Smoker (3.5e Class)
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An Allomancer burning copper is able to hide themselves and others from "Seekers" by hiding Allomantic vibrations caused by burning metals. The radius of effect around an Allomancer burning copper is known as a "coppercloud" (Hence the name copper Mistings go by). In strike teams copper-burning Allomancers are extremely helpful to keep from being caught by a Seeker, or a Mistborn burning bronze. In addition, by burning copper, one is immune to emotional Allomancy (though this immunity is not shared by others within the coppercloud). When using Allomancy, Mistborn will usually burn this metal first before using other metals in order to hide their Allomantic powers from Steel Inquisitors or other Allomancers. A misting who can only burn Copper is known as a "Coppercloud" or "Smoker".
 Making a Smoker
Abilities: Smokers require a high Intelligence, and Dexterity score, also benefitting from a high Wisdom and Charisma score. Their use of armor, and their ability to resist or fairly shoulder damage makes their Constitution scores often low.
Races: Human, Skaa.
Alignment: Smokers tend to harbor or hide those fleeing from Seekers. Thus it is rare that they are Lawful in alignment.
Starting Gold: 1d6 x 10 GP. (30GP)
Starting Age: Moderate.
|1st||+1||+2||+0||+2||Burn Metal, Skill Focus Disguise|
|3rd||+3||+3||+0||+3||Stealthy, Sneak attack 1d6|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
Smokers produce abilities that allow them to remain hidden from fellow allomancers.
Weapon and Armor Proficiency: Smokers have proficiency in Simple, and Martial Weapons, and have all Armor Proficiencies (Light, Medium, and Heavy.) They have no proficiency for shields, and may not use them.
Burn Metal (Ex): At the 1st level an Allomancer is able to ‘burn’ metal by ingesting a small portion. This is considered a swift 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. 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.
|Impure Metal Burning||Roll Result|
|No Negative Effects||1-20|
|Minor Metal Sickness (-30% HP)||21-40|
|Moderate Metal Sickness (-50% HP)||41-60|
|Major Metal Sickness (-50% HP, -2 Str, -2 Dex)||61-80|
|Deathly Metal Sickness (-80% HP, -2 Str, -2 Dex, -2 Con)||81-100|
|Metal||Metal’s Ability||Ability Burn Rate|
|Tin||Enhance Senses||20 Actions|
|Bronze||Seeker 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|
|Antium||Glimpse Future||1 Action|
Stoic (Su): While burning copper, a Smoker my now elect to elect to become immune from emotional/mind effects. At the cost of 1 action point and shrinking their copper cloud to only protect themselves (5 ft).
Copper Field (Su): Smokers who are targeted by Allomancer effects that deal damage may make a Will check to see if they deal a portion of damage in return to the Alloamncer. If they make a successful Will Check Vs the the spell's DC, they return 20% of the spell's damage (Minimum 1.)
Smoker’s Shadow (Su): At this level the Smoker has become very adept at causing “Copper-Shaodws”. This allows a Smoker to appear to be in two places at once (3 actions) or three places (5 Actions). Effectively adding a +3 or +5 to a deflection ac.
Metal Bunker (Su): The Smoker may now use metal freely inside their copper cloud without the risk of it being pushed or pulled. This effective adds an additional 1d6 damage to any strike while fighting an allomancer.
 Human Smoker Starting Package
Weapons: Dagger, Flail.
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Feat: Improved Initiative
Gear: Scale Plate, Bedroll, Tent, Silk Rope 50ft, Flint and Tinder
 Campaign Information
 Playing a Smoker
Other Classes: Smokers as a rule are hostile to Seekers, Soothers, and Rioters.
Combat: Smokers are up-close and personal combatants thanks to their ability to hide themselves, and the ability to absorb, or reflect magical damage.
 Smokers in the World
|“||"Staying hidden keeps you alive, why do you think I am so old?"||”|
|—Clubs Numas, Human Smoker|
Daily Life: Smokers are some of the few Allomancers that can go about their lives without fear of being found out. They tend to be sociable.
NPC Reactions: Smokers, as a whole, are often treated as saviors and highly respected by the Skaa population. The Nobles and Steel Ministry often seek out these individuals to kill.
 Smoker Lore
Characters with ranks in Knowledge (Arcana/Allomancy) can research Smokers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Smokers are individuals who can hide their, and focus on learning how to fight it.|
|10||Smokers can reflect, absorb, or even nullify Allomantic attacks.|
|15||Smokers can effectively hide others from Steel Inquisators.|
|20||Smokers are able to appear to be in many places at once.|
 Smokers in the Game
Adaptation: Smokers is a class more designed to be an enemy in a High-Magic campaign, or an ally in a Low-Magic Campaign. However, the class is workable towards player characters, as well.