Allomancer (4e Class)

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Scales.png This page is of questionable balance. Reason: Implies that metal is a limited resource that is "burned" to drive the class features, but I can't see any explanation for this. If it's unrestricted, this makes Burn Metal too versatile. Hidden Mind has no duration? Same with Mental Health, and this provides a THP boost in excess for what is appropriate for a striker or controller. Hidden Mind and a lot of the spells have "burn metal" as a requirement - how is this handled? Does the player need to use a Minor Action to burn metal and then immediately use the Standard Action for the power, or can they perform another action in between? If Burn Metal is used this way, it says you don't get any bonus from the power, so what's the point other than to waste a minor? "you only do what this at-will says if the move does not require a metal." - what Move, the spells are all Standard actions? Confusing.


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Contents

[edit] Allomancer

There's always another secret...
—Kelsier God-Slayer, Master Allomancer, New official proverbs.
Class Traits
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)

Allomancer Overview

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.

[edit] 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.

[edit] Mistborn

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:

[edit] 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


Burn Metal Allomancer Class Feature
Use the arcane energy hidden the eight basic metals and release it in different forms
At-Will Star.gif Psychic, Metallic, melee, ranged
Free Action Force Metal Class feature or Personal
Trigger: You want to burn the metal
Requirement: have metal(s) ingested
Effect: each metal has a different effect, they will last until the end of your next turn
  • Pewter- +1 to attack rolls and damage rolls.
  • Tin(utility)- +1 to all checks
  • Iron- Pull metal toward you (more in detail in next feature)
  • Steel- Push metal away from you (more in detail in next feature)
  • Brass(utility)- -1 will and fort to enemies
  • Zinc(utility)- +1 will and fort to allies
  • Bronze(utility)- sense nearby arcane energy and metal: +1 to arcana check and perception if object has contain metal
  • Copper(utility)- makes allies within range of close burst(more in detail in next feature) unnoticeable to enemies: +1 to stealth
Special: increase all bonuses to 3 at level 11 and 5 at level 21


Force Metal: Any spell you have that uses any unspecified range, use this table

Level Range
1-5 4 squares
6-10 6 squares
11-20 8 squares
21-30 10 squares

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


Hidden Mind Allomancer Class Feature
You make your foe believe he is in much danger. He will believe anything he tells you...
At-Will Star.gif Psychic
Standard Action Force Metal Class Feature Range, must be able to see target
Requirement: Use burn metals at-will
Effect: You gain an additional 1d4 to bluff, diplomacy, or intimidate checks (burning brass or Zinc) Lasts until the end of your turn.

At level 11- 1d6

At level 21- 1d6 + Wisdom modifier



Mental Heath Allomancer Class Feature
Pewter gives you the strength to fight on, and the illusion of no pain to keep you going.
Encounter Star.gif Healing
Standard Action Personal
Requirement: Use burn metals at-will
Effect: Get temporary hit points equal to your healing surge value (burn pewter)



Allomantic Leap Allomancer Class Feature
You're surronded, use Steel and Iron to allow you to jump from one point to another
At-Will Star.gif Metallic
Move Action Half the Force Metal Range
Requirement: Use burn metals at-will and have a push/pull base
Effect: Shift half your Force Metal Range in any direction (up too).



[edit] Powers

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).

[edit] 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.

[edit] Epic Destiny

The Hero of Ages


Back to Main Page4e HomebrewClasses, Paragon Paths, and Epic DestiniesClassesCategpry:Controller

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