Some black belts find their resolve in the middle of a battle, taking hits and allowing the flow of battle to swerve in their favour. Others find their resolve in the bottom of a bottle, powering their abilities not through a determination to win, but a simple drunken stupor.

Drunken brawler is an archetype of the black belt class.

Drunkard Style (Ex)

A drunken brawler gains drunken brawler as a bonus feat. He is not proficient with any weapons other than simple bludgeoning weapons, unarmed strikes and weapons that can be used with unarmed strikes (Such as the cestus or handwraps). Additionally, drunken brawlers never risk developing an addiction to alcohol.

This ability modifies the black belt’s weapon proficiencies.

Alcohol Fuelled (Ex)

At 2nd level, a drunken brawler does rely on training his body to power incredible feats, but to rely upon the power of alcohol to deaden his body against the pain of trying. A drunken brawler can drink a tankard of ale (or equivalent measure of strong alcohol, such as two fingers of whiskey, a glass of wine or a cocktail) and gain one alcohol point. The act of drinking is a standard action that does not provoke attacks of opportunity. Gaining alcohol points in this way triggers his drunken brawler feat.

A drunken brawler may spend alcohol points as though they were adrenaline points to use brawling techniques or combat talents.

However, this reliance on booze, rather than inner strength, comes at a cost. The drunken brawler may only retain two alcohol points (to a maximum of his Constitution bonus). At 4th level and every four levels thereafter, he can retain an additional alcohol point (again to a maximum of his Constitution bonus).

Drunken resolve otherwise functions as resolve pool.

This ability replaces adrenaline.

Liquid Painkiller (Ex)

A drunken brawler does not train his body to endure physical punishment. Instead, he relies on the numbing effects of alcohol in his system. Instead of being based on his level, his delayed damage pool can hold 5 points of damage as long as he has at least one alcohol point. At 4th level and every four levels thereafter, his delayed damage pool can hold 5 additional points of damage, but this requires him to have an additional alcohol point to do so (For example, at 8th level, his delayed damage pool can hold 15 points of damage provided he has three or more alcohol points).

At 10th level, his delayed damage pool can hold 10 points of damage per alcohol point and his maximum delayed damage pool likewise doubles.

Abilities that rely on him having a "full" delayed damage pool only function if the Drunken Brawler has at least half his possible delayed damage pool based on his alcohol points.

This ability modifies prizefighter's resolve.

Drunken Talents (Ex)

As a drunken brawler gains experience, he learns a number of talents that allow him to use his inebriated state to assist him in combat. A drunken brawler may take one of the following talents in place of a brawling talent. Any talent marked with an asterisk (*) requires the drunken brawler to spend an alcohol point. Drunken brawlers may not choose athletic talents, however.

Drunken Courage (Su)
A drunken brawler is immune to fear as long as he has at least 1 point of drunken resolve. Prerequisite: The drunken brawler must be at least 8th level before taking this drunken talent.

Drunken Strength (Ex)*
A drunken brawler may activate this talent as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The drunken brawler can choose to apply the damage after the attack roll is made. At levels 10, 15 and 20, the drunken brawler may spend an additional resolve point to inflict an additional 1d6 points of damage. Prerequisite: The drunken brawler must be at least 6th level before taking this drunken talent.

Firewater Breath (Su)
A drunken brawler may, as a standard action that does not provoke attacks of opportunity (This cannot be reduced to a move action via swift chug), consume an alcoholic beverage and expel a gout of alcohol-fueled fire in a 15-foot-cone. The drunken brawler does not gain a point of drunken resolve when consuming an alcoholic beverage for this purpose. Creatures within the cone take 10d6 points of fire damage. A successful Reflex saving throw (DC 10 + half of the black belt’s level + his Constitution modifier) halves the damage. Using this drunken talent requires three points of drunken resolve. Prerequisites: The drunken brawler must be at least 8th level and have the Spitefire talent before taking this drunken talent.

Improved Firewater Breath (Su)
A drunken brawler may spend two additional drunken resolve points (for 5 in total) when activating firewater breath. If he does so, the cone increases to 30 feet and the damage increases to 20d6 points of fire damage. Prerequisites: The drunken brawler must be at least 18th level and have the Spitefire and Firewater Breath talents before taking this drunken talent.

Iron Guts (Ex)
A drunken brawler with this talent is immune to the effects of the sickened condition and gains a +4 bonus on Fortitude saves against effects that would inflict the nauseated condition. Prerequisite: The drunken brawler must be at least 6th level before taking this drunken talent.

Molotov Mocktail (Ex)
A drunken brawler may use bottles of alcohol as improvised thrown weapons (For the purposes of this ability, the drunken brawler is considered to have the catch off-guard feat). Whenever an opponent is struck by one of his thrown bottles of alcohol, the bottle shatters and the opponent must make a reflex save (DC 10 + half the black belt’s level + his Strength modifier) or become covered in alcohol, gaining the imperil (Fire) status effect. Prerequisite: The drunken brawler must be at least 4th level before taking this drunken talent.

Spitfire (Su)
A drunken brawler may, as a standard action that does not provoke attacks of opportunity, consume an alcoholic beverage and spit the alcohol onto a weapon he is wielding, magically setting it alight in the process. The drunken brawler does not gain a point of drunken resolve when consuming an alcoholic beverage for this purpose. A weapon that has been set alight in this way deals physFire damage (rather than physical) plus an additional 1d6 points of fire damage (Not physFire damage) for 1 minute. At levels 10, 15 and 20 the damage increases by an additional 1d6. The drunken brawler may use this ability with his own unarmed strikes without risk, but flammable weapons (excluding hand/footwraps) take 2d6 points of fire damage, ignoring hardness, every round until they are destroyed or 1 minute passes. This damage does not stack with the flaming weapon property. Prerequisite: The drunken brawler must be at least 6th level before taking this drunken talent.

Swift Chug (Ex)
Provided he has at least one hand free, a drunken brawler may draw an alcoholic beverage or potion as a single swift action that does not provoke attacks of opportunity. He may choose to consume the beverage or potion as part of the same action. Abilities that require him to consume alcoholic beverages as standard actions (Such as Spitfire) can instead be performed as move actions, while other talents that require him to spend a point of drunken resolve as a swift action can be activated as part of this ability. Prerequisite: The drunken brawler must be at least 10th level before taking this drunken talent.

Miracle Drink (Ex)*
A drunken brawler may activate this ability as a swift action to gain a +2 alchemical bonus to his Strength, Constitution and Charisma scores, but he suffers from a -2 penalty to his Dexterity, Intelligence and Wisdom scores for a number of rounds equal to his (now increased) Constitution modifier. Hit points gained in this way are not treated as temporary hit points and are not lost first. At level 10, these bonuses and penalties increase to +4/-4 respectively.

These abilities may replace brawling talents and replaces the ability to select athletic talents.