Mistborn (3.5e Class)

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Mistborn[edit]

Mistborn have the ability to "burn" metals and gain various effects based on the metal burned. Burning a metal requires that it be ingested at which point it only takes a thought to burn. Each metal burned has a different effect and additionaly each metal can be flared, or burned at an accelerated rate increasing its benefits but decreasing the time it can be burned rapidly.

Making a Mistborn[edit]

A mistborn is able to burn any metal but they do not gain this ability until after a traumatic near death experience, because of this most children thought to be mistborn are beat nearly to death at a young age. Some do not survive and some that survive are not mistborn but those that do survive and are mistborn become much more powerful for it. The greatest downside is that a mistborn often comes to rely upon their metals and that without them they are only a common person and maybe even less so since they think of escaping situations with their metals without them they may not think of something that a normal person would. Due to their reliance on metals they often learn how to create the metals they need themselves or they take to thievery in order to make the money to buy their metals.

Abilities: Dexterity is by far the most important ability for mistborn seconded by Intelligence in order to survive without their metals.

Races: Any humanoid race.

Alignment: Any non-lawful.

Starting Gold: Starting gold; 2d6 ×10 gp (70 gp).

Starting Age: Simple.

Table: The Mistborn

Hit Die: d6

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

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Knowledge (Anatomy and Metallurgy) (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 a Mistborn.

Weapon and Armor Proficiency: Allomancers are proficient with all simple weapons, plus glass and wooden weapons as well as caltrops and small metal thrown weapons with Iron/Steel Allomancer are proficient with light armor as long as it is not metal and with shields as long as they are not metal.

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. 3 grams of metal is the minimum amount of metal that can be ingested and is the base unit for the tables below, for each additional 3 grams you double the time it can be burned. You can buy a vial of 3 grams of each of the basic 8 metals for 5 silver pieces. Burning a metal of alloy that is impure may result in sickness or in the most extreme cases near death the effect is determined on how different the compound is. For instance, a normal bronze compound is made of 88% Copper and 12% Tin; however, Allomantic Bronze is 75% Copper and 25% Tin. Burning a non-allomantic metal is potentially fatal. Additionally sleeping with metals in your body gradually makes you sick based on the amount of metal in your system; Furthermore, you digest the metals, losing any reserves you had.


Impure Metal Burning Metal difference Sleeping Metal Sickness
No Negative Effects 0-10% difference 0-10 minutes left of metals
Minor Metal Sickness (-30% HP) 10-35% difference 10-30 minutes left of metals
Moderate Metal Sickness (-50% HP) 35-65% difference 30-60 minutes left of metals
Major Metal Sickness (-50% HP, -2 Str, -2 Dex)(heal the attribute damage after 1 day of rest) 65-99% difference 60-120 minutes left of metals
Deathly Metal Sickness (-80% HP, -2 Str, -2 Dex, -2 Con)(heal the attribute damage after 3 days of rest 100% different or not allomantic >120 minutes left of metals

Basic 8 Metals

Metal Metal’s Ability Ability Burn Rate
Iron Iron Pull 30 minutes
Steel Steel Push 30 minutes
Tin Tin Sense 60 minutes
Pewter Pewter Strength 20 minutes
Zinc Zinc Riot 45 minutes
Brass Brass Soothing 45 minutes
Copper Copper Cloud 55 minutes
Bronze Bronze Seeking 55 minutes

Iron Pull (Ex): A mistborn burning Iron has the ability 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 against metal weapons 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 a speed of 10' per 5 pounds over his weight per round each round you gain momentum moving at twice the speed you were before. If switching to another object that is not in a direct line from the first object you slow down by 50% unless it is in the opposite direction in which case you stop then start moving in the opposite direction; if you are not burning Pewter while doing this you take 1d4 crushing damage. Pulling on an object that weighs less than you that is impeded from moving towards you by something that weighs more than you results in you moving towards it. Attacks made using this metal deal the weapons damage +3 unless it is an improvised weapon in which case it deals 1d4 damage. If using Steel and Iron together on one item you may make a full round action to attack with it twice. If you use these two metals while moving, the movement bonus is cumulative. Burning this metal passively shows you thin blue lines that go from you to every metal source in 60'. The heavier the metal, the thicker the lines shown. This can show you movement of anyone wearing metal or guide you to hidden stashes of metal. Flaring this metal doubles the speed going and the damage done by pulling objects into someone as well as the crushing damage for reversing directions.

Steel Push (Ex): A mistborn burning Steel has the ability 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 directly away from the object by 10' per 5 pounds over his weight per round each round. You gain momentum moving at twice the speed you were before. If switching to another object that is not in a direct line from the first object you slow down by 50% unless it is in the opposite direction in which case you stop then start moving in the opposite direction. If the allomancer is not burning Pewter while doing this, they take 1d4 crushing damage. Pushing on an object that weighs less than the allomancer that is impeded from moving away from the allomancer by something that weighs more than the mistborn results in them moving away from it. Attacks made using this metal deal the weapons damage +3 unless it is an improvised weapon in which case it deals 1d4 damage. If using Steel and Iron together on one item you may make a full round action to attack with it twice and if you use these two metals while moving the movement bonus is cumulative. Using this metal with Iron also allows you to open any metal based lock, door, or passageway. Burning this metal passively shows you thin blue lines that go from you to every metal source in 60' the lines are thicker the more heavy the metal is, this can show you movement of anyone wearing metal or guide you to hidden stashes of metal. Flaring this metal doubles the speed going and the damage done by pushing objects into someone as well as the crushing damage for reversing directions.

Tin Sense (Ex): A mistborn burning Tin can enhance their senses. This allows a +4 to Search, Spot and Listen checks as well as the ability to see through fog, mist, and other such clouds (magical and mundane) at 100' +10' per level. The mistborn burning Tin also gains Low-Light vision and dark-vision that is almost as good as daylight vision, magical darkness and pure darkness (0% light) only gain 5' sight radius. Additionally you gain the Scent ability and the hearing based Blindsense ability. The downside is that while burning tin, loud noises (Sonic Attacks) do +6 Damage and take away your hearing for 1d3 rounds and any hearing related benefits. Bright lights can cause 1d3 rounds of blindness. In addition, attacks that cause blindness based on light gain an additional 1d4 rounds of blindness. Flaring this metal doubles the benefits and downsides.

Pewter Strength (Ex): A mistborn burning Pewter has the ability 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 Levels) and +50% max health as temporary hp. Burning Pewter also has the side effect of rapidly increasing your resistance to blunt damage taking half damage from all blunt weapons. While burning Pewter you do not take any downsides from the other metals you also do not need sleep or rest and therefor are not bothered by forced marches or forced labor and can run at twice your normal speed. However using Pewter for extended periods of time is extremely unsafe as you can go without sleep but as soon as you stop burning pewter the effects of not eating, sleeping, forced activities, etc. all hit at once. This results in anything from a temporary penalty to your speed, actions, stats, etc. to passing out for 3 days per day of pewter burning, these effects are at the DM discretion; however, they will never result in dying as a character burning pewter will die if they ignore basic needs long enough. Flaring this metal doubles its benefits and downsides.

Zinc Riot (Ex): A mistborn burning Zinc has the ability 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 spells, once per minute, that target emotions such as Rage or Fear and additionally can be used to enhance any emotion such as love or empathy this results in a +5 bonus to charisma based skill checks, or anything involving the emotions of another person. Flaring this metal doubles its benefits including the save DC for spell like abilities gained by using this metal.

Soothe Emotions (Ex): A mistborn burning Brass has the ability to soothe or guide emotions in a particular direction. A Soother can affect a single person or all the individuals in a particular area. Using this skill grants a +5 bonus to charisma based skill checks additionally you can use a spell like ability to cast calm or mass calm (with less effectiveness), once per minute, on a certain emotion such as rage to stop fighting or temperance to start fighting. Flaring this metal doubles its benefits including the save DC for spell like abilities gained by using this metal, additionally you can cast calm and mass calm to target more emotions.

Copper Cloud (Ex): A mistborn burning copper has the ability to hide themselves and others from "Seekers" by dampening allomantic vibrations caused by burning metals. As well, the allomancer gains resistance to allomantic emotional tampering. This allows one to become immune to scrying and allomantic emotion 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 of a +4 hide bonus. This effect encompasses 10 feet from the Allomancer. Flaring this metal doubles the benefits and the range as well as granting you the ability to hide in plain sight in darkness against opposing allomancers if done in the same round you flared copper.

Bronze Seeking (Ex): A mistborn burning Bronze gains the ability to sense the presence of metals outside the body and when another 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 the user can discern the type of metal sensed. This sense is in effect for up to 60 feet. Flaring this metal doubles its benefits and the range as well as being able to sense metals inside of a body however they can only determine the direction and not the exact point or type of metal inside of a body.

Higher 8 Metals

Metal Metal’s Ability Ability Burn Rate
Cadmium Cadmium Pulse 20 minutes
Bendalloy Bendalloy Sliding 2 minutes
Gold Gold Truth 1 minutes
Electrum Electrum Oracle 1 minutes
Chromium Chromium Leeching 12 seconds
Nicrosil Nicrosil Burst 12 seconds
Aluminum Aluminum Gnat 6 seconds
Duralumin Duralumin Flare 6 seconds

Cadmium Pulse (Ex): A mistborn burning Cadmium gains the ability to slow down their own time by 10x for instance waiting 1 minute while burning cadmium is equal to waiting 10 minutes however you only feel as if you waited 1 minute, this has limit combat use but if you need to wait for something to be done waiting 1 day equals 10 days and therefor saves on food, sleep and other basic costs. Flaring this metal doubles the multiplication from 10x to 20x however it halves the time it can be used making it only useful in specific circumstances.

Bendalloy Sliding (Ex): A mistborn burning Bendalloy gains the ability to speed up their own time by 8x for instance 15 seconds to the world will seam like 2 minutes to you, this has tons of potential uses most powerful of which is that you get 8x as many actions as everyone else. You burn this metal at the rate you feel so even if only 15 seconds actually passed you still burn 2 minutes worth of Bendalloy. Any effects that last a certain number of rounds on you count their rounds at your accelerated rate, any effects on others count their rounds at the normal rate. Flaring Bendalloy doubles it's effects and the time in which it goes basically making flaring it only useful in specific circumstances.

Gold Truth (Ex): A mistborn burning Gold can see alternate forms of themselves showing what they could have been if they had made different choices. This is very rarely used ability due to the possibility of emotional trauma however it can show you the benefits or consequences of certain decisions after you have made them, this can be useful if you can change your decision. Flaring this metal has no benefit.

Electrum Oracle (Ex): A mistborn burning Electrum can see every possible future action they can take in the next few seconds, you gain a +1 insight bonus to hitting with any attack and additionally any ability that gives someone a bonus based on forseeing your next attack automatically fails while burning Electrum, such as taunt effects. Flaring Electrum doubles the benefits and also causes your target to see the images causing them to lose 50% of their AC (cannot go below 10).

Chromium Leeching (Ex): A mistborn burning Chromium is able to destroy all metal reserves in another allomancer and in non allomancers this ability manifests itself by destroying 1 spell per day or prepared spell per level starting at the lowest level spell and working up to the highest. Flaring this ability doubles its effects.

Nicrosil Burst (Ex): A mistborn burning Nicrosil is able to cause another allomancer to burn all their currently burning metals in an extreme burst. Multiplying their effects by 5 + 1/minute of remaining time, for instance if you have 10 minutes left of Steel and you are currently using steel to push yourself forward you would move at 15x the normal speed for 1 round but no longer have any Steel reserves. When used on non allomancers this ability manifests itself by multiplying a spell by 4x its base effect but losing all spell slots of that level spell (or enough slots to equal that spell level x3), for example Casting a level 3 fireball spell at level 5 deals 5d6 damage and takes 1 3rd level spell slot if using Nicrosil it does 5d6 x 4 damage and takes 1 3rd level spell slot 2 2nd level spell slots and 2 1st level spell slots to equal 3x3 total spell slots sacrificed. level 0 spells cannot be sacrificed for this unless all other spell slots are gone and then you can not gain them back unless you sleep for at least 8 hours. Flaring this metal doubles the effects and costs.

Aluminum Gnat (Ex): A mistborn burning Aluminum is useless as burning aluminum destroys all metal reserves, the only instance in which this is useful is if a mistborn is forced or accidentally ingests an impure or non allomantic metal or if the mistborn is going to bed and still has metal reserves. Flaring this metal has no use.

Duralumin Flare (Ex): A mistborn burning Duralumin is able to burn all their currently burning metals in an extreme burst. Multiplying their effects by 5 + 1/minute of remaining time, just like Nicrosil except this is only for personal use and cannot be used for spells. Flaring this metal doubles the effects. Additionally using this with Brass or Zinc causes the target to lose or flare all their emotions stunning them for 1d4 rounds and giving you emotional control over them for a day.

God Metals

Metal Metal’s Ability Ability Burn Rate
Atium Atium Seer 18 seconds
Malatium Malatium Insight 18 seconds
Lerasium Lerasium Gift Instant
Lerasium (alloyed) (Alloy) Gift Instant

Atium Seer (Ex): A mistborn burning Atium is virtually unstoppable, Atium can only be countered by someone burning Atium or Electrum. Burning Atium allows a mistborn to see into the future knowing what will happen, while burning atium a mistborn is never denied any AC and they gain a +50 insight bonus to AC as well as spell resistance equal to their AC they gain a +50 insight bonus to hit and opponents are considered flat-footed and will score a critical hit on a 12-20 roll. No spell or spell like abilities can directly effect you and you automatically succeed on all saving rolls, Flaring this metal has no benefit.

Malatium Insight (Ex): A mistborn burning Malatium can see the possible lives someone else could have lived, it works like gold except that it effects others. This gives you a benefit on charming them in the form of a +10 bonus to charisma based checks against the target additionally you may speak as a free action to the target reveal what you have gleamed this results in stunning them for 1 round. Flaring this metal has no benefit

Lerasium Gift (Ex): A mistborn that burns Lerasium gains a permanent bonus to all their other metals, Lerasium alloy is Lerasium mixed with a large portion of another allomantic metal and it only gives the bonus to that one metal. Additionally a non-mistborn that attempts to burn Lerasium becomes mistborn. The bonuses are as follows.

Metal Metal’s Bonus Ability
Iron You can Pull on metals inside of someone and double Irons abilities without flaring
Steel You can Push on metals inside of someone and double Steel abilities without flaring
Tin You double Tins abilities without flaring
Pewter You double Pewters abilities without flaring
Zinc You double Zincs abilities without flaring and can use it on those that usually are not susceptible to emotion based abilities
Brass You double Brasses abilities without flaring and can use it on those that usually are not susceptible to emotion based abilities
Copper You double Coppers abilities without flaring and can hide in plane sight anytime you are using copper.
Bronze You double Bronzes abilities without flaring and can pinpoint the location of any metal in range and determine the exact % of alloyed metals
Cadmium You double Cadmiums abilities without flaring
Bendalloy You double Bendalloys abilities without flaring
Gold You can see the changes as they happen and if you have a good enough skill you may change your decision mid decision the skill and DC appropriate is up to the DM
Electrum You double Electrums abilities without flaring
Chromium You double Chromiums abilities without flaring
Nicrosil You double Nicrosils abilities without doubling the cost without flaring
Aluminum You gain no noticeable effects from Aluminum
Duralumin You double Duralumins abilities without flaring

Metal Cost Table[edit]

Metal Metal’s Cost (in lb.*)
Iron 1sp
Steel 2sp
Tin 3sp
Pewter 1gp
Zinc 1sp 5cp
Brass 4sp
Copper 5sp
Bronze 6sp
Cadmium 100gp
Bendalloy 25,000pp
Gold 50gp
Electrum 75gp
Chromium 5sp
Nicrosil 5sp
Aluminum 1sp
Duralumin 3sp
Atium 50,000pp
Lerasium Priceless
  1. Bendalloy, Atium, and Lerasium prices are for 1 3gram bead.

Trapfinding: Just like a rogue, a Mistborn 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. Mistborn 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. A Mistborn who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Mist: From the time the sunsets to when it rises a mistborn may cast Fog Cloud as a Spell-like ability, this mist continues to spreed from the mistborn doubling it's area every round. This mist is also very persistent and can only be dispersed by a powerful wind.

Sneak Attack: If a Mistborn 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 Mistborn'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 Mistborn flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Mistborn 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, a mistborn 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.

A mistborn 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. A mistborn cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach unless using Tin to see through the concealment or Iron/Steel to attack at range.

Evasion (Ex): At 2nd level and higher, a Mistborn 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 mistborn is wearing light armor or no armor. A helpless Mistborn does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a Mistborn 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 mistborn 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, a Mistborn can use tin to heighten their 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 a Mistborn already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Cunning Defense (Ex): Starting at 5th level, a Mistborn benefits 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 Mistborn's Intelligence modifier score. This bonus stacks to the Mistborn's Dexterity bonus and is lost on same circumstances that would make her lose Dexterity bonus to AC.

Improved Uncanny Dodge (Ex): A Mistborn 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.

Metallurgy: A mistborn may make the basic 8 allomantic compounds and metals from their base substances.

Advanced Metallurgy: A mistborn may make the any of the allomantic compounds and metals from their base substances

Alchemy: A mistborn that has mastered their craft fully understands metals and may transmutate 1 metal for another metal, this is done at a rate equivalent to the cost of the metals in Gold.

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

Crippling Strike (Ex): A Mistborn 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. This ability stacks.

Defensive Roll (Ex): The Mistborn 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 mistborn can attempt to roll with the damage. To use this ability, the mistborn 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 mistborn’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the mistborn 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 mistborn does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the mistborn 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 Mistborn’s attack of opportunity for that round. Even a mistborn with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The Mistborn 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. A Mistborn may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the Mistborn's ability to wriggle free from magical effects that would otherwise control or compel her. If a mistborn 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: A Mistborn may gain a bonus feat in place of a special ability.

Epic Mistborn[edit]

Table: The Epic Mistborn

Hit Die: d6

Level Special
21st Sneak Attack +10d6, Trap Sense +7
22nd
23rd Sneak Attack +11d6
24th Trap Sense +8, Bonus Feat
25th Sneak Attack +12d6
26th
27th Sneak Attack +13d6, Trap Sense +9
28th Bonus Feat
29th Sneak Attack +14d6
30th Trap Sense +10

8 + Int modifier skill points per level.

Sneak Attack: The epic mistborn's sneak attack damage increases by +1d6 at every odd-numbered level.

Special Abilities: The mistborn does not gain additional mistborn special abilities after 19th level, but can choose one of the mistborn class special abilities (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, or slippery mind) instead of a bonus feat.

Trap Sense (Ex): The epic mistborn's bonus increases by +1 every three levels higher than 18th.

Bonus Feats: The epic mistborn gains a bonus feat (selected from the list of epic mistborn feats) every four levels after 20th.

Epic mistborn Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The mistborn may choose a special mistborn ability instead of a bonus feat.

Mistborn example Starting Package[edit]

Weapons: Small bag of thrown metal weapons (or spare coin bag), 1 vial of basic metals, 2 glass daggers.

Skill Selection: Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Hide, Listen, Move Silently, Search, Sleight of Hand.

Feat: Two-weapon Fighting

Gear: Basic travelers clothing and a basic adventuring kit.

Gold: 60 starting gold.

Campaign Information[edit]

Playing a Mistborn[edit]

Religion: They will almost never choose a Lawful deity to worship due to their unlawful behavior; however, some may choose to do so. They may choose to serve any deity depending upon their own personal convictions, or to serve none. They lean towards portfolios of darkness, night, and thievery as this is their common lifestyle.

Other Classes: Mistborn are oft employed by rich merchants or nobility in the role of personal bodyguard, professional thief, or spy. As such, those with knowledge of mistborn make judgement calls based on alignment. Nobility and rich men in particular respect the considerable capabilities even a metal-less mistborn can bring to bear. Mistborn are mostly inclined to work alone, but they may work with others if it suits their ends. Mistborn tend to be overbearing, overzealous, and extremely paranoid. They may, on occasion, also be charismatic, noble, and kind. As such, any given mistborn may be found working alongside other rogues, bards, and clerics if they are not working alone.

Combat: Like a rogue or assassin. Mistborn are empowered by the metals they consume; a mistborn bereft of metals is only as good as their training. Well timed bursts of Pewter can restore balance and augment a blow; Tin allows a mistborn to better perceive incoming attacks. Iron pulls and Steel pushes can manipulate metals not currently anchored in flesh. These combined with the other metals allow a mistborn to become a considerable threat on the battlefield.

Advancement: Typically they do not multiclass as they are dependent upon their metals. However, there are some that do choose combat focused classes, possibly becoming more deadly than a normal mistborn. Prestige classes can be any though they most dream of becoming Twinborn and taking another metalmagic class such as Feruchemist or, if evil, Hemalurgist.

Mistborn in the World[edit]

“Attacking a provincial lord in his manor house, surrounded by guards...Honestly, Kel, I'd nearly forgotten how foolhardy you can be."

"Foolhardy?" Kelsier asked with a laugh. "That wasn't foolhardy - that was just a small diversion. You should see some of the things I'm planning to do!" -Dockson speaking to Kelsier

Daily Life: Mistborn tend to lead two lives- that of a lesser nobleman or merchant, and that of a nocturnal predator. Mistborn most often sleep between sunrise and noon. From rising to sunset, they generally remain secretive about their nature, choosing to blend in rather than stand out. After the sun retreats beyond the horizon and darkness truly falls, the mistborn undergoes a dramatic metamorphosis. They confidently roam the night, navigating their environment deftly in pursuit of whatever goal they happen to have. While they have an uncanny knack for thievery, most mistborn feel that they are above minor crime and generally will not resort to breaking and entering unless it is necessary. Rogue mistborn without a patron may break with this paradigm, looting nobility for metals or money that they would be unable to acquire otherwise.

Notables: Kelsier the Survivor, Vin the Assasin, Elend the Emperor, and Rashek, the Lord Ruler. Of these 4 only Elend was never considered a god; he was, however, the second and last emperor of the Final Empire.

Organizations: Mistborn most often work alone, however they may be found working with other mistborn rarely. They are often found in the employ of the nobility and of exceptionally wealthy merchants. Mistborn may occasionally be found working with other allomancers and those who suit their purposes.

NPC Reactions: Depending on the setting and how well known Allomancy is, reactions can vary greatly. In some cases, usage of Allomancy may be seen as just another form of magic, well known and well understood. In others, Allomancy may be nearly unknown and a cause for concern. Knowledge of mistcloaks, the formal evening wear for most mistborn, oft depends on the understanding of Allomancy. In settings where both Allomancy and mistborn are near unknowns, the usage of Allomancy may provoke extreme reactions. Otherwise, unless a mistborn visibly uses more than one Allomantic ability at once or wears their mistcloak, they may be mistaken for any other allomancer. Reactions vary greatly from scenario to scenario, so creative liberty is advised. On the whole, if an NPC with knowledge of Allomancy sees either a mistborn wearing a mistcloak or utilizing multiple allomantic abilities, they are much more likely to be respectful, if not outright fearful, of the mistborn in question.

Mistborn Lore[edit]

Characters with ranks in Knowledge (DM Discretion) can research mistborn to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (varies)
DC Result
5 Mistborn are mysterious and unknown.
10 Mistborn gain their supernatural powers from metal.
15 A mistborn must ingest their metals and they lose their metal reserves while they sleep.
20 Should a mistborn gain one or both of the other metalmagic abilities, Hemalurgy and Feruchemy, they become exponentially more dangerous. They are still human, however, and vulnerable to long-term mental manipulation.

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