TEXT: Spheres Apocrypha: 
  Dipsomania
  
  2
  “Everything a man can ever do is a thousand times easier with a little 
  spirit to boost him up.”
  This apocrypha introduces a new archetype for a drinking 
  monk called the stupor monk, and adds new talents to the 
  Alchemy and Barroom spheres related to drinking and actions 
  one can perform when drunk.
  The Stupor Monk (Unchained 
  Monk Archetype)
  Alignment: A stupor monk may be of any alignment.
  Armor and Weapon Proﬁ ciencies: Stupor monks are pro-
  ﬁ cient with simple weapons as well as light armor. In addition, 
  if this is the character’s ﬁ rst level in any class, they may select a 
  martial tradition of their choice.
  Combat Training (Ex): A stupor monk is considered to be 
  an Adept practitioner, gaining spheres and talents as appropri-
  ate. Stupor monks use Wisdom as their practitioner modiﬁ er.
  This replaces the unarmed strike and bonus feats class feats.
  Drunken Arts: At 1st level, the stupor monk gains the 
  Barroom sphere and Open Hand sphere as bonus talents.
  At 10th level, the stupor monk gains the Double Chug talent, 
  and may use it without having any free hands.
  Eight Gates of the Drunken Master: The stupor monk has 
  had so many drinks and has entered a state of drunkenness so 
  often, that it has become second nature to his combat style. 
  A stupor monk ignores the regular rules for drinking alcohol 
  and becoming drunk due to the nature of his experience, and 
  augments his prowess based oﬀ  how far drunk he has become.
  The stupor monk’s drunkenness at any time is measured by a 
  meter with ten stages. Each stage has diﬀ erent rules for ad-
  vancing to the next stage, bonuses and diﬀ erent penalties. 
  The bonuses from all stages stack with each other, granting 
  the stupor monk the bonuses of all stages below his current 
  stage. The penalties of all stages (other than the Stupor stage) 
  similarly stack with each other and accumulate as his level of 
  drunkenness raises. Certain stages require the stupor monk to 
  be a certain level before he can attempt to drink to that stage. 
  If the stupor monk is not a high enough level, he automatically 
  drops to the Stupor stage upon a failed Fortitude save based oﬀ  
  the stage he was attempting to drink to. A success means his 
  drunkenness stage does not change.
  As long as the stupor drunk is at least Buzzed, he is considered 
  as if he had the drunk status for the purpose of the Barroom 
  sphere. When he uses a talent that expends the drunk condi-
  tion, he instead lowers his current stage of drunkenness by one 
  stage. Eﬀ ects that grant him the drunk condition are treated as 
  if he had drunk an alcoholic beverage.
  Dipsomania
  Table: Drunken Fumbles
  D%
  Stage 4-5
  Stage 6
  Stage 7
  Stage 8
  1-25
  Falls prone
  Vomits, as per the Purge 
  talent, suﬀ ers 1d6 Con 
  damage
  Sets stage to Stupor
  Must attempt another Fortitude 
  save or die
  26-50
  Vomits in a random adja-
  cent tile, as per the Purge 
  talent
  Deals unarmed attack 
  damage to self
  Loses martial focus, 
  cannot regain focus for 
  3 rounds, falls prone
  Projectile vomit as per Projectile 
  Vomit feat in a random direction, 
  and suﬀ er 2d6 Con damage
  51-75
  Loses 1 stage of 
  drunkenness
  Falls prone, cannot stand 
  up for 1 round
  Falls prone catastroph-
  ically, suﬀ ers 7d6 blud-
  geoning damage
  Set stage to Stupor for 24 hours, 
  cannot awaken from stupor
  76-100
  -2 penalty to all attacks 
  and damage rolls for 1 
  round
  Loses 2 stages of 
  drunkenness
  Becomes dazed for 1 
  round
  Becomes stunned for 1d4 rounds
  
  3
  When a stupor monk fails a Fortitude save when attempting to 
  reach a new stage of drunkenness, he fumbles, rolling a 1d100 
  and suﬀ ering the eﬀ ects based oﬀ  what stage he was attempt-
  ing to raise himself to, as shown on the Table: Drunken 
  Fumbles, in addition to not increasing his drunkenness stage.
  The stages of drunkenness are described at the end of the class. 
  This replaces ﬂ urry of blows, still mind, purity of body, tongue 
  of the sun and moon and ﬂ awless mind.
  Stupor Punch: Starting at 3rd level, while the stupor monk 
  is at least Soused, he may make a special attack action with an 
  unarmed attack to make a stupor punch. A stupor punch is an 
  extra powerful singular attack that is enhanced by the stupor 
  monk’s drunkenness stage. He deals extra damage on this at-
  tack equal to twice the number of the current stage he is at (for 
  example, if he is Soused (stage 3), he deals 6 additional dam-
  age). This bonus damage is doubled against creatures that have 
  the drunk status. The stupor monk falls prone after making a 
  stupor punch, and cannot make stupor punches if he is prone.
  He may expend his martial focus before he makes the attack 
  roll, if he does, the stupor monk rolls a 1d4, and adds the fol-
  lowing eﬀ ects based oﬀ  the result he rolled, but he also imme-
  diately becomes Sober after the attack.
  D4
  Result
  1
  The attack is treated as if it was a brutal strike, as the 
  Berserker sphere (even if the stupor monk does not 
  possess it), including having spent his martial focus to 
  enhance it. He may apply one non-legendary (exertion) 
  talent to the attack, even if he does not possess it.
  2
  The attack is treated as if it was made with the 
  Suppressive Rush talent of the Open Hand sphere 
  (even if the stupor monk does not possess it).
  3
  The attack is treated as if it were a counter punch, as 
  the Boxing sphere (even if the stupor monk does not 
  possess it). He may apply any non-legendary (counter) 
  talent to this eﬀ ect, even if he does not possess it.
  4
  The attack is treated as if it were an impale attempt 
  without the penalties, as Lancer sphere (even if the 
  stupor monk does not possess it). He may choose one 
  non-legendary (impale) talent to be used with the im-
  pale attack for as long as he is still impaling a creature 
  with the limb used to make the original attack, even if 
  he does not possess the talent.
  If the stupor monk is at least Staggering, he instead only re-
  duces his current drunkenness level by 3 stages after expending 
  focus on a stupor punch, rather than becoming Sober.
  This replaces stunning ﬁ st.
  Ki Alcoholism: Starting at 4th level, the stupor monk can 
  select the following ki power:
  Ki-infused Booze: The stupor monk can spend a ki point as a free 
  action once per turn to raise his drunkenness stage, as if he had 
  drunk an alcoholic drink. At 9th level, he raises himself two 
  stages, plus an additional stage at 14th level and every 5 lev-
  els thereafter. If he raises himself through multiple stages that 
  require Fortitude saves, he must succeed at the saves in order, 
  and failure causes this ability to stop at the stage he failed his 
  save on.
  Soul Of The Drunk: At 5th level, when the stupor monk 
  learns the secrets of entering the Drunk stage, he gains access 
  to a repertoire of combat talents he is only able to tap into 
  when drunk. The next time the stupor monk drinks himself 
  into the Stupor stage, he gains knowledge of secret drunken 
  martial arts, selecting 2 combat talents, plus an additional tal-
  ent at 10th level and every 5 levels thereafter to learn. These 
  talents are only usable while the stupor monk is at least at the 
  Drunk stage.
  Every time the stupor monk drinks himself into the Stupor 
  stage, he may change these combat talents to any other com-
  bat talents he desires, and such an ordeal is usually done at the 
  beginning of each day, or after a period of rest.
  This replaces style strike.
  Eight Gates of the Drunken 
  Master
  The following are the stages related to this class feature:
  Stupor (Stage -1)
  A Stupor is a stage of a drunk who has had more than he could 
  handle. When the stupor monk enters this stage, he is im-
  mediately rendered unconscious for 2d8 minutes. He can be 
  awakened before this time through an application of the aid 
  another action (or being dealt damage), but he remains in this 
  stage while awake.
  Bonuses: There are no bonuses for being in a stupor.
  Penalties: Generally a stupor monk is unconscious during 
  this time, but if he is awake, he suﬀ ers a -4 penalty on all d20-
  based rolls, and on all damage rolls until the duration would 
  otherwise be over.
  Stage change: If the stupor monk attempts to drink while in 
  this stage, he immediately falls unconscious and he must roll 
  again for the duration, increasing the duration of his stupor by 
  the amount rolled. At the end of the duration that he would 
  normally be unconscious (even if he was woken up), he raises 
  his stage to Sober.
  Sober (Stage 0)
  The stupor monk has not had a drink, and is still a fully func-
  tional adult (usually).
  Bonuses: None
  Penalties: None
  Stage Change: Drinking any alcoholic beverage raises him to 
  the Buzzed.
  
  4
  Penalties: He automatically fails on all Stealth and Ride 
  checks.
  Stage Change: If the stupor monk is at least 8th level, he 
  may drink an alcoholic beverage to raise himself to the Flushed 
  stage, however he must succeed at a DC 15 Fortitude save or 
  otherwise he suﬀ ers a fumble and does not raise his stage.
  Flushed (Stage 5) (requires 8th level)
  The stupor monk begins to lose his focus on the world, re-
  scinding internally into his drunken state, allowing his body to 
  act on nothing but reﬂ exes.
  Bonuses: The stupor monk can never be caught ﬂ at-footed 
  while at this stage, and his attacks become far too unpredict-
  able to parry, deﬂ ect or otherwise negate using non-magical 
  means. Any attempt to negate, deﬂ ect or parry his attacks au-
  tomatically fail. Additionally, the stupor monk gains a +4 mo-
  rale bonus to his Wisdom score.
  Penalties: He increases his penalty to Perception checks to 
  -8, and if his initiative is rolled while in this stage, he treats his 
  initiative check as if he had rolled a 1.
  Stage Change: If the stupor monk is at least 11th level, he may 
  drink an alcoholic beverage to raise himself to the Staggering 
  stage, however he must succeed at a DC 20 Fortitude save or 
  otherwise he suﬀ ers a fumble and does not raise his stage.
  Staggering (Stage 6) (requires 11th level)
  The stupor monk’s focus has turned inwards; his body a ﬂ ow-
  ing wave of movement, and his soul blossoming.
  Bonuses: The stupor monk is considered to be 8 levels high-
  er when calculating his bonuses from his AC bonus and fast 
  movement class features, and never provokes attacks of op-
  portunity for movement. His morale bonuses to his Wisdom 
  score increase to +6.
  Penalties: The stupor monk now automatically fails all 
  Perception checks and any Intelligence-based checks.
  Stage Change: If the stupor monk is at least 14th level, he 
  may drink an alcoholic beverage to raise himself to the Body 
  Of Booze stage, however he must succeed at a DC 25 Fortitude 
  save or otherwise he suﬀ ers a fumble and does not raise his 
  stage.
  Body Of Booze (Stage 7) (requires 14th level)
  The stupor monk’s body is so heavily diluted with alcohol, that 
  he begins to sweat the same substance he has drunk.
  Bonuses: The stupor monk exudes a 10-foot aura of alcoholic 
  sweat. Creatures that end their turn in this aura automatically 
  are exposed to alcohol, and must succeed at a Fortitude save 
  (DC 10 + 1/2 the stupor monk’s level + his Wisdom modiﬁ er) 
  or else suﬀ er the penalties of his Drunk stage for 1 minute, 
  but none of the beneﬁ ts. Each extra turn such creatures end 
  adjacent to him cause them to suﬀ er the penalties of the next 
  stage (up to stage 7) on a failed save, and extends the duration 
  by one minute. This is a poison eﬀ ect, and other stupor monks 
  are immune to the eﬀ ect.
  Buzzed (Stage 1)
  The stupor monk’s body loosens and his mind is more free, 
  though is largely still functional.
  Bonuses: The stupor monk can expend his martial focus as 
  an immediate action to add his Wisdom modiﬁ er as a morale 
  bonus when attempting Reﬂ ex or Fortitude saves.
  Penalties: None.
  Stage Change: Drinking any alcoholic beverage raises him to 
  the Tipsy stage.
  Tipsy (Stage 2)
  The stupor monk is beginning to feel the eﬀ ects of alcohol.
  Bonuses: The stupor monk gains a +2 circumstance bonus 
  against all emotion and pain eﬀ ects and may use his Wisdom 
  modiﬁ er in place of his Strength modiﬁ er with all attack and 
  damage rolls made using his unarmed attacks.
  Penalties: He suﬀ ers a -2 penalty on all Dexterity-based 
  checks.
  Stage Change: Drinking any alcoholic beverage raises him to 
  the Soused stage.
  Soused (Stage 3)
  The stupor monk’s cheeks are beginning to become red, and 
  his soul is heavily drunk.
  Bonuses: The stupor monk converts all the penalties from 
  the sickened condition into bonuses. He still suﬀ ers from the 
  nauseated condition normally. He also gains access to the stu-
  por punch special attack action if he at least 3rd level, as listed 
  in the stupor punch class feature.
  Penalties: He increases his penalty with all Dexterity-based 
  checks to -4, and suﬀ ers the same penalty on all Perception 
  checks.
  Stage Change: If the stupor monk is at least 5th level, he 
  may drink an alcoholic beverage to raise himself to the Drunk 
  stage, however he must succeed at a DC 10 Fortitude save or 
  otherwise he suﬀ ers a fumble and does not raise his stage.
  Drunk (Stage 4) (requires 5th level)
  The stupor monk reaches his true state of mind.
  Bonuses: The stupor monk gains access to a list of talents 
  as detailed under the soul of the drunk class feature, and con-
  verts his -4 penalty to his Acrobatics checks into a competence 
  bonus.
  
  5
  Additionally, the stupor monk becomes immune to emotion ef-
  fects, nonlethal damage, poison eﬀ ects, and pain eﬀ ects. While 
  in this stage, if he is inﬂ icted the nauseated condition, instead 
  of its penalties, he increases all movement speeds he possess-
  es by 60 feet, and gains a +1 insight bonus on all attack rolls. 
  Lastly, his morale bonus to his Wisdom score increases to +8.
  Penalties: At the start of each of the stupor monk’s turns, he 
  moves 10 feet in a random direction (roll a 1d8 to determine, 
  with 1 being north). This can include directions that may in-
  herently be dangerous (or obstacles, in which case he suﬀ ers 
  1d6 damage as he runs into the obstacle), but he may use alter-
  native movement speeds to keep himself safe (such as using a 
  ﬂ y speed to prevent himself from falling into lava). The stupor 
  monk also moves in this way after he suﬀ ers damage from a 
  melee or ranged weapon attack.
  Stage Change: If the stupor monk is at least 17th level, 
  he may drink an alcoholic beverage to raise himself to the 
  Drunken Soul stage while in this stage, however he must suc-
  ceed at a DC 30 Fortitude save or otherwise he suﬀ ers a fumble 
  and does not raise his stage. When the stupor monk exits this 
  stage for a lower stage, he gains 2d4 permanent negative levels.
  Drunken Soul (Stage 8) (requires 17th level)
  The stupor monk ascends. He becomes divinely inspired by his 
  drunken soul, but at the cost of his life.
  Bonuses: The stupor monk sees the world in a thousand dif-
  ferent realities, and acts as if they were all true. Each round on 
  his turn, the stupor monk gains an additional standard action 
  he may use for any purpose. Additionally, he becomes immune 
  to negative levels (including ridding himself of any he currently 
  possesses), ability damage, ability drain, and when he suﬀ ers 
  from an eﬀ ect or condition that would stop him from taking 
  a standard action, he is instead staggered and loses his bonus 
  standard action for the duration of the eﬀ ect.
  Penalties: None; the stupor monk loses all penalties he has 
  accumulated from previous stages upon entering this stage.
  Stage Change: While in this stage, the stupor monk is one 
  with all the drinks he has ever had in his lifetime; drinking 
  more does nothing for him. This stage lasts for one minute, 
  and at the end of this time, the stupor monk dies.
  Alchemy Sphere Basic Talents
  Universal Alcohol (formulae)
  Craft DC: 10
  You gain the knowledge of the creation of various minor types 
  of beneﬁ cial alcohol. When you create this formulae, you cre-
  ate a set of drinks, with a number of drinks equal to your prac-
  titioner modiﬁ er, together counting as a single formulae slot. 
  All drinks created with one formulae slot must be of the same 
  type, and the slot is considered to be used until no creature 
  beneﬁ ts from them any longer, and all the drinks have expired 
  or have been consumed or destroyed.
  You can create the following drinks:
  Calming Cider: Creatures that drink this alcohol feel an in-
  credible sense of calm, gaining a +2 circumstance bonus against 
  emotion related eﬀ ects for 1 hour. This bonus increases by 1 
  per 5 ranks in Craft (alchemy) that you possess.
  Invisible Ichor: Creatures that drink this alcohol cannot tell 
  it is alcoholic, as it is entirely and purely tasteless, but is as 
  potent as two alcoholic beverages. This drink also masks poi-
  sons mixed with it, foiling Perception checks entirely and even 
  magic, unless the caster succeeds on a magic skill check against 
  your Alchemy sphere DC.
  Lullabying Lager: Creatures that drink this alcohol fall 
  asleep after an hour of consuming it and experience a fully lu-
  cid and comforting dream, allowing them to regain twice the 
  number of hit points or ability damage they regain from rest-
  ing. This beneﬁ t stacks with the beneﬁ t provided by a Heal 
  check made to provide long-term care, providing them with 
  three times the beneﬁ ts of resting.
  Mindbending Mead: Creatures that drink this alcohol are 
  subject to strange visual and sound-based hallucinations, which 
  apply a -2 penalty to all Perception checks they attempt, but 
  cause them to see past true illusions, granting them a +2 cir-
  cumstance bonus against all illusion eﬀ ects. The bonus and 
  penalty both increase by 1 per 5 ranks in Craft (alchemy) that 
  you possess.
  Painkilling Perry: Creatures that drink this alcohol are 
  numbed to pain, gaining a +2 circumstance bonus against all 
  pain-related eﬀ ects for 1 hour. This bonus increases by 1 per 5 
  ranks in Craft (alchemy) that you possess.
  Revitalizing Rum: Creatures that drink this alcohol gain a +1 
  resistance bonus to the next saving throw they attempt within 
  an hour. This bonus increases by 1 per 5 ranks in Craft (alche-
  my) that you possess.
  Sobering Schnapps: You create the perfect concoction; an 
  alcoholic drink that wears away at hangovers. Creatures that 
  drink this alcohol ignore the penalties for being drunk (and 
  bonuses, if any) for 1 hour, and reduce the penalties from the 
  sickened condition by half. Once you have 10 ranks in Craft (al-
  chemy), the sickened condition is instead cured automatically, 
  and creatures are immune to it for the duration.
  Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 
  temporary hit points for one hour. The amount of temporary 
  hit points granted increases by 1d4 per 3 ranks in Craft (alche-
  my) that you possess.
  Wakeful Whisky: Creatures that drink this alcohol can re-
  main awake for eight hours without feeling sleepy, granting 
  them a +2 circumstance bonus against sleep eﬀ ects. A creature 
  can drink this drink to avoid needing to rest, but any vigorous 
  activity such as ﬁ ghting, traveling or similar ends the eﬀ ect, 
  and creatures must drink another or sleep for the remaining 
  hours to avoid fatigue and to gain the beneﬁ ts of a full night’s 
  rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) 
  that you possess.
  A creature can only beneﬁ t from one drink at a time, although 
  a single drink may have multiple alcohol types mixed togeth-
  er by raising the Craft DC. You can increase the Craft DC of 
  this formulae when creating a set of drinks in increments of 
  10 to apply the eﬀ ects of an additional alcohol type for each 
  
  6
  increment to the set of drinks, allowing a creature to bene-
  ﬁ t from multiple alcohol types at the same time from those 
  drinks.
  Barroom Sphere Basic 
  Talents
  Everything is a Drink
  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 con-
  sider 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.
  Seeing Double (drunk)
  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.
  Up, Down and…
  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 ex-
  pend your martial focus to target their ﬂ at-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 sta-
  tus, 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?
  If you have an alcoholic beverage (or other non-directly harm-
  ful liquid) in one hand when you make an attack action, you can 
  force a creature to drink from it if you succeed on the attack 
  action. Forcing a creature to drink an alcoholic beverage grants 
  them a Reﬂ ex save to avoid drinking, and on failure makes that 
  creature sickened for 1 round, and potentially other eﬀ ects 
  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 eﬀ ects as above. At +10 base 
  attack bonus, you can instead force a creature to drink a mag-
  ical potion or beverage, or any other directly harmful drink 
  (such as a mug of lava or acid, or a poisoned mug of alcohol).
  Feats
  Projectile Vomit
  Prerequisites: Barroom sphere (Purge), base attack bonus +5.
  Beneﬁ ts: When you utilize your Purge talent, you can in-
  stead perform it as a standard action, vomiting on all squares 
  in a close-ranged cone, instead of the normal area. All aﬀ ected 
  squares are treated aﬀ ected as per the Purge talent, and crea-
  tures 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 suc-
  cess negates the nauseate and reduces the sickened duration to 
  one round.
  Credits
  Creative Director: Adam Meyers
  Author: Wren Rosario
  Editor: Johannes Luber
  Layout: Rachel Meyers
  
  7
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on ma-
  terial by E. Gary Gygax and Dave Arneson.
  Pathﬁ nder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
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  Monte Cook, and Skip Williams.
  Spheres of Power © 2014, Drop Dead Studios; Authors: Adam 
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  Spheres of Might © 2017, Drop Dead Studios; Authors: Adam 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Spheres Apocrypha - Dipsomania.pdf