Disco Knight (3.5e Class)
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Whether it was a passing song you heard many years ago or something ingrained in your soul, you know you were destined for the dance. A feel for funk has changed you like no other force ever could. With a song in your heart and heat in your soles, you set a path to bring funk to the world, whether it wants it or not.
Making a Disco Knight
The Disco Knight is a surprisingly effective close combat fighter. With his ability to dazzle or even convert his enemies to his side, his hips are more powerful than most swords.
Abilities: Charisma and Dexterity are the most important things for this dance-crazy daddy-o, for, without rhythm or balance, he has nothing.
Races: Any race may be a Disco Knight as long as they have a basic understanding of music and dance.
Alignment: Disco Knights tend to be Neutral or Chaotic.
Starting Gold: 4d10x10 gp
Starting Age: As Rogue or Fighter
|1st||+0||+0||+1||+0||You Should Be Dancing, Soul Train, Theme Music|
|5th||+4||+1||+3||+2||Stayin' Alive, Bonus Feat|
|8th||+7/+1||+2||+5||+3||Improved Disco Fever|
|12th||+11/+3||+3||+7||+5||Do the Hustle|
|20th||+19/+7/+2||+6||+11||+9||Bonus Feat, Get Down Tonight|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Disco Knight.
Weapon and Armor Proficiency: Any armor larger than light armor will restrict your movement too much to boogie.
You Should Be Dancing (Sp): You begin to shuffle your feet and shake your hips at a target within 25ft. That target must roll higher than 80 on a percentile dice. If they fail, they catch Disco Fever and will be added to your Soul Train count.
Disco Fever: The rhythm of your soul takes control, leaving you unable to stop dancing. Each turn you must roll a 50 or higher on percentile dice. If you succeed you may take your turn as per usual. To be cured of Disco Fever you must beat a Will save vs your own Charisma score plus the ST number to stop dancing. If you fail, you continue to dance. Deaf creatures and immobile creatures are immune to this. Disco Knights are immune to this as well.
Theme Music (Ex): A Disco Knight would never go anywhere without his funk. Constant Disco Music emanates from the Disco Knight. The Disco Knight takes a natural -10 on hide and move silently checks. The Disco Knights music grows louder with each increase to his Soul Train. +1 temp charisma per 2 ST. The Theme Music can be turned off by concentrating for 5 minutes but the Disco Knight loses all his abilities when Theme Music is Deactivated.
Soul Train (Ex): Your Soul Train is comprised of all the people you have dancing with you. The more members in your Soul Train the more you can groove. Your teammates can dance to add to your Soul Train using their move action. The shorthand for the number of people in your Soul Train is ST (eg. If you have 4 groupies/enemies dancing your ST would be equal to 4) Certain abilities require you to have a certain number of people in your Soul Train before you may use it (eg. ST > 3 means you must have more than three people in your Soul Train before you can use the ability).
Funky Town (Sp): Once per turn summon one groupie to join your Soul Train max 2/ClassLevel. A groupie cannot attack, cannot take turns, and will only groove to your rhythm. A groupie is treated as a level 1 Human Commoner 1d4HD. Groupies are necessary to utilize certain abilities because what's the point of being flashy if you don't have an audience?
Lady's Man (Ex): +3 to Bluff, Diplomacy, Intimidate, Gather Information, and Sense Motive against the opposite gender. If you are un-gendered then pick a gender upon getting this ability and you will get a bonus against that gender only.
Stayin' Alive (Requires ST > 2) (Sp): Not even death can stop the fire in your heels. Once per day/5 Class Level you may, upon being put below 1hp, instantly heal yourself equal to ST*1d4.
Boogy Down (Requires ST > 4) (Ex): As a Full-Action you and your Soul Train take turns showing off their best dance moves. Everything that can hear or see in a 60ft +20ft/6 levels as a Disco Knight must make a Will save vs your Charisma or be affected by Disco Fever/Improved Disco Fever.
September (Sp): Chase those clouds away. Dispels adverse weather affects.
Improved Disco Fever: As Disco Fever except you must beat a 60 on a percentile to take a turn as normal. The Will save to stop dancing is now your Will vs your own Charisma + half of the difference between your own and the Disco Knights Charisma (eg. If your charisma is 10 and the Disco Knights Charisma is 18 the difference is 8 and half would be 4 you must beat a 14 will save). If an Enemy or Ally has been dancing for 5 consecutive turns they must make a constitution save of 15DC or become fatigued. If an enemy or ally has been dancing for 10 consecutive turns they must make a Constitution save of 20DC or collapse now exhausted they stay "Helpless" for 1d4 turns then resume dancing as if it had been doing so consecutively. For every round after 10 the Constitution save is made with an increase of 1DC per round dancing or they collapse again and are still considered dancing and part of the ST(eg. Round 11 21DC round 12 22DC and so on). A constitution save must be made before they can roll to take a turn but after the Will save to stop dancing if they exceed 10 turns of consecutive dancing.
Do the Hustle (Sp): +10ft at level 12, +20ft at level 18 to max move speed while dancing.
Disco Inferno (Requires ST > 10) (Sp): Burn baby, burn! You and your Soul Train begin to dance a dance forbidden in many realms. Your firey passion erupts into physical form dealing ST*2d20 fire damage to all targets within 50ft of you. All Groupies caught in range will be incinerated instantly.
Get Down Tonight (Ex): Any time after dusk so long as you can see the sky you can "Get Down Tonight". As a full round action you and your ST party so hard you gain groupies equal to your ST. Anyone in your soul train including the Disco Knight takes a -4 to all actions taken until it is the Disco Knights turn once again. If this skill is used multiple times in a single encounter the penalty becomes 1d4 damage and a -6 with an increase to the hit die for every consecutive turn of getting down (1d6 3rd, 1d8 4th and so on).
Epic Disco Knight
Playing a Disco Knight
Religion: Disco Knights tend to follow any god that they wish as long as music and groovin' aren't sins.
Other Classes: Any class that takes things seriously might have a hard time getting along with Disco Knights but more lighthearted ones will get along just fine.
Combat: Staying close to the enemy and using their hips to befuddle their foes and inspire their teammates, Disco Knights tend to be overlooked but severely underestimated.
Disco Knights in the World
|“||Feet too hot. On the spot. Give it a shot! Oh yeah!||”|
|—Jangle Boogleton, Human Disco Knight|
Disco Knights tend to be the life of the party wherever they go. And if there isn't a party there, they'll make one.
NPC Reactions: Most people tend to be confused upon hearing what a Disco Knight does, but once they see them in action they understand completely.
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