[Tome] The Driller
Posted: Thu Apr 08, 2010 7:21 pm
"Ore no Drill wa ten no Tsukuru Drill da!"
To be a driller is to be a man! Your drill is your soul! It means never giving up! It means always fighting! IT MEANS SHOUTING ALL THE TIME!
Prerequisites
BAB: +5
Feat: Insightful Strike
Special: You must have a Drill
Hit Die: d10
BAB: Full
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Proficiencies: Drills. Obviously.
Level Abilities
1 Drill, Hot Blooded, Stubborn, Drilling Jump
2 Do the Impossible, Kick Reason to the Curb
3 See the Invisible, Epic Sunglasses, Ike yo, Kyodai!
4 Break the Unbreakable, Fight Da Powah!
5 Heaven Piercing Drill, Giga Drill Breaker!!!, Believe!
Drill: You gain a Burrow speed equal to your land speed. You must use your Drill to burrow and you leave a tunnel. You are specifically allowed to charge and/or run while Burrowing and you don't even have to run/charge in a straight line. Drilling Charges gain a bonus to attack equal to your Cha mod. You ignore the Hardness of stone, earth and dirt. You gain the title [The Digger].
Hot Blooded: In combat, if there is no Surprise round, the Driller gains her own Surprise round. If there IS a Surprise round, the Driller can act in it, going first. The only action a Driller is allowed is a Drilling Charge.
Heroic Willpower: You gain Iron Will as a bonus feat.
Drill Jump: You gain a bonus equal to your Cha mod to Jump checks for every 5' you burrowed during this round. Ignore any maximum distance for Jump checks.
Do the Impossible: You ignore the Immunities, Resistances and DR of creatures. Additionally, creatures provoke an attack of opportunity from you if they say “That's impossible” or anything along those lines.
Kick Reason to the Curb: You may cast Word of Chaos 1/day. You can only use this ability if you have your Drill on hand. Any Trip attempt you make against Lawful creatures has The Edge.
See the Invisible: You gain Ghost Hunter as a bonus feat.
Epic Sunglasses: Any Headgear you have turns into a pair of Epic Sunglasses. In addition to any other benefits you become Immune to Light damage, immune to Blindness and you gain a +4 bonus to your Diplomacy and Intimidate checks. If you don't have headgear your Epic Sunglasses materialize out of thin air and the sheer awesomeness of your soul.
Ike yo, Kyodai! : Whenever you are under a detrimental magical effect that prevents you from moving or is [Mind Affecting], you have a flashback. At the beginning of your next round you are free of the effect and forever more immune to this effect from this caster. Note that, while your character has to have a flashback, you and the rest of the party don't have to go through it every single time.
Break the Unbreakable: As a Full Round Action you may Disintegrate a number of continuous 10-foot cubes equal to your class level. Caster level equal to your character level. You move along the path of disintegration since it is actually ultra-fast drilling though you do not provoke AoOs. You must end your round within the last 10-foot cube you disintegrate. You can only use this ability if you have your Drill on hand.
Fight Da Powah!: You have The Edge against any opponent with more hit dice/levels than you and they can never have The Edge over you. You can only use this ability if you have your Drill on hand.
Heaven-Piercing Drill: Your Drill pierces the heavens! You may use Teleport without Error and Planeshift but you may only affect yourself plus 50 pounds. You can only use this ability if you have your Drill on hand.
Giga Drill Breaker!!! : As an Immediate action with a lot of special FX, throw your Epic Sunglasses at an enemy within charging distance. If they cannot succeed on a Reflex check (DC 10+ half level + Cha mod) they may not move until the end of your next round. During your next round you MUST make a Charge attack against them with your Drill and it is an automatic critical hit. Your Epic Sunglasses return to you then. Note that the three exclamation points are an essential part of the name which is shouted by your character whenever you use this. The exclamation points are shouted extra loudly.
Believe! : All allies within 30' of you gain a bonus to Will checks equal to your Cha mod. Any and all Morale bonuses affecting allies within 30' are increased by 1. When you Aid Another increase the bonus you provide by your Cha mod.
Drill
This Major Weapon requires a special proficiency.
Reach: 5'
Damage: 1d6 Piercing damage per 2 levels. Strength modifier still applies. Remember that it's 2-handed.
Critical Hit: 20 x4
Special:
Your Drill is your Soul. It cannot be disarmed, sundered or even harmed in any way and it is weightless. However, if you don't have a soul you can't have one. You can materialize your Drill as easily as others draw their swords. Obviously, you can only have one and it disappears if you lay it aside.
The Drill is really good at destroying things. You may roll critical hits against objects as if they were creatures. This includes Constructs and living objects.
You may shatter a Force Effect with your Drill by inflicting 30 damage on it. You may also roll Critical hits against Force Effects.
Edit: New abilities and clarifications. v1.2
To be a driller is to be a man! Your drill is your soul! It means never giving up! It means always fighting! IT MEANS SHOUTING ALL THE TIME!
Prerequisites
BAB: +5
Feat: Insightful Strike
Special: You must have a Drill
Hit Die: d10
BAB: Full
Good Saves: Fort, Ref and Will
Skill Points: 4+Int
Proficiencies: Drills. Obviously.
Level Abilities
1 Drill, Hot Blooded, Stubborn, Drilling Jump
2 Do the Impossible, Kick Reason to the Curb
3 See the Invisible, Epic Sunglasses, Ike yo, Kyodai!
4 Break the Unbreakable, Fight Da Powah!
5 Heaven Piercing Drill, Giga Drill Breaker!!!, Believe!
Drill: You gain a Burrow speed equal to your land speed. You must use your Drill to burrow and you leave a tunnel. You are specifically allowed to charge and/or run while Burrowing and you don't even have to run/charge in a straight line. Drilling Charges gain a bonus to attack equal to your Cha mod. You ignore the Hardness of stone, earth and dirt. You gain the title [The Digger].
Hot Blooded: In combat, if there is no Surprise round, the Driller gains her own Surprise round. If there IS a Surprise round, the Driller can act in it, going first. The only action a Driller is allowed is a Drilling Charge.
Heroic Willpower: You gain Iron Will as a bonus feat.
Drill Jump: You gain a bonus equal to your Cha mod to Jump checks for every 5' you burrowed during this round. Ignore any maximum distance for Jump checks.
Do the Impossible: You ignore the Immunities, Resistances and DR of creatures. Additionally, creatures provoke an attack of opportunity from you if they say “That's impossible” or anything along those lines.
Kick Reason to the Curb: You may cast Word of Chaos 1/day. You can only use this ability if you have your Drill on hand. Any Trip attempt you make against Lawful creatures has The Edge.
See the Invisible: You gain Ghost Hunter as a bonus feat.
Epic Sunglasses: Any Headgear you have turns into a pair of Epic Sunglasses. In addition to any other benefits you become Immune to Light damage, immune to Blindness and you gain a +4 bonus to your Diplomacy and Intimidate checks. If you don't have headgear your Epic Sunglasses materialize out of thin air and the sheer awesomeness of your soul.
Ike yo, Kyodai! : Whenever you are under a detrimental magical effect that prevents you from moving or is [Mind Affecting], you have a flashback. At the beginning of your next round you are free of the effect and forever more immune to this effect from this caster. Note that, while your character has to have a flashback, you and the rest of the party don't have to go through it every single time.
Break the Unbreakable: As a Full Round Action you may Disintegrate a number of continuous 10-foot cubes equal to your class level. Caster level equal to your character level. You move along the path of disintegration since it is actually ultra-fast drilling though you do not provoke AoOs. You must end your round within the last 10-foot cube you disintegrate. You can only use this ability if you have your Drill on hand.
Fight Da Powah!: You have The Edge against any opponent with more hit dice/levels than you and they can never have The Edge over you. You can only use this ability if you have your Drill on hand.
Heaven-Piercing Drill: Your Drill pierces the heavens! You may use Teleport without Error and Planeshift but you may only affect yourself plus 50 pounds. You can only use this ability if you have your Drill on hand.
Giga Drill Breaker!!! : As an Immediate action with a lot of special FX, throw your Epic Sunglasses at an enemy within charging distance. If they cannot succeed on a Reflex check (DC 10+ half level + Cha mod) they may not move until the end of your next round. During your next round you MUST make a Charge attack against them with your Drill and it is an automatic critical hit. Your Epic Sunglasses return to you then. Note that the three exclamation points are an essential part of the name which is shouted by your character whenever you use this. The exclamation points are shouted extra loudly.
Believe! : All allies within 30' of you gain a bonus to Will checks equal to your Cha mod. Any and all Morale bonuses affecting allies within 30' are increased by 1. When you Aid Another increase the bonus you provide by your Cha mod.
Drill
This Major Weapon requires a special proficiency.
Reach: 5'
Damage: 1d6 Piercing damage per 2 levels. Strength modifier still applies. Remember that it's 2-handed.
Critical Hit: 20 x4
Special:
Your Drill is your Soul. It cannot be disarmed, sundered or even harmed in any way and it is weightless. However, if you don't have a soul you can't have one. You can materialize your Drill as easily as others draw their swords. Obviously, you can only have one and it disappears if you lay it aside.
The Drill is really good at destroying things. You may roll critical hits against objects as if they were creatures. This includes Constructs and living objects.
You may shatter a Force Effect with your Drill by inflicting 30 damage on it. You may also roll Critical hits against Force Effects.
Edit: New abilities and clarifications. v1.2