Stormageddon
2012-08-16, 06:49 PM
First time Homebrewing a class. Big fan of the Mistborn trilogy, and I wanted to bring it into my Pathfinder game. I wanted to put the power level round tier 3 or 2.
Any feed back would be great, thanks!
Allomancer
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
HD: 1d8
Skills: 6 + Int
Acrobatics*(Dex),*Bluff*(Cha),*Craft*(Alchemy)(Int ),*Diplomacy(Cha),*Disable Device*(Dex),*Disguise,*Escape Artist*(Dex),*Intimidate*(Cha),*Knowledge*(dungeon eering) (Int),*Knowledge*(local) (Int),*Perception*(Wis),*Perform*(Cha),*Profession *(Wis),*Sense Motive*(Wis),*Sleight of Hand*(Dex), Spellcraft (Int)*Stealth*(Dex),*Swim*(Str), and*Use Magic Device*(Cha).
{table=head] Level | BAB | Fort | Ref | Will |Special | Coinshot Flurry
1st | 0 | 0 | 2 | 2 | Burning Metal (Basic) | |
2nd | 1 | 0 | 3 | 3 | Evasion, Metal Talent | |
3rd | 2 | 1 | 3 | 3 | Coinshot Flurry | +1/+1 |
4th | 3 | 1 | 4 | 4 | Metal Talent, Uncanny Dodge | +2/+2 |
5th | 3 | 1 | 4 | 4 | Flare Metal (Basic) | +3/+3 |
6th | 4 | 2 | 5 | 5 | Metal Talent | +4/+4/-1 |
7th | 5 | 2 | 5 | 5 | Fast Burn | +5/+5/0 |
8th | 6/1 | 2 | 6 | 6 | Improved uncanny dodge, Metal Talent | +6/+6/+1/+1 |
9th | 6/1 | 3 | 6 | 6 | Steel Bull Rush, Iron Disarm | +7/+7/+2/+2 |
10th | 7/2 | 3 | 7 | 7 | Advanced talents,*Metal Talent | +8/+8/+3/+3 |
11th | 8/3 | 3 | 7 | 7 | Burn Metal (Higher) | +9/+9/+4/+4/–1 |
12th | 9/4 | 4 | 7 | 7 | Metal Talent | +10/+10/+5/+5/+0 |
13th | 9/4 | 4 | 8 | 8 | Improved Evasion | +11/+11/+6/+6/+1 |
14th | 10/5 | 4 | 9 | 9 | Metal Talent | +12/+12/+7/+7/+2 |
15th | 11/6/1 | 5 | 9 | 9 | Flare Metal (Higher) | +13/+13/+8/+8/+3/+3 |
16th | 12/7/2 | 5 | 10 | 10 | Metal Talent, Fast Burn 2 | +14/+14/+9/+9/+4/+4/–1 |
17th | 12/7/2 | 5 | 10 | 1o | Burn Metal (God) | +15/+15/+10/+10/+5/+5/+0 |
18th | 13/8/3 | 6 | 10 | 1o | Metal Talent*| +16/+16/+11/+11/+6/+6/+1 |
19th | 14/9/4 | 6 | 11 | 11 | Flare Metal (God) | +17/+17/+12/+12/+7/+7/+2
20th | 15/10/5 | 6 | 12 | 12 | Savant, Metal Talent | +18/+18/+13/+13/+8/+8/+3 |
[/table]
Weapon and Armor Proficiency: Allomancer is proficient with all Simple and Martial weapons.
Allomancer's are proficient with light armor.
Burning Metals (SP):
*Allomancers have the ability to burn metals that they have ingested. There are 8 Basic metals, 4 higher Metals, and 2 God Metals. As an allomancer advances in level he gains access to more Metals as the Allomancer becomes stronger. Allomancers typically carry supplies with them, and allomantic metals should be treated as spell components for purposes of whether or not a Mistborn has supplies of that metal. An allomancer can craft a week’s in supply of allomantic metals in 2 hours using common raw materials and a Craft(Alchemy) check DC 15. A Mistborn bypasses the regular requirement of being a spellcaster when using Craft(Alchemy) when making allomantic metals.
Allomancer starts at level 1 by being able to burn Basic Metals. At level 11 the Allomancer is able to burn the Higher Metals. At level 17 the Allomancer is able to burn the God Metals.
Burning a metal is a standard action. Multiple metals can be burned at the same time, but each metal burned is a standard action.
The DC for Burning Metal is CON + 1/2 Allomancer level + 15.
All Burning metal effects give a Will save except for Steel and Iron's improvised weapon attack.
Spell resistance is allowed except for Steel and Iron's improvised weapon attack.
Allomancer can activate Burn metal 2 per level + CON bonus/day. The duration of the burn is dependent on the metal being burned (see metal description for the duration of each metal).
Burning metal causes a magic aura to surround the burner.
Basic Metals
Steel: *Gains the ability to "push" metal objects. While burning steel a allomancer can see the location of near by metal objects, and how heavy those objects are. He can "push" any metal object that within his weight capacity in a direction directly opposite himself. Standard Action. He can use this ability to make any metal object into an improvised weapon with a range equal to his Steel range. His steel range is 100' + 10' for every 2 allomancer levels. Standard Action. He can not affect any object outside of his Steel range with this ability. His weight capacity is equal to ˝ his class levels times 100, minimum of 100. At level 9 a Mistborn has gained enough control with Steel to make a ranged bull rush as a standard action. Against foes wearing metal armor, you can make a ranged bull rush attack. This functions as a regular bull rush except that you do not provoke an attack of opportunity. You gain a +2 bonus on this attempt, and may use your intelligence modifier in place of your strength modifier. You still provoke attacks of opportunity as normal from movement as a result of the bull rush.
Any metal object can be “pushed” to act as a improvised weapon. The damage for the improvised weapon is 1d6 +CON at level 1 increasing by 1d6 every five levels. This treated as a ranged attack. Each daily burn of Steel lasts 1 minute Each use of Steel cost 1 Burn activation.
Steel Flare: When an Allomancer flares steel his Improvised weapon gains +2 damage for every 4 BAB the Allomancer has (Minimum of +2 damage). So an Allomancer who has a BAB of 8 would have a bonus +6 to his improvised weapon while flaring steel.
Tin: +2 bonus to Perception checks, and Blind Sense out to 10'. Increases to +4 at 6th level Blind Sense 30', +6 at 12th level Blind Sense 50', and +8 at 18th level 100'. Each burn of Tin last for 1 hour.
Tin Flare: Allomancers who flare tin gain Darkvision 120'.
Pewter:*+2 bonus to Str, Con, and Dex. At level 7 increases to +4, plus fast healing 2, at level 13 it increases to +6 and fast healing 4, and he gains DR 4/Adamantine, and at level 20 it increases to +6, fast healing 6, and DR 8/Adamantine. An allomancer can burn Pewter for 10 minutes.
Pewter Flare: Gain an the effect of Haste as the spell.
Iron:*Iron functions as steel except that it is a "Pull" rather than a push. The object moves in a straight line towards the Mistborn unless he chooses to stop pulling or something impedes his path. Like with Steel, he can use this to make any metal item into an improvised weapon as a standard Action. At level 9 you gain the ability to make a ranged disarm attack as a standard action. You do not provoke an attack of opportunity from this attempt. You make the attempt as if wielding a 2 handed weapon and gain a +2 bonus on the attempt. DC equals the opponents CMD. If you fail, your opponent does not get to make a disarm attempt against you. Each daily burn of Iron lasts 1 minute Each use of Steel cost 1 Burn activation.
Iron Flare: See "Steel Flare".
Copper: Immunity to Divination effects. At level 6 this blocks any attempt to use Divination within 50' of the allomancer. An allomancer can burn Copper for 30 minutes.
Copper Flare: Doubles the range of immunity to divination.
Brass:*Allows an Allomancer to “soothe” another person’s emotions. This acts as the Calm Emotions spell. Person under this effect has -4 to attack rolls, and burner get +20 to Bluff and Diplomacy checks against the target. Duration as spell "Calm Emotions".
Brass Flare: +2 to the DC of Brass.
Zinc:*Allows an Allomancer to “riot” another person’s emotions. This can function as either the Rage, Good Hope, Crushing Despair, or Confusion Spell. Duration as the spell chosen.
Zinc Flare: +2 to the DC of Zinc
Bronze: Acts as the Detect Magic spell. Upgrades to Arcane Sight at level 3, and Analyze Dweomere at level 11. Duration of as the spell.
Bronze Flare: +10 to Spellcraft checks to identify spells
Higher Metals
2 uses of daily burn are needed to activate Higher Metals.
Duralumin:*An Allomancer can burn Duralumin to multiply the bonus or range of any other metal by 2, for one round, but loses the use of that ability completely for the day after the duration of the metal ends. For example, Steel and Iron bonuses on bull rush and disarm attempts would be +4 instead of +2, and the damage would be doubled. The DC for burning metals would be increased by 2 as well.
Duralumin Flare: Multiply range and bonus of another metal by 3 instead of 2. The DC for the metal would increase by 3 instead of 2 as well.
Chromium : As a touch attack this metal drains target of a magic. For 1d6 rounds target can not cast or burn metal of any kind. Uses one burn per use. This is a standard action.
Chromiun Flare: Increase the DC to Chromiun effect by 2.
Bendalloy: Acts as the Spell "Time Stop" Duration as the spell.
Bendalloy Flare: May use Bendalloy in an Antimagic Field.
Cadmium: act as the "Temporal Stasis" except that it has a radius burst of 20' feet with the allomancer as the center. All creatures (including the allomancer) in the radius must make a will save or be subjected to the effects of "Temporal Stasis". The duration of Cadmium is 1d4+1 when the duration ends all creatures effected by Cadmium are free of the effect.
Cadmium Flare: May use Cadmium in an Antimagic Field.
God Metals
5 uses of daily burns are needed to activation God Metals
Atium: Gives burner 75% miss chance, and the effect of the "True Strike" Spell. An allomancer can burn Atium 1d4+1 rounds. Another Allomancer burning Atium cancels this effect.
Atium Flare: May not be canceled by anything, except another Allomancer burning Flaring Atium.
Malatium: As the "Vision" spell. One Question per burn.
Malatium Flare: DC to Malatium increases by 2
Coinshot Flurry (SP)
At level 3 Allomancer gains the ability Coinshot Flurry. This works as the Monk ability Flurry of blows but is used for the Steel or Iron Improvised weapon ability. The Allomancer only gains use of this ability when burning Steel or Iron, and if there is enough improvised weapons for each attack. Using this ability is a full round action.
Metal Flare (SP)
Starting at level 5 the Allomancer gains the ability to "Flare Metals". "Flare Metals" works as "Burning Metals" except addition effects are added. The effects of the Flare are dependent on the metal being flared (see description under metals). Allomancers can only flare metal for a short amount of time each day, 5 rounds per day. An Allomancer can Flare Metal past this duration, but risk being damaged, 2 Wisdom ability points damage/round over 1/2 Allomancer level/day. Allomancers brought down to Zero Wisdom by burning Metal this way go completely mad until being cured. Only one metal can be flared at a time. the effects of flare do not stack with Duralumin. 2 extra Daily Burn Uses are needed to flare a metal.
The Allomancer can Flare Basic Metals at level 5, Higher Metals at level 15, and God Metals at level 19.
Fast Burn (EX)
At level 7 an Allomancer can activate a Burn Metal as a move action, which mean the Allomancer can start burning Steel as a move action and and Burn Zinc to calm emotions of a target as a standard action, or start burning Steel move action and start burning Iron as a standard action. Some talents of certain Metals are listed as standard actions or full round actions and CAN NOT BE used as a move action.
At level 16 the Allomancer can activate a Burn Metal as a swift action in the same manner.
Savant (SU)
The Allomancer no longer limited to 5 rounds per day of "Metal Flare". Instead he gains the X Flare effect of all metals for as long as the normal duration of Metal lasts. The Burn Metal uses are not increased by 2 as in "Metal Flare".
Metal Talents
Starting at level 2 and every two levels after the Allomancer gains a Metal Talent. Metal Talents can also be taken as feats. Advanced talents require 10 levels of Allomancer to be taking as feats.
Talent
Prerequisites
Benefits
Blind Sight
Tin
Gain the ability “Blind Sight” while burning Tin. Range equal to the Allomancer blind sense ability.
Denser Tissues
Pewter
Allomancer gains DR 2/Adamantine. This DR Stacks with any DR -/adamantine the allomancer may have when burning Pewter.
Inhuman Endurance
Pewter
Gain the feat endurance when burning Pewter
Long Iron Pull
Iron
Increases your base range Pull from 100' to 300'
Long Steel Push
Steel
Increases your base range from 100' to 300'
Reflect Metal Missile
Steel
Cancels one range attack against you per round of a metal missile. At level 10 can Cancel all range attacks against you of metal missiles. This is an immediate action, and costs one burn per round of reflecting metal missiles.
Iron Will
Copper
Gives “Iron Will” Feat
Metal Protection
Copper
Gives a reroll on failed will saves Vs. Enchantment spells or spell like abilities.
Extend Mental Protection
Copper, Metal Protection, level 6
Gives all allies within 50' all the protections as the burner
Subconscious Seeking
Bronze
No spell no longer requires concertation
Increase range
Bronze
Doubles the range of Bronze spells.
Focused Emotion
Zinc
Increases your Zinc DC by 2
Direct Emotion
Zinc
You may choose the who the target of your Confusion spell attacks.
Soothe the Crowd
Brass
Brass abilities may effect one person per Allomancer level
Extra Burn
2 extra burns per day. This can be taken multiple times.
Allomancer Jump
Steel
Gives +20 to Jump checks must have a metal object under the Allomancer to preform an Allomancer Jump. 1 Daily Burn Per Use.
Slow Fall
Steel
Acts as the spell “Feather Fall” metal must be below the Allomancer to slow fall. Immediate Action. 1 Daily Burn Per Use.
Advance Talent
Multi-Steel Bull Rush
Steel
Allows Allomancer to Steel Bull Rush all opponents with is a 50' burst. Standard action. 1 Daily Burn per use
Multi-Iron Disarm
Iron
Allows Allomancer to Iron Disarm all opponents with is a 50' burst. Standard action. 1 Daily Burn per use.
Allomancer Flight
Steel
Act as the spell "Overland Flight". Some form of anchored metal must be under the Allomancer to maintain flight. Same duration as spell. Full round action 4 burn per use.
Defensive Leeching
Chromium
Can use Chromium power on someone who attacks the allomancer. 2 Daily Burns per Use. Immediate Action.
Slower Time
Cadmium
Adds 3 rounds on to the Time Stop effect.
Inhuman Speed
Pewter
Adds 20' feet to your base speed
Allomancer Slide
Steel, Iron
Allomancer as a swift action move 10' towards or away from a metal object. 1 daily Burn per use.
Unconscious Burn
Pewter
If character goes unconscious Pewter automaticaly Burns. So long as character has remaining burns per day.
Temporal Resistance
Cadmium
Allows one reroll for failed Will save to the Allomancer Against the effects of Cadmium.
Any feed back would be great, thanks!
Allomancer
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
HD: 1d8
Skills: 6 + Int
Acrobatics*(Dex),*Bluff*(Cha),*Craft*(Alchemy)(Int ),*Diplomacy(Cha),*Disable Device*(Dex),*Disguise,*Escape Artist*(Dex),*Intimidate*(Cha),*Knowledge*(dungeon eering) (Int),*Knowledge*(local) (Int),*Perception*(Wis),*Perform*(Cha),*Profession *(Wis),*Sense Motive*(Wis),*Sleight of Hand*(Dex), Spellcraft (Int)*Stealth*(Dex),*Swim*(Str), and*Use Magic Device*(Cha).
{table=head] Level | BAB | Fort | Ref | Will |Special | Coinshot Flurry
1st | 0 | 0 | 2 | 2 | Burning Metal (Basic) | |
2nd | 1 | 0 | 3 | 3 | Evasion, Metal Talent | |
3rd | 2 | 1 | 3 | 3 | Coinshot Flurry | +1/+1 |
4th | 3 | 1 | 4 | 4 | Metal Talent, Uncanny Dodge | +2/+2 |
5th | 3 | 1 | 4 | 4 | Flare Metal (Basic) | +3/+3 |
6th | 4 | 2 | 5 | 5 | Metal Talent | +4/+4/-1 |
7th | 5 | 2 | 5 | 5 | Fast Burn | +5/+5/0 |
8th | 6/1 | 2 | 6 | 6 | Improved uncanny dodge, Metal Talent | +6/+6/+1/+1 |
9th | 6/1 | 3 | 6 | 6 | Steel Bull Rush, Iron Disarm | +7/+7/+2/+2 |
10th | 7/2 | 3 | 7 | 7 | Advanced talents,*Metal Talent | +8/+8/+3/+3 |
11th | 8/3 | 3 | 7 | 7 | Burn Metal (Higher) | +9/+9/+4/+4/–1 |
12th | 9/4 | 4 | 7 | 7 | Metal Talent | +10/+10/+5/+5/+0 |
13th | 9/4 | 4 | 8 | 8 | Improved Evasion | +11/+11/+6/+6/+1 |
14th | 10/5 | 4 | 9 | 9 | Metal Talent | +12/+12/+7/+7/+2 |
15th | 11/6/1 | 5 | 9 | 9 | Flare Metal (Higher) | +13/+13/+8/+8/+3/+3 |
16th | 12/7/2 | 5 | 10 | 10 | Metal Talent, Fast Burn 2 | +14/+14/+9/+9/+4/+4/–1 |
17th | 12/7/2 | 5 | 10 | 1o | Burn Metal (God) | +15/+15/+10/+10/+5/+5/+0 |
18th | 13/8/3 | 6 | 10 | 1o | Metal Talent*| +16/+16/+11/+11/+6/+6/+1 |
19th | 14/9/4 | 6 | 11 | 11 | Flare Metal (God) | +17/+17/+12/+12/+7/+7/+2
20th | 15/10/5 | 6 | 12 | 12 | Savant, Metal Talent | +18/+18/+13/+13/+8/+8/+3 |
[/table]
Weapon and Armor Proficiency: Allomancer is proficient with all Simple and Martial weapons.
Allomancer's are proficient with light armor.
Burning Metals (SP):
*Allomancers have the ability to burn metals that they have ingested. There are 8 Basic metals, 4 higher Metals, and 2 God Metals. As an allomancer advances in level he gains access to more Metals as the Allomancer becomes stronger. Allomancers typically carry supplies with them, and allomantic metals should be treated as spell components for purposes of whether or not a Mistborn has supplies of that metal. An allomancer can craft a week’s in supply of allomantic metals in 2 hours using common raw materials and a Craft(Alchemy) check DC 15. A Mistborn bypasses the regular requirement of being a spellcaster when using Craft(Alchemy) when making allomantic metals.
Allomancer starts at level 1 by being able to burn Basic Metals. At level 11 the Allomancer is able to burn the Higher Metals. At level 17 the Allomancer is able to burn the God Metals.
Burning a metal is a standard action. Multiple metals can be burned at the same time, but each metal burned is a standard action.
The DC for Burning Metal is CON + 1/2 Allomancer level + 15.
All Burning metal effects give a Will save except for Steel and Iron's improvised weapon attack.
Spell resistance is allowed except for Steel and Iron's improvised weapon attack.
Allomancer can activate Burn metal 2 per level + CON bonus/day. The duration of the burn is dependent on the metal being burned (see metal description for the duration of each metal).
Burning metal causes a magic aura to surround the burner.
Basic Metals
Steel: *Gains the ability to "push" metal objects. While burning steel a allomancer can see the location of near by metal objects, and how heavy those objects are. He can "push" any metal object that within his weight capacity in a direction directly opposite himself. Standard Action. He can use this ability to make any metal object into an improvised weapon with a range equal to his Steel range. His steel range is 100' + 10' for every 2 allomancer levels. Standard Action. He can not affect any object outside of his Steel range with this ability. His weight capacity is equal to ˝ his class levels times 100, minimum of 100. At level 9 a Mistborn has gained enough control with Steel to make a ranged bull rush as a standard action. Against foes wearing metal armor, you can make a ranged bull rush attack. This functions as a regular bull rush except that you do not provoke an attack of opportunity. You gain a +2 bonus on this attempt, and may use your intelligence modifier in place of your strength modifier. You still provoke attacks of opportunity as normal from movement as a result of the bull rush.
Any metal object can be “pushed” to act as a improvised weapon. The damage for the improvised weapon is 1d6 +CON at level 1 increasing by 1d6 every five levels. This treated as a ranged attack. Each daily burn of Steel lasts 1 minute Each use of Steel cost 1 Burn activation.
Steel Flare: When an Allomancer flares steel his Improvised weapon gains +2 damage for every 4 BAB the Allomancer has (Minimum of +2 damage). So an Allomancer who has a BAB of 8 would have a bonus +6 to his improvised weapon while flaring steel.
Tin: +2 bonus to Perception checks, and Blind Sense out to 10'. Increases to +4 at 6th level Blind Sense 30', +6 at 12th level Blind Sense 50', and +8 at 18th level 100'. Each burn of Tin last for 1 hour.
Tin Flare: Allomancers who flare tin gain Darkvision 120'.
Pewter:*+2 bonus to Str, Con, and Dex. At level 7 increases to +4, plus fast healing 2, at level 13 it increases to +6 and fast healing 4, and he gains DR 4/Adamantine, and at level 20 it increases to +6, fast healing 6, and DR 8/Adamantine. An allomancer can burn Pewter for 10 minutes.
Pewter Flare: Gain an the effect of Haste as the spell.
Iron:*Iron functions as steel except that it is a "Pull" rather than a push. The object moves in a straight line towards the Mistborn unless he chooses to stop pulling or something impedes his path. Like with Steel, he can use this to make any metal item into an improvised weapon as a standard Action. At level 9 you gain the ability to make a ranged disarm attack as a standard action. You do not provoke an attack of opportunity from this attempt. You make the attempt as if wielding a 2 handed weapon and gain a +2 bonus on the attempt. DC equals the opponents CMD. If you fail, your opponent does not get to make a disarm attempt against you. Each daily burn of Iron lasts 1 minute Each use of Steel cost 1 Burn activation.
Iron Flare: See "Steel Flare".
Copper: Immunity to Divination effects. At level 6 this blocks any attempt to use Divination within 50' of the allomancer. An allomancer can burn Copper for 30 minutes.
Copper Flare: Doubles the range of immunity to divination.
Brass:*Allows an Allomancer to “soothe” another person’s emotions. This acts as the Calm Emotions spell. Person under this effect has -4 to attack rolls, and burner get +20 to Bluff and Diplomacy checks against the target. Duration as spell "Calm Emotions".
Brass Flare: +2 to the DC of Brass.
Zinc:*Allows an Allomancer to “riot” another person’s emotions. This can function as either the Rage, Good Hope, Crushing Despair, or Confusion Spell. Duration as the spell chosen.
Zinc Flare: +2 to the DC of Zinc
Bronze: Acts as the Detect Magic spell. Upgrades to Arcane Sight at level 3, and Analyze Dweomere at level 11. Duration of as the spell.
Bronze Flare: +10 to Spellcraft checks to identify spells
Higher Metals
2 uses of daily burn are needed to activate Higher Metals.
Duralumin:*An Allomancer can burn Duralumin to multiply the bonus or range of any other metal by 2, for one round, but loses the use of that ability completely for the day after the duration of the metal ends. For example, Steel and Iron bonuses on bull rush and disarm attempts would be +4 instead of +2, and the damage would be doubled. The DC for burning metals would be increased by 2 as well.
Duralumin Flare: Multiply range and bonus of another metal by 3 instead of 2. The DC for the metal would increase by 3 instead of 2 as well.
Chromium : As a touch attack this metal drains target of a magic. For 1d6 rounds target can not cast or burn metal of any kind. Uses one burn per use. This is a standard action.
Chromiun Flare: Increase the DC to Chromiun effect by 2.
Bendalloy: Acts as the Spell "Time Stop" Duration as the spell.
Bendalloy Flare: May use Bendalloy in an Antimagic Field.
Cadmium: act as the "Temporal Stasis" except that it has a radius burst of 20' feet with the allomancer as the center. All creatures (including the allomancer) in the radius must make a will save or be subjected to the effects of "Temporal Stasis". The duration of Cadmium is 1d4+1 when the duration ends all creatures effected by Cadmium are free of the effect.
Cadmium Flare: May use Cadmium in an Antimagic Field.
God Metals
5 uses of daily burns are needed to activation God Metals
Atium: Gives burner 75% miss chance, and the effect of the "True Strike" Spell. An allomancer can burn Atium 1d4+1 rounds. Another Allomancer burning Atium cancels this effect.
Atium Flare: May not be canceled by anything, except another Allomancer burning Flaring Atium.
Malatium: As the "Vision" spell. One Question per burn.
Malatium Flare: DC to Malatium increases by 2
Coinshot Flurry (SP)
At level 3 Allomancer gains the ability Coinshot Flurry. This works as the Monk ability Flurry of blows but is used for the Steel or Iron Improvised weapon ability. The Allomancer only gains use of this ability when burning Steel or Iron, and if there is enough improvised weapons for each attack. Using this ability is a full round action.
Metal Flare (SP)
Starting at level 5 the Allomancer gains the ability to "Flare Metals". "Flare Metals" works as "Burning Metals" except addition effects are added. The effects of the Flare are dependent on the metal being flared (see description under metals). Allomancers can only flare metal for a short amount of time each day, 5 rounds per day. An Allomancer can Flare Metal past this duration, but risk being damaged, 2 Wisdom ability points damage/round over 1/2 Allomancer level/day. Allomancers brought down to Zero Wisdom by burning Metal this way go completely mad until being cured. Only one metal can be flared at a time. the effects of flare do not stack with Duralumin. 2 extra Daily Burn Uses are needed to flare a metal.
The Allomancer can Flare Basic Metals at level 5, Higher Metals at level 15, and God Metals at level 19.
Fast Burn (EX)
At level 7 an Allomancer can activate a Burn Metal as a move action, which mean the Allomancer can start burning Steel as a move action and and Burn Zinc to calm emotions of a target as a standard action, or start burning Steel move action and start burning Iron as a standard action. Some talents of certain Metals are listed as standard actions or full round actions and CAN NOT BE used as a move action.
At level 16 the Allomancer can activate a Burn Metal as a swift action in the same manner.
Savant (SU)
The Allomancer no longer limited to 5 rounds per day of "Metal Flare". Instead he gains the X Flare effect of all metals for as long as the normal duration of Metal lasts. The Burn Metal uses are not increased by 2 as in "Metal Flare".
Metal Talents
Starting at level 2 and every two levels after the Allomancer gains a Metal Talent. Metal Talents can also be taken as feats. Advanced talents require 10 levels of Allomancer to be taking as feats.
Talent
Prerequisites
Benefits
Blind Sight
Tin
Gain the ability “Blind Sight” while burning Tin. Range equal to the Allomancer blind sense ability.
Denser Tissues
Pewter
Allomancer gains DR 2/Adamantine. This DR Stacks with any DR -/adamantine the allomancer may have when burning Pewter.
Inhuman Endurance
Pewter
Gain the feat endurance when burning Pewter
Long Iron Pull
Iron
Increases your base range Pull from 100' to 300'
Long Steel Push
Steel
Increases your base range from 100' to 300'
Reflect Metal Missile
Steel
Cancels one range attack against you per round of a metal missile. At level 10 can Cancel all range attacks against you of metal missiles. This is an immediate action, and costs one burn per round of reflecting metal missiles.
Iron Will
Copper
Gives “Iron Will” Feat
Metal Protection
Copper
Gives a reroll on failed will saves Vs. Enchantment spells or spell like abilities.
Extend Mental Protection
Copper, Metal Protection, level 6
Gives all allies within 50' all the protections as the burner
Subconscious Seeking
Bronze
No spell no longer requires concertation
Increase range
Bronze
Doubles the range of Bronze spells.
Focused Emotion
Zinc
Increases your Zinc DC by 2
Direct Emotion
Zinc
You may choose the who the target of your Confusion spell attacks.
Soothe the Crowd
Brass
Brass abilities may effect one person per Allomancer level
Extra Burn
2 extra burns per day. This can be taken multiple times.
Allomancer Jump
Steel
Gives +20 to Jump checks must have a metal object under the Allomancer to preform an Allomancer Jump. 1 Daily Burn Per Use.
Slow Fall
Steel
Acts as the spell “Feather Fall” metal must be below the Allomancer to slow fall. Immediate Action. 1 Daily Burn Per Use.
Advance Talent
Multi-Steel Bull Rush
Steel
Allows Allomancer to Steel Bull Rush all opponents with is a 50' burst. Standard action. 1 Daily Burn per use
Multi-Iron Disarm
Iron
Allows Allomancer to Iron Disarm all opponents with is a 50' burst. Standard action. 1 Daily Burn per use.
Allomancer Flight
Steel
Act as the spell "Overland Flight". Some form of anchored metal must be under the Allomancer to maintain flight. Same duration as spell. Full round action 4 burn per use.
Defensive Leeching
Chromium
Can use Chromium power on someone who attacks the allomancer. 2 Daily Burns per Use. Immediate Action.
Slower Time
Cadmium
Adds 3 rounds on to the Time Stop effect.
Inhuman Speed
Pewter
Adds 20' feet to your base speed
Allomancer Slide
Steel, Iron
Allomancer as a swift action move 10' towards or away from a metal object. 1 daily Burn per use.
Unconscious Burn
Pewter
If character goes unconscious Pewter automaticaly Burns. So long as character has remaining burns per day.
Temporal Resistance
Cadmium
Allows one reroll for failed Will save to the Allomancer Against the effects of Cadmium.