User:DanielDraco/Disco Bandit

This class is based on a class of the same name from Kingdom of Loathing. I do not own this idea, nor do I own the names and fluff copied from KoL.

Jukebox (Su): As a swift action, a Disco Bandit may cause a disco song of her choice to begin playing as with ghost sound, originating from herself. She may change the song as a free action and end the effect as a swift action. The base Listen DC to hear this music is 0.

Instant Discotheque (Su): As a swift action, a Disco Bandit may cause a 30 ft. spread centered on herself to flash with psychedelic lights. Because the lights are flashing on and off, this only provides shadowy illumination. This area moves with her and lasts until she ends it with another swift action. She may activate or deactivate this ability and Jukebox with the same swift action. This ability is usually used in conjunction with Jukebox to allow the Disco Bandit to use her other abilities.

Disco Dance of Doom (Ex): If there is disco music playing within 30 ft. with accompanying psychedelic lights, a Disco Bandit may, as a move action, put herself in a funky trance and begin dancing in perfect time to the music. She uses the dance to move across the battlefield and add a devastating flourish to her attacks. While in this trance, the Disco Bandit gains the following benefits: However, in order to maintain the dance, she must spend a move action at the beginning of every round either to move or to stand in place and dance. Thus, short of effects that grant extra actions, she cannot take any full-round actions without first ending the dance. The Disco Dance of Doom lasts for as long as there are lights and music and the Disco Bandit continues sustaining it with move actions.
 * +2 dodge bonus to AC
 * can take 10 on any Tumble checks, even while threatened or distracted
 * all weapon attacks deal +1d6 damage per class level

Moxious Maneuver (Ex): At second level, a Disco Bandit may replace her Strength modifier with her Charisma modifier in calculating weapon damage.

Overdeveloped Sense of Self Preservation (Ex): At third level, a Disco Bandit is acutely aware of the value of her own ass. She is hyper-aware of any potential danger to it, gaining a +4 bonus to initiative checks.

Boogie Nights (Ex): At third level, a Disco Bandit learns to disco in the dark. With a DC 20 Perform (Dance) check that can be attempted once per round, a Disco Bandit may sustain her Disco Dance of Doom for 1 round without psychedelic lights. If she fails the check, she may simply use her Instant Discotheque ability to provide the lights, or she may choose not to sustain the dance.

Disco Eye-Poke (Ex): At fourth level, a Disco Bandit begins incorporating dirty tricks into her dance moves. A number of times per encounter equal to her Charisma bonus (minimum 1), she may make one of her attacks a Disco Eye-Poke. This attack deals an extra 1d4 damage per 2 class levels. If it hits and deals damage, the target takes a -2 penalty to attack rolls and AC for 1 round. This ability works even if the target has no eyes. Somehow.

Inner Rhythm (Ex): At fifth level, a Disco Bandit is infused to the very soul with funky beats. For a number of rounds per encounter equal to her Charisma bonus (minimum 1), she may use her Disco Dance of Doom ability without music.

Advanced Cocktailcrafting (Ex): Being a Disco Bandit isn't just about theft and dancing. It's also about really fancy booze. At sixth level, a Disco Bandit gains the benefits of the Brew Potion feat, and may ignore any spell requirements for making potions if the caster level is half her class level or less. This ability can only be used to make potions, not oils. In order to use this ability, the Disco Bandit must use a cocktailcrafting kit (masterwork skill tool for Craft [cocktailcrafting]).

Disco Dance II: Electric Boogaloo: At seventh level, a Disco Bandit reaches a whole new level of funk. Replace the normal benefits of Disco Dance of Doom with the following:
 * dodge bonus to AC equal to Charisma bonus, minimum 2
 * if the roll on any Tumble check is lower than a natural 10, it is treated as a natural 10
 * all weapon attacks deal +1d8 damage per class level
 * freedom of movement
 * +20 ft. enhancement bonus to all movement modes possessed by the Disco Bandit

Combat Style: At eighth level, a Disco Bandit must choose a particular style to pursue in her disco dancing.
 * Stayin' Alive: You're less likely to get hit if you stay far away from the fight. At eighth level, Disco Bandits who choose this style get a fever for the flavor of projectile pain. While Disco Dance of Doom is active, the Disco Bandit may sacrifice any number of dice of bonus damage the dance would normally grant and add that number to her attack rolls. This ability may only be used with ranged weapons, and the number of dice sacrificed is chosen for each individual attack before the attack is rolled.
 * Kung Fu Hustler: