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 |