Tineye (3.5e Class)
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An Allomancer burning Tin is able to enhance all five of their senses. A major flaw of burning Tin is that if a sudden loud noise or bright light appears it can render an Allomancer stunned for a short time. Mistings burning Tin are often used as lookouts and scouts because they can see in near-darkness. They see the unseen, hear the muffled whsipers, feel the hidden doors, and smell well everything. A Misting who can only burn Tin is known as a "Tineye".
Making a Tineye
The Tineye is made to be a part of a larger force, be it a party or an army. He exists solely to act as a scout that’s senses cannot be matched. Alone, he can do no better than any other class in combat, its their ability to find the hidden paths that no one else could ever find. While a Tineye can begin to deal consistent damage if it is required, this is usually reserved for an emergency.
Abilities: Intelligence is the perfect stat to boost for the skills the Tineye is reknown for. Dexterity improves a Tineye 's ability to turn blades away with armor and reflexes. Strength gives the Tineye better damage with his melee weapons, preventing a fight from dragging on too long.
Races: Humans and Half-Elves.
Alignment: Any non-chaotic. As scouts, they are at home in the city just as much in the wild.
Starting Age: Moderate.
|1st||+1||+0||+0||+2||Alertness, Burn Metal, AC Bonus +1|
|3rd||+3||+1||+1||+3||Point Blank Shot|
|4th||+4||+1||+1||+4||Two Weapon Fighting or Piercing Strike|
|5th||+5||+1||+1||+4||Trained Eye, AC Bonus +2|
|6th||+6/+1||+2||+2||+5||Armor Mastery (medium)|
|8th||+8/+3||+2||+2||+6||Skill Focus Listen, Skill Focus Spot|
|10th||+10/+5||+3||+3||+7||Tin Savant, AC Bonus +3|
|15th||+15/+10/+5||+5||+5||+9||AC Bonus +4|
|20th||+20/+15/+10/+5||+6||+6||+12||Sensory Savant, AC Bonus +5|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Tineye.
Weapon and Armor Proficiency: Tineyes are proficient with all simple and martial weapons, light armor.
Alertness (Ex): You gain a +2 on listen checks and spot checks.
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. 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.
|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|
Blind-fight (Ex): In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Darkvision (Ex): When burning Tin, a Tineye gains Darkvision.
Point Blank Shot (Ex):You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Two Weapon Fighting (Ex):In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.
Percing Strike (Ex): When a Tineye is burning tin, they can flare (use four actions worth) to find a weakness in their’s foes stance or armor. Gaining a 2d6 to their next strike.
AC Bonus (Ex): A Tineye's training increases his ability to defend himself from attack. A Tineye gains a natural +1 bonus to his AC at all times when his Tin is burning. This bonus increases to +2 at 5th level, and again every 5 levels after (+3 at 10th, +4 at 15th, +5 at 20th).
Trained Eye (Ex): When a Tineye burns tin, all those around him attempting to disguise themselves by voice and sight suffer a -5 to their rolls.
Pin Point Attack (Ex): Tineyes' precision and skill in controlling the area around them is truly remarkable. From 3rd level on, opponents beginning their turn in a square that a Tineye threatens treats all the squares that this Tineye threatens as difficult terrain.
Armor Mastery (Ex): At 6th level, Tineyes are able to move in their armor so naturally that they ignore the standard speed reduction for wearing medium armor.
Precise Shot (Ex): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Tin Savant (Ex): By level 10 Tineyes have become so adapt to burning tin, that they are able to feel shifts in
Practical Experience (Ex): At 10th level, a Vanguard's advanced training and years of experience allows him to draw upon the knowledge of all the physical pain he has suffered, and turn this experience to his blows. Once a day, for a number of rounds equal to 1 + 1/5 his class level (rounded down), the Vanguard may maximize all damage dealt with his weapon. In addition to this, the Vanguard adds a further 1/4th of his class level to the damage dealt. A Vanguard gains a second daily use of this at 20th level.
Improved Shield Ally (Ex): At 18th level, the Vanguard's ability to protect allies improves. Once per round, the Vanguard can absorb all damage from a single attack against an adjacent ally. In addition, the Vanguard can still absorb half the damage from other physical attacks on adjacent allies, if he chooses. The Vanguard must choose to use this ability after the attack has succeeded, but before the attacker rolls damage.
Playing a Tineye
Combat: The Tineye's role in combat is to be the first one to spot foes, and to keep the opponents from reaching the other characters. The more Tineyes there are, the easier this is, though this comes at the expense of damage potential.
Tineyes in the World
Tineyes are found most often as members of large military forces, filling out the front ranks while other classes support with stronger attacks and more varied abilities.
Daily Life: A Tineye can often be found in a tavern, swapping stories with fellow soldiers and adventurers over a big tankard of ale. All night however they are searching always listening and looking, always vigilant.
Organizations: If members of this class belong to any organizations, the most likely are governments and fighting companies. Noble houses often have these men as look out on their keep walls, and other types usually lack the combat discipline that a Vanguard is born from and thrives on.
NPC Reactions: Soldiers and veterans are always appreciative of a Tineye they fought beside, and will tend to buy him an ale if they meet in a tavern. Commoners and nobles are less appreciative of these heroes' efforts, though generally bear no hostility toward them. Tineyes in a foreign land are generally viewed with suspicion and hostility by the common folk and nobility, and the town guards will keep close watch over him, but native soldiers and adventurers tend to be more accepting of their fellow Tineyes.
Most PCs and NPCs do not understand the difference between a Tineye and, say, a Scout. Characters with ranks in Knowledge (Local), however, can research Tineye to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC 5: Tineye make up the front-lines of most armies, brave scouts who watch their lines against even the most overwhelming odds.
DC 10: Tineye are accurate ranged fighters that can easily see twice as far as a normal man..
DC 15: Tineyes can be harmed by loud noises or flashes of bright light.
DC 20: While a Tineye is normally unable to fell his adversaries in a single blow, it's said that older, more experienced Tineyes can use their own experiences, recalling the blows that hurt the hardest, and reproducing these blows to dangerous effect on their foes.
Tineyes in the Game
Tineye serve the role of defense and scouting in a party. While they cannot pull enemies off of other characters, they specialize in preventing those enemies in passing in the first place, and are able to spot unseen foes. The Tineye’s role is generally unsung, but there is no doubting his significance.