Levels of Inebriation

This is a Paizo variant rule only printed in Inner Sea Taverns, and not published on the SRD or PRD. So it’s republished here for easy reference:

The existing rules for drinking offer a binary state: once a character has consumed a number of beverages equal to 1 plus double her Constitution modifier, she is sickened for a number of hours equal to the number of drinks above her maximum. The following system expands that into different levels, and characters progress depending on how quickly they consume alcoholic beverages.

Spells such as lesser restoration and neutralize poison and other similar effects that remove the sickened condition work automatically (even if the spell requires a caster level check) to render a character sober. Simply waiting can also return a character to a lower level of inebriation, as noted.

  1. Sober: You are currently unimpaired by alcohol. If you consume a number of alcoholic drinks equal to half your Constitution modifier (minimum 1) within an hour or if you consume more than one alcoholic drink per hour for a number of hours equal to half your Constitution modifier (minimum 1), you become tipsy.
  2. Tipsy: You are starting to feel the effects of alcohol. Depending on your temperament, your inhibitions might be slightly lowered or you might start to get mean. You take a −1 penalty on all Dexterity- and Strength-based skill checks and on Will saving throws. If you consume an additional number of alcoholic drinks equal to half your Constitution modifier (minimum 1) within an hour or if you consume more than one alcoholic drink per hour for a number of hours equal to half your Con modifier (minimum 1), you become drunk. Each hour in which you don’t consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional hour that passes without you consuming alcohol. If you succeed, you become sober.
  3. Drunk: You are fully intoxicated. You might exhibit an exaggeration of your sober personality or a complete reversal thereof. You take a −2 penalty on ability checks, attack rolls, saving throws, and skill checks, but you gain DR 1/— against nonlethal damage. If you consume an additional number of alcoholic drinks equal to your Constitution modifier (minimum 1) within an hour, or if you consume more than one alcoholic drink per hour for a number of hours equal to your Constitution modifier (minimum 1), you become soused. Every 2 hours in which you don’t consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional 2 hours that pass without you consuming alcohol. If you succeed, you become tipsy.
  4. Soused: You have had far too much to drink. Your speech is slurred and your judgment is impaired. You take a −4 penalty on ability checks, attack rolls, saving throws, and skill checks, but you gain DR 2/— against nonlethal damage and you can roll twice and take the better result on saving throws against pain effects. For every alcoholic drink you consume at this point, you must succeed at a Fortitude save (DC = 15 + 1 per previous check) or pass out. Every 2 hours in which you don’t consume any alcohol, you can attempt a Fortitude saving throw (DC = 10 + the number of alcoholic drinks you consumed since you were last sober). You receive a +1 bonus on this save for every additional 2 hours that pass without you consuming alcohol. If you succeed, you become drunk.
  5. Passed Out: You have fully succumbed to alcohol’s effects. You are unconscious and will wake up naturally in 2d4 hours sober (though you might have a hangover; see below). You must also succeed at a DC 20 Fortitude save or forget the previous 1d6 hours (or until you started drinking, whichever is shorter), as per modify memory.