Allomancer (3.5e Class)

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Allomancers have the ability to "burn" (or use) metals, in order to fuel a variety of physical and mental enhancements and abilities. For an additional burst of power, they may flare, or burn their metal especially quickly, consuming it at an accelerated rate, but gaining greater benefits in return. A person who can only burn one metal is known as a Misting. If a person is born with the ability to burn more than one metal, they can burn all Allomantic metals, and are known as Mistborn. All these metals must be pure when ingested, and the alloys must be mixed to specific proportions. If the metals are impure or mixed wrong the Allomancer could become very ill or possibly die.

Making an Allomancer[edit]

There are two Subgroups of Allomancers; Mistings that are taught by a master in one particular metal ‘s abilities and Mistborn, those born with the ability to use all known Allomantic metals. These powers range from the ablity to soothe people’s emotions with brass, to being able to pelt foes with sharp bits of metal and caltrops with a telekinetic like power.

Due to the fact that unlocking Allomantic abilities nearly always stems from a near death experience, Allomancers are very keen at escaping danger and mimic rogues in many ways.

Abilities: Dexterity and Intelligence are the most important attributes for an Allomancer.

Races: Any.

Alignment: Any .

Starting Gold: .

Starting Age: Simple.

Table: The Allomancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +0 #Metal Sense, Trapfinding,#Burn Metal
2nd +1 +1 +3 +0 Sneak Attack +1d6 , Evasion
3rd +2 +1 +3 +1 Trap Sense +1
4th +3 +1 +4 +1 Sneak Attack +2d6 , Uncanny Dodge
5th +3 +1 +4 +1 Cunning Defense
6th +4 +2 +5 +2 Sneak Attack +3d6, Trap Sense +2
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge
9th +6/+1 +3 +6 +3 Sneak Attack +4d6, Trap Sense +3
10th +7/+2 +3 +7 +3 Special Ability
11th +8/+3 +3 +7 +3 Sneak Attack +5d6
12th +9/+4 +4 +8 +4 Trap Sense +4
13th +9/+4 +4 +8 +4 Sneak Attack +6d6, Special Ability
14th +10/+5 +4 +9 +4 Special Ability
15th +11/+6/+1 +5 +9 +5 Sneak Attack +7d6, Trap Sense +5
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5 Sneak Attack +8d6
18th +13/+8/+3 +6 +11 +6 Trap Sense +6
19th +14/+9/+4 +6 +11 +6 Sneak Attack +9d6,
20th +15/+10/+5 +6 +12 +6 Special Ability

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Knowledge (Anatomy and physiology) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the allomancer.

Weapon and Armor Proficiency: Allomancers are proficient with all simple weapons, plus glass weapons, rapier, sap, caltrops and short sword. Allomancer are proficient with light armorand withshields.

Burn Metal (Ex): At the 1st level an Allomancer is able to ‘burn’ metal by ingesting a small portion. This is a free action and is required to use any ability that extends out from the metal. As each metal burns at a different rate the table below shows how many actions can be used for each reserve of metal. Burning a metal of alloy that is impure may result in sickness or in the most extreme cases near death.

Impure Metal Burning Roll Result
No Negative Effects 1-4
Minor Metal Sickness (-30% HP) 5-8
Moderate Metal Sickness (-50% HP) 9-12
Major Metal Sickness (-50% HP, -2 Str, -2 Dex) 13-16
Deathly Metal Sickness (-80% HP, -2 Str, -2 Dex, -2 Con) 17-20
Metal Metal’s Ability Ability Burn Rate
Tin Enhance Senses 20 Actions
Bronze Metal Sense 18 Actions
Zinc Riot Emotions 14 Actions
Brass Sooth Emotions 14 Actions
Copper Copper Cloud 10 Actions
Pewter Predator’s Grace 8 Actions
Steel Steel Push 8 Actions
Iron Iron Pull 8 Actions
Atium Glimpse Future 1 Action

Metal Sense (Ex): An allomancer is able to burn Bronze to sense the presence of metals outside the body and when an allomancer burns metals. This allows an allomancer to “sense metal”, allowing a +7 to spot or search checks when a metal object or target is wearing metal. When an Allomancer burns bronze, he senses it as a drum-like sound. DM discretion is used as to whether or not the user can discern the type of metal sensed. This sense is in effect for up to 60 feet.

Enhance Senses (Ex): An allomancer is able to burn Tin reserves to enhances their sense. This allows a +4 to Search, Spot and Listen checks. The downside is that while burning tin, loud noises (Sonic Attacks) do +6d Damage. And bright lights can cause 1d3 rounds of blindness. In addition, attacks that cause blindness gain an additional 1d4 rounds of blindness.

Riot Emotions (Ex): Allomancers known as Rioters have the ability to burn Zinc, which allows them to inflame the emotions of those nearby. This can be used to incite riots(hence the name) or to enhance any emotion of the target. A Rioter can affect a single person or all the individuals in a particular area. This allows a Rioter to mimic the spells Rage or Fear at the expense rate of 4 actions per target.

Soothe Emotions (Ex): Allomancers known as Soothers have the ability to burn Brass, which allows them to soothe or guide emotions in a particular direction. A Soother can affect a single person or all the individuals in a particular area. One truly skilled in the ability to burn brass can either use it to gain a +4 roll on Diplomacy or Bluff, to target foe to lower their Sense Motive by -4, or to unleash an emotion dampening wave that mimics Calm Emotions.

Copper Cloud (Ex): Allomancers known as Smokers, have the ability to burn Copper, which allows them to hide themselves and others from "Seekers" by dampening allomantic vibrations caused by burning metals. This allows one to become immune to scrying and emotional based skills, add a +2 bonus roll to fear based spells or abilities, and effectively hide them from other allomancer’s senses in the form a +4 hide bonus. This effect encompasses 10 feet from the Allomancer.

Predator’s Grace (Ex): Allomancers known as a Pewterarm, has the ability to burn Pewter, which allows them to greatly enhance their physical capabilities. While burning pewter, a Thug can fight or perform physical labor longer than any normal person. This enhanced strength also allows a Thug to shrug off wounds that would kill or incapacitate a normal person. Pewter-burning also provides a Thug with an increased sense of balance and vastly increased speed and dexterity. This comes in the form of a +4 to Balance and Move Silently, +1 Fortitude (Per two levels), and +1 Reflex (Per two Levles)

Steel Push (Ex): An allomancer known as a Coinshot has the ability to burn Steel, which allows them to "Push" on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). For metallic objects which weigh more than they do, this can cause them to be pushed away from the object. This allows metal objects to be thrown without incurring the penalty of an improvised thrown weapon. When pushing on a metal weapon that weighs less than the Allomancer, the Allomancer gains the ability to use an Improved Disarm feat. When pushing on an object that weighs more than the Allomancer, they can be pushed backward or skyward by 10 feet per action spent.

Iron Pull (Ex): Allomancers known as Lurchers have the ability to burn Iron, which allows them to Pull on nearby metals. This can allow them to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause them to be pulled toward the object. This allows the Allomancer a +2 shield Ac bonus as they can direct the pull of metal weapon and metal arrowhead towards the shield. When pulling on objects that weigh more than the allomancer, he can be pulled toward that object at an expense of 1 action per 30 feet.

Glimpse Future (Ex): Allomancers able to burn Atium are known as Oracles. This metal allows the Mistborn to see a few seconds into the future, thereby allowing them to anticipate the moves of an opponent. It also enhances the mind to cope with and understand these new insights, effectively turning a Mistborn invincible for a short time. Atium burns very quickly and is very expensive. The bonuses given by burning this metal are at the discretion of the DM.

Trapfinding: Just like a rouge, an Allomancer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Just like a rogue, an Allomancer can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

Sneak Attack: If an Allomancer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Allomancer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the allomancer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two allomancer levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, an allomancer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

An allomancer can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The allomancer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An allomancer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion (Ex): At 2nd level and higher, an Allomancer can avoid even magical and unusual attacks with great agility fueled by her pewter reserves. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the allomancer is wearing light armor or no armor. A helpless Allomancer does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, an Allomancer gains the Seeker ability of Bronze-sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the allomancer reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, an Allomancer can use tin to highten thier senses allowing them to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If an Allomancer already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Cunning Defense (Ex): Starting at 5th level, an Allomancer beneffits from adding 1 point of Intelligence bonus (if any) to their Dexterity bonus to modify AC. By taking this ability, and every level after getting this ability she can add +1 until reach her Intelligence modifier. The maximum bonus is limited by the Allomancer's Intelligence modifier score. This bonus stacks to the Allomancer's Dexterity bonus and is lost on same circumstances that would make her lose Dexterity bonus to AC.

Improved Uncanny Dodge (Ex): An Allomancer of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), an Allomancer gains a special ability of her choice from among the following options.

Crippling Strike (Ex): An Allomancer with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The Allomancer can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the allomancer can attempt to roll with the damage. To use this ability, the allomancer must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the allomancer’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the allomancer still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless allomancer does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the allomancer can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Allomancer’s attack of opportunity for that round. Even an allomancer with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The Allomancer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Allomancer may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the Allomancer’s ability to wriggle free from magical effects that would otherwise control or compel her. If an Allomancer with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: An allomancer may gain a bonus feat in place of a special ability.

benefiting from her knowledges

Knowledge (Anatomy and physiology):

This knowledge is close related to sneak attack as Allomancer is suppose to know and hit vital points. Anatomy and Physiology also allows the allomancer to identify gender and age of creatures. It also can be used as a less specialized Heal skill, DC and effect depend on the task you attempt, as table bellow:

Task DC
First aid 20
Long-term care 20
Treat wound from caltrop, spike growth, or spike stones 20
Treat poison Poison’s save DC + 5
Treat disease Disease’s save DC + 10
Quicken recovery 80
Perfect recovery N/A

Synergy: If you have 5 or more ranks in Knowledge (Anatomy & Physiology) you get a +2 circumstance bonus when crafting a poison or antidote for a specific creature/purpose.

Knowledge (Architecture & Engineering): If 8 or more ranks in this knowledge the Allomancer can sneak attack complex constructs that have structures that when damaged could significantly impair the construct as a whole, like Clockwork Horrors for example.

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