Allomancer (4e Class)
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|“||There's always another secret...||”|
|—Kelsier God-Slayer, Master Allomancer, New official proverbs.|
|Role: Striker/Controller. With your ability to Push and Pull, and pewter-born strength and stamina, you can deal massive damage or you can control the battlefield making your allies want to fight and enemies afraid.|
|Power Source: Arcane. You unlock the powers inherent in metals.|
|Key Abilities: Dexterity, Charisma, and Wisdom|
|Armor Proficiencies: Cloth, leather.|
|Weapon Proficiencies: Simple, military melee.|
|Bonus to Defense: +1 Reflex, +1 Will|
|Hit Points at 1st Level: 10 + Constitution score|
|Hit Points per Level Gained: 5|
|Healing Surges per Day: 6 + Constitution modifier|
| Trained Skills: Stealth. From the class skills list below, choose 3 more trained skills at 1st level.|
Class Skills: Arcana(int), bluff(cha),endurance(con), heal(wis), intimidate(cha), insight(wis), streetwise(cha), and thievery(dex)
|Build Options: Mistborns|
|Class Features: Burn Metal, Force Metal, Mind of the Enemy, Allomantic Jump|
One is only an allomancer when one has seen the face of death and rejected it.
Allomancers are steathy warriors. They where little armor or metal on there person, and laugh at those that do. They are secretive, staying close to the mists, which react oddly to allomancy, and blend in with mistcloaks. This earned them there nickname "Mistborn", or the lesser powerful "Misting". Allomancy is a latent power that is only discovered if the future-allomancer has a near death experience. They then Snap and become an allomancer. Allomancy is an odd form of arcana, as it takes the arcane energy from ingested metals and shapes it to take effect in this world. Each metal has a different effect. There are eight basic metals and sixteen total(2 are undiscovered). This is based off of Brandon Sanderson's Mistborn Trilogy (this class, paragon paths, and epic destinies on this page may have spoilers)
|Characteristics: Allomancers can be tricky. They manipulate peoples thoughts and emotions, which included with their great strength makes them tough to beat.|
|Religion: Allomancers are often unaligned. They usually worship Kelsier the Survivor of Hathin, the Lord Ruler,or the Hero of Ages. If Allomancers become very violent or evil they may follow Ruin, the God of Destruction. If they stay good then Preservation, the God of Creation. They can stay unaligned throughout their whole lives though. Allomancy can evolve into other forms of magic, evil characters fall into Ruin's traps and become Hermalurgists, good characters stay on the path of Allomancy, or if you stay balanced you can become a Feruchemist.|
|Races: Any race can become an Allomancer but it is more common in an are where there is an abundance of metal such as; caves, mines, urban areas. Some more common races are Drow, Elves, Gnomes, and Dwarves.|
 Creating a Allomancer
An allomancer' s key abilities are Dexterity, Charisma, and Wisdom. They can be balanced in these three stats. Allomancers need a little strength for a weapon, but their lowest ability should be constitution. They are lithe, and slender using their metals instead of physical strength. All feat and power information can be found on this site or in handbook 3(pg178).
To blend in with mist, Allomancers often wear a Mistcloak.Allomancers rarely carry metal, so their weapons are usually made from obsidian or glass. The only metal on their person is a bag of metal coins that can be shot at people and used as a distraction. If an Allomancer decides to take a risk he/she may have piercings of different metal or carry rings and other jewelry.
Tactics: You control the battlefield and you are the battlefield. You focus attacks on one enemy at a time and you use your allomancy to force other enemies onto your allies. You depend on your metals as much as you depend on your own cunning and if you're in a pinch then you leap away and either heal or fight someone else. You don't have to necessarily enjoy fighting and killing but for your goals you have to. You want Dexterity and Charisma to be your highest, and just in case a little Strength for tactical maneuvers.
- Suggested Feat: Blend into Shadows (Human Feat: Gnome Lineage)
- Suggested Skills: Bluff, Intimidate, Endurance, Thievery
- Suggested At-Will Powers:
- Suggested Encounter Power:
- Suggested Daily Power:
 Allomacer Class Features
All Allomancers share these class features.
Consume Metal: As an at-will free action you can use the powers of each of the 8 basic metals. Many Allomancer spells will have as a requirement "Consume Metals At-Will" this means that you must use this free action to use that spell. It will say which metal you have to use. You can burn more than one metal at a time but can't use combined effect of the metals until level
Force Metal: Any spell you have that uses any unspecified range, use this table
When using iron or steel the weight of the character matters. If what you are pulling toward to you(iron) and it weighs more than you, than you will be pulled toward to it. If you push at something(steel) and it weighs more than you, you go backward.
Mind of the Enemy: Metals have more than there basic uses. Gain either of these level 1 powers, Hidden Mind or Mental Health
An allomancer's powers are called spells and are great for strengthening your self while destroying your foes. A list can be found Allomancer Powers (4e Power List).
 Paragon Paths
These paragon paths have to do with the Ancient World, and what allomancers keep secret. Warning Spoiler Alert! You might not want to look at Mist's Ally and An Ancient Friendship if you are planning on reading the books.