It's all up to the dice now.
~ Tira Blueclouds, Halfling Kismet
Kismets are characters of chance and fortune, learning to manipulate luck, chance and even fate itself to their favor.
Kismets love to test the limits of their own luck; how far they can push often determines how long they can live. They may also enjoy seeing others succeed purely by the good (or bad) luck that follows them; some have gone so far as to become narcissistic in their determination that without their luck, nothing would be possible.
Kismets manipulate a force many believe to be nonexistent, yet Kismets and believers know for certain has a strong impact on everything that goes on: luck. By manipulating their own, their allies', or their enemies' luck, they change the outcome of a situation to be more beneficial for themselves and their allies.
Usually neutral, though they tend toward Law over Chaos; Kismets can be either good or evil. They usually abide by the rules of chance, but tweak their own luck or the luck of others to fit a given situation.
Some Kismets choose to worship Olidammara, but some find having a relationship with a deity to be infringing on their philosophy on relying on luck, rather than the outside force of a divine being.
Most people that become Kismets do so because they have a knack for being lucky, or because they see life as a gamble and decide to improve their odds by improving their luck. A Kismet does not require natural luck to begin his or her training, but he or she quickly learns how to manipulate even basic skills to improve their odds of success. It is said that the first test to becoming a Kismet is to be fortunate enough to meet another that is willing to teach.
Half-Elves, Humans and Halflings are the most likely to become Kismets; they are the races most prone to taking gambles and relying on luck to see them through. Despite this, any race can become a Kismet; all races have their gamblers, even pure-blooded elves, and all of them can become a Kismet, as long as they have the patience to begin training.
While Kismets fit in fine with almost all classes, they find they fit best with Rogues and other sneaky characters, and have the most amount of friction with deity- or divinely driven classes, such as Paladins, some Clerics and Favored Souls.
Kismets support their allies and themselves in endeavors of skill and combat; finding both the potentially dangerous atmosphere of diplomatic relations and the definitely dangerous atmosphere of combat to their liking, many Kismets seek out powerful individuals which they will often aid with their luck-manipulating abilities. Kismets might be confused with Bards, Rogues and occasionally Factotums.
Kismets work on the idea that luck is a tangible thing that can be manipulated, only it isn't by the majority because of lack of belief and knowledge. However, some call their force "fate". Wherever there is chance and risk to be changed, Kismets can be found.
GAME RULE INFORMATION
Kismets have the following game statistics.
Almost all of the Kismet's abilities are based on her Charisma; however, due to her low hit die, Constitution is also important for a Kismet. Dexterity augments the Kismet's AC and might help survive longer closer to the action.
The Kismet's class skills (and the key ability for each skill) are... TBA
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special |
|Plain Lucky, Trapstumbling +1|
|As the Dice Fall 1/day|
|As the Dice Fall 2/day|
|Improved Uncanny Dodge|
|Lesser Manipulation, As the Dice Fall 3/day|
|Stack the Deck|
|Really Lucky, Trapstumbling +3|
|As the Dice Fall 4/day|
|True Mulligan, As the Dice Fall 5/day|
|Easy Fifteen, Trapstumbling +4|
Weapon and Armor Proficiencies: Kismets are proficient with all simple weapons, all light martial weapons, and light armor.
Plain Lucky (Ex):
The Kismet is just plain lucky. She begins each encounter with a pool of Luck Points equal to 1/4 her class level plus her Charisma bonus; she uses these Luck Points to activate or empower some of her abilities. As long as a Kismet has any Luck Points left, she gains a +1 Luck bonus to attacks and saves.
Despite (or, perhaps because of) her luck, Kismets are profoundly capable of finding and setting off traps, though their luck protects them a bit from the aftereffects of a trap. A Kismet can use Search to find traps with a DC higher than 20, but she cannot disable the device in a conventional manner. If she studies the trap for a minimum of 1 round, she can set off the trap and attempt to avoid it - she gains a +1 bonus to AC and all saves to avoid the trap. At 7th, 13th and 19th levels, this bonus increases by +1, to a maximum of +4.
As the Dice Fall (Su):
Kismets follow the law of chance, which sometimes states that chance, once decided, cannot be undone. Beginning at 2nd level, once per day as an immediate action (usable 2/day at 6th level, 3/day at 10th level, 4/day at 14th level, and 5/day at 18th level) a Kismet may expend two Luck Points to force a reroll (such as the reroll granted by the Blind Fight feat) to equal the first number rolled. For example, a Fighter with the Blind-Fight feat attempts to attack a Kismet, who has 20% concealment. The Fighter rolls a 19, then rerolls and gets a 50. The Kismet may make use of As the Dice Fall to make the Fighter's reroll equal 19 instead of 50. In addition, a Kismet may use dice as an improvised throwing weapon with which she has proficiency; a die thrown by a medium Kismet inflicts 1d4 bludgeoning damage, has a range increment of 20 feet and has a critical threat range of 19-20/x3.
At 3rd level, the Kismet gains the Evasion ability. On any successful Reflex save, the Kismet takes no damage instead of half damage.
Uncanny Dodge (Ex):
At 4th level, the Kismet retains her Dexterity bonus to AC while flat-footed.
Minor Manipulation (Su):
By bending the rules of chance slightly, a Kismet can make her impression on the outcome of an event. By expending up to three Luck Points as a free action, a Kismet may grant an ally a Luck bonus on a skill check, ability check, attack or AC. The ally must be within 30 feet of the Kismet, though the ally does not have to be in line of effect (the Kismet must still know generally where the ally is). The Luck Bonus granted is equal to the number of Luck Points expended by the Kismet; if she spends at least three, she my roll 1d4 and add that to the total Luck Bonus granted. Allies can receive only a single Minor Manipulation luck bonus per round; this luck bonus lasts for 1 round.
Improved Uncanny Dodge (Ex):
At 8th level, the Kismet can no longer be flanked. This defense denies a rogue the ability to sneak attack the Kismet by flanking her, unless the attacker has at least four more effective rogue levels than the Kismet does. A Kismet's effective rogue level is equal to her Kismet levels plus any levels in a class with Uncanny Dodge as a class ability.
Limited Mulligan (Ex):
At 9th level, the Kismet is able to twist chance into giving her a second try at something. Even if a skill normally does not allow retries, a Kismet of 9th level or higher may reroll a skill check and ignore the first roll (and any implications of failure) if the second roll is higher. Making a Limited Mulligan costs three Luck Points and does not take an action. Limited Mulligan can only be used once per skill per day.
Lesser Manipulation (Su):
At 10th level the Kismet learns how to be a bit more forceful in bending the rules. By expending up to three Luck Points as a standard action, a Kismet may impose an AC, attack, or damage penalty to a single enemy within 30 feet equal to the number of Luck Points spent. Alternatively, she may grant an ally a Luck bonus to damage equal to twice the number of Luck Points spent. When manipulating an ally, Lesser Manipulation lasts 1 round. When manipulating an enemy, Lesser Manipulation lasts a number of rounds equal to the number of Luck Points spent. This penalty does not stack with itself.
Stack the Deck (Ex):
At 11th level, the Kismet discovers the power to lock fate into delivering to her what she needs. By expending two Luck Points, the Kismet may Take 10 on any skill or ability check, or Take 10 on an attack, for one check or one attack. By spending an additional Luck Point, the Kismet can apply this bonus to an ally she touches. In addition, a Kismet may use a playing card as an improvised throwing weapon with which she has proficiency; a card thrown by a medium Kismet inflicts 1d4 slashing damage, has a range increment of 20 feet and has a critical threat range of 18-20/x2.
At 12th level, the Kismet discovers yet another way to order fate. By spending a single Luck Point, she may force an enemy to roll a Natural 2 on its first save or attack that occurs in the same round that she uses this ability. Activating Snake-Eyes is a move action.
Really Lucky (Ex):
At 13th level, the Kismet becomes extraordinarily lucky. She may expend an extra Luck Point on any Manipulation ability (Minor/Lesser/Major) or may spend a Luck Point to gain a Luck bonus to her attack, AC or a skill check equal to her Charisma modifier. Using Really Lucky does not cost an action. In addition, whenever the Kismet has any Luck Points left, she gains a +1 Luck bonus to AC, damage and skill checks.
Major Manipulation (Su):
At 15th level, the Kismet's ability to manipulate chance and fate becomes even stronger. By expending up to three Luck Points as a full-round action, a Kismet may grant a Luck bonus to AC, saves or attacks to all allies within 30 feet equal to the number of Luck Points spent. Alternatively, if she spends three luck points, she may grant a single ally the ability to reroll a single D% roll (such as a roll to negate Concealment).
No Roll (Su):
At 16th level, the Kismet gain the knowledge to apply fate's hand judiciously against her foes; any time an enemy would successfully hit the Kismet or one of her allies within line of sight with an attack, she may expend a Luck Point to force the enemy to reroll its attack. Activating No Roll is a free action, but can only be activated once per round.
At 17th level, the Kismet is exceptionally lucky when she takes her time. Any time the Kismet decides to Take 10, she treats the 10 as if it were a 12 instead.
True Mulligan (Ex):
At 18th level, the Kismet is a master of second chances; by spending a single Luck Point as a free action, she may reroll any roll not pertaining to a skill check she has made during the round. While she may apply True Mulligan as many times as she has Luck Points and rolls to reroll, she may only reroll any single roll once per round; in other words, a Kismet could spend two Luck Points to reroll her attack and damage, but if her damage is not satisfactory, she cannot opt to reroll again by spending another Luck Point.
Easy Fifteen (Ex):
At 19th level, the Kismet's luck is a force to be reckoned with. Any time a Kismet rolls a Natural 15, she may expend four Luck Points to treat it as if she had rolled a Natural 20. Easy Fifteen does not consume an action.
Loaded Dice (Ex):
At 20th level, the Kismet is so lucky that she may as well be deciding her own fate. Any time a Kismet deals damage, she may spend a number of Luck Points up to the number of dice rolled to determine damage. For each Luck Point spent, she may count a single die of damage as if it were its natural maximum (so 10 on a d10, 12 on a d12, etc.).