrgund, in the form of a holy kegger. This ability is similar to the heroes’ feast spell, save that, instead of a magnificent feast, this ability brings forth a number of massive kegs marked with the symbol of Nyrgund, as well as a dwarven ‘kegmaster’ from Nyrgund’s realm. Those partaking in the kegger gain the same bonuses as those provided by a heroes’ feast, save that the number of temporary hit points granted to each character is 2d8 + 1 per caster level. This ability is usable once per day, and is cast as if by a sorcerer of the steintipper’s class level.


Morning After (Su): A 10th level steintipper is intimately familiar with the effects of significant qualities of alcohol on a creature’s memories. Such knowledge, combined with the power of Nyrgund, allows the steintipper to alter the memories of any inebriated creature, as if they had been subjected to a modifiy memory spell (inebriated creatures include any creature who has failed their Fortitude save against an alcoholic beverage, as well as any creature affected by a Drink like a Demon ability or the steintipper’s Inebriate ability).

The steintipper can use this ability an unlimited number of times per day, but may attempt to alter a given creature’s memories only once per day. The affected creature may attempt a Will saving throw (DC 10 + your class level + the steintipper’s Cha modifier) to resist this effect. This ability is cast as if by a sorcerer of the steintipper’s class level.



Ex-Steintippers

A steintipper who willingly changes alignment or who ceases the worship of Nyrgund immediately loses all benefits of this class. In addition, any alcoholic beverage brought within 60 feet of the steintipper immediately transforms into vinegar. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).


Back to Specialty Priests
Back to Prestige Classes
Migdalia Home