PDA

View Full Version : My take on the Disco Bandit [KoL] [Now with more Balance?]



Eldritch_Ent
2007-12-16, 12:52 AM
DISCO BANDIT
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special



1st|
+0|
+0|
+2|
+0|Sneak Attack, Disco Aerobics

2nd|
+1|
+0|
+3|
+0|Disco Eye Poke, Pickpocket

3rd|
+2|
+1|
+3|
+1|Self Preservation

4th|
+3|
+1|
+4|
+1|Disco nap,

5th|
+3|
+1|
+4|
+1|Improved Disco Eye Poke,

6th|
+4|
+2|
+5|
+2|Disco Dance of Doom

7th|
+5|
+2|
+5|
+2|Advanced Cocktailcrafting

8th|
+6/1|
+2|
+6|
+2|Nimble Fingers

9th|
+6/1|
+3|
+6|
+3| Tango of terror

10th|
+7/2|
+3|
+7|
+3|Disco Face Stab

11th|
+8/3|
+3|
+7|
+3|Mad Looting Skills

12th|
+9/4|
+4|
+8|
+4|Disco Dance 2

13th|
+9/4|
+4|
+8|
+4|Disco Power Nap

14th|
+10/5|
+4|
+9|
+4|Crossbow Fever

15th|
+11/6/1|
+5|
+9|
+5|Funkslinging

16th|
+12/7/2|
+5|
+10|
+5|Superhuman Cocktailcrafting

17th|
+12/7/2|
+5|
+10|
+5|Disco Face Stab 2

18th|
+13/8/3|
+6|
+11|
+6|Heart of Polyester

19th|
+14/9/4|
+6|
+11|
+6|Smooth movements

20th|
+15/10/5|
+6|
+12|
+6|Moxious Maneuver[/table]

HD: D6

Proficiencies- All bows, Simple weapons, light armor

Skills- 4 + int per level, same skill list as rogue, except for "Disable Device".

Important Skills- Sleight of Hand, Bartending, Perform: Dance, Use Magic Device

All abilities are EX unless otherwise noted.

Sneak Attack: As per the Rogues sneak attack, gains +1d6 damage each level, maxing out at 10d6 at level 19.

Disco Aerobics: By performing specialized exercises (Jumping jacks, situps,s tretches) for at least 10 minutes each morning upon waking up, the Disco Bandit may increase his Dexterity score by +2 for up to 5 rounds during the day.

Disco Eye Poke- As per the Crippling Strike rogue ability, but it instead deals 1 damage to all 6 attributes. The abilitiy damage from this ability, or it's upgrades, do not stack.

Picpocketing- During the surprise round, the Disco bandit may declare one item on a foe that he can see/spot, and may attempt to steal it with a succesful Sleight of Hand check. Weapons or other items directly held in the hand are 10 more difficult to steal this way.

Self Preservation- +4 Paranoia bonus on all initiative rolls

Disco Nap SU- Once per day, the Disco Bandit may take a 5 minute nap to heal himself. roll the Disco Bandit's H it dice and restore HP equal to the result. In addition, he heals all Attribute Damage inflicted upon him.

Improved Disco Eye Poke- Ability Damage improves to 2

Disco Dance of Doom (SU)- usable once per encounter. All enemies within a 25 foot burst of the Disco Bandit must save or take the Disco Bandit's Weapon damage + 1 for each dice of sneak attack bonus. They also take 1 point of ability drain. (Reflex for half damage/ability drain, DC is a Perform: Dance check result)

Disco Face Stab- Improves the ability damage upon a succesful sneak attack to 3, and is upgraded to Ability Drain in.

Advanced Cocktailcrafting (SU)- By using "Profession- Bartender" instead of Alchemy, the Disco Bandit may brew up to 3rd potions without knowing the proper spells. In addition, he may brew any type of alcohol or cocktail as a full turn action at 1/2 the usual cost and time, although he still needs the appropriate ingredients on hand.
In addition, the Disco bandit may identify all magical liquids- ranging from magical springwater and potions, to dusty bottles of wine and something found in a bottle in a hobo's pocket. This expertise gives +2 Expertise bonus to all Profession- Bartending skills

Nimble Fingers- +4 Groovy bonus on all Sleight of Hand checks.

Mad Looting Skills- The +4 bonus on sleight of hand checks improve to +8.

Disco Dance 2 (SU)- As Disco Dance 1, except in a 50 foot Burst, the sneak attack bonus is doubled, and the drain is now 2 points of damage. This abilty does not replace Disco Dance 1.

Tango of Terror (SU)- Enemies within a 60 foot burst must succeed in a will save equal to the Disco Bandit's Dance skill check result or become Panicked for two rounds.

Disco Power Nap (SU) - Once per day, the Disco Bandit may take a 10 minute nap and restore all of his hit points, as well as regaining all Attribute drain. This is in addition to the Disco Nap.

Crossbow Fever- The Disco Bandit may apply his dexterity bonus on To-hit and damage rolls when using crossbows.

Funkslinging- The Disco Bandit may use a Potion, Use-activated Item, Scroll, Wand, Staff, or other such device once per round as a swift action that draws no attacks of opportunity.

Superhuman Cocktailcrafting- (SU) The Disco Bandit may now make any potion, free of cost and materials, up to 5 times per day as a 1 minute action, or brew any mundane drink or liquor at 1/4th cost, even without proper materials. - In addition, he gains access to three special drinks- he may make one a day, but only he may benefit from the first two varieties, and he may only have up to one of each drink prepared at a time. The drink must be consumed or discarded before he may make another of that sort.
the Disco bandit's liquid identification ability increases to +4.


TPS Twister- Using an exquisitely crafted Fine-sized sword (valued at 100,000 GP- But the sword is reusable so long as nobody purpousefully breaks it), a Disco Bandit may make a Drink that- When consumed, gives the Disco Bandit only the effects of the "Time Stop" spell. However, once the effect ends the user gets a nasty hangover, taking 6 Wisdom worth of drunkenness immediately. The Disco Bandit may not have more than one Tiny Plastic Sword in existence at a time.


Corpse Cocktail- Using the ghosts of liqours already consumed, the Disco Bandit may make a drink that temporarily does one of four things, depending on the drink, each taking 2 wisdom of drunkenness and lasting (DB's level) number of rounds-

Corpse on the Beach- Makes the drinker Astral
Corpsedriver- Makes the drinker Ethereal
Corpsetini- Gives the Drinker the "Undead" subtype
Corpse Island Iced Tea- Gain the Shadow Subtype



The Disco bandit may also make low-level versions of drinks for essentially free (100 GP, as many times a day as he likes) that are simply cheap party favors, and only bestow their effects for 1 turn, but still give 2 drunkenness. Anyone may benefit from these "Lesser Drinks"


Distilled Drink- Using a specialized still that only high level Disco Bandits know how to use, the Disco Bandit may distill any feat, skill or class abilitiy he knows into a drink. The Disco Bandit retains full use of his abilities, while the person who drinks it may use the chosen feat or skill at the level the DB knew it at, (using theDisco bandit's natural bonus score) for rounds equal to the DB's level upon crafting the drink, minus one round for every 24 hours the drink has been in existence. (Every 6 hours if not properly chilled.) Each drink inflicts 4 wis of drunkenness after the effects wear off.



Disco Face Stab 2- Face Stab ability damage increases to +4,

Heart of Polyester- The Disco Bandit becomes immune to any mind influencing effects, and divinatory effects such as Discern Lies, Detect Alignment, and Sense Magic. In addition, anyone trying to read his thoughts becomes completely skeeved out, and is shaken for 1 round.

Smooth Movements (EX) - The disco bandit may take a full action to make a standard attack that always qualifies for sneak attack damage.

Moxious Maneuver (EX)- The disco Bandit now adds his charisma bonus to all Attack and Damage rolls.

Ziggy's_Roady
2007-12-17, 06:45 PM
Ewww...KoL....

Nah, jk

Good class though, seems pretty balanced.

Oh, btw. I'm One Wing Axel if you wanna look me up

mp122984
2007-12-17, 10:30 PM
Wow. It's nice to see others put in their own Kingdom of Loathing Ideas. I can't judge very well for balance (although those bursts seem awfully big to me...), but this looks like a very interesting and fun 20-level class that's a little stronger than mine. I like how your class takes some cues from the Rogue like mine did, only better integrated. In addition, your ascension, Disco Aerobics, and cocktailcrafting abilities are very nice, and I would like to implement some of these ideas in my future work. Thanks for the read!