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    May 2009

    Default Re: The Bez-Kismet; or, a rebalanced Hexblade with a much more original name!

    Bez-Kismet Spells
    As mentioned before, a bez-kismet learns to cast an amount of spells from certain schools within the sorcerer/wizard spell list, with a few exceptions. However, a bez-kismetís spell list differs from that of a sorcerer by means of spells that the latter cannot normally learn. As well, a bez-kismet may lean spells from the sorcerer/wizard spell list with an effective spell level lower than the usual.

    The following spell list is a compilation of all the spells that bez-kismet may cast alongside the sorcerer/wizard spell list, as well as spells that are reduced from level. All of these spells are on the hexblade spell list (located in page 115 of the Complete Warrior sourcebook). For other sources than the mentioned above, a bez-kismet may cast spells from the sorcerer/wizard spell list and the hexblade spell list. If a spell is in both lists, the bez-kismet may learn the spell at the lowest level by which the spell may be cast; for example, if a spell is 3rd level on the sorcerer/wizard spell list but 2nd level in the hexbladeís spell list, the bez-kismet can learn the spell as a 2nd level spell (regarded that the bez-kismet has the ability to learn spells of that level). Restrictions on spells are also extended to these spell lists; a bez-kismet can only choose from the enchantment, illusion, necromancy and transmutation schools plus conjuration spells of the calling or summoning subschool, and he may not cast a spell with the [Good] descriptor (with a few exceptions).

    {table]Spell Level|Added, level reduced or unique spells
    0|arcane mark**, detect magic**, light**, prestidigitation**, read magic**
    1st|alarm**, dispel magic**,-, entropic shield**, hideous laughter-, identify**, phantom threat**, protection from chaos**, protection from evil**, protection from good**, protection from law**, undetectable alignment**, unseen servant**
    2nd|darkness**, glitterdust**, protection from arrows**, rage-, resist energy**, see invisibility**
    3rd|arcane sight**, dominate person-,greater dispel magic**, hound of doomN, magic circle against chaos**, magic circle against evil**, magic circle against good**, magic circle against law**nondetection**, phantom steed**, protection from energy**, repel vermin**, stinking cloud**, wind wall**
    4th|baleful polymorph-, break enchantment**,-, contact other plane**,-, cursed blade**, detect scrying**, dimensional anchor**, dimension door**, dominate monster-, scrying**, sending**,-, solid fog**[/table]
    -: reduced from base sorcerer/wizard spell level
    N: exclusive Bez-Kismet spell
    **: added to Bez-Kismet spell list

    When determining whether spells from other schools may be learned by the bez-kismet, use the above list as an example. As a rule of thumb, a bez-kismet rarely uses damaging evocation spells, and may have access to certain abjuration or divination spells (specifically those that reveal magical auras, or serve to protect oneself). The DM decides whether those spells from other books may also be added to the bez-kismet spell list.

    This will need only a little bit of explanation, but it should be enough.

    First and foremost, this isn't the only spells the Bez-Kismet can cast. Think of it as with the Duskblade: the spells that can be cast are a bit hidden, and are more than what appear on the official part of the spell lists.

    Now, as follows: when learning a spell, a Bez-Kismet can learn spells from the sorcerer/wizard spell list, but given that it's one of the four schools mentioned OR from the subschools mentioned. Also, no [Good] spells: while this may seem a bit weird, given that casting a [Good] spell has no actual restriction (unless you're a Cleric) and pretty much doesn't do anything for your alignment, it adds a bit of flavor. I mean, have you asked where the Bez-Kismet gains its powers? Still, there are some [Good] spells tucked on the list above (namely, Protection from Evil and Magic Circle against Evil given that both also double as barriers to keep evil creatures at bay and whatnot, and evil summoners are keen on using them for deals when using Planar Binding for evil creatures). Yes, it might sound a bit silly, especially since there is no hard-coded restriction in case of arcane spellcasters, but it's not like it's going to kill you...

    Wait, I winded up a bit. In any case: if you want, say...Spirit Worm from Spell Compendium, you can get it as a Bez-Kismet spell. Or Heroics, Or Wraithstrike. You can get it, no questions asked.

    The idea is as follows: limited spell lists are cool for flavor, but eventually they serve as the third (fourth?) reason why half-spellcasters suck: they rarely get support from other sourcebooks, while sorcerers and wizards and clerics and druids gain at least a new spell every sourcebook. That should remedy the situation a bit, although it won't be the decisive factor on the power of the earlier classes. They'll still have lower-level spells and they'll earn their higher level spell slots much later than full spellcasters. In this case, they resemble the bard a bit, whose spellcasting is pretty reasonable even though they have up to 6th level spells: they have full caster level and a much wider selection of spells than before. This should make them a bit more "half" spellcasters and less "not even close to 1/4th spellcaster".

    And remember: if you can't learn the spell, you can still use a wand or scroll or staff with it. That should be reasonable enough while you keep your aura active and your curses flying.

    UPDATE: Lowered Dispel Magic to a 1st level spell and Dominate Person as a 3rd level spell. Added Greater Dispel Magic as a 3th level spell and Dominate Monster as a 4th level spell. Any other good additions to the list would be appreciated.

    Instead of tapping into the powers of the arcane, you tap the unrivaled power of the Plane of Shadows. Just as the light cannot defeat the shadows, Fate cannot defeat you.
    Level: 1st
    Replaces: Spellcasting
    Benefit: The bez-kismet gains the ability to use fundamentals and mysteries.
    Fundamentals (Su): A bez-kismet learns two fundamentals at first level. At 3rd level, and every four levels afterwards, the bez-kismet can learn another fundamental. Each fundamental is a supernatural ability that can be used three times per day. A bez-kismet can choose a fundamental more than once, increasing the number of uses of this ability by three. The save DC for the fundamentals is equal to 10 + the bez-kismetís Charisma modifier.
    Mysteries and Paths: Beginning at 3rd level, a bez-kismet gains the ability to use mysteries. At 3rd level, a bez-kismet gains the ability to use mysteries from one path, and may choose a new path at level 7th, 11th, 14th and 17th. A bez-kismet begins capable only of choosing mysteries from the apprentice paths; at 14th level, a bez-kismet becomes capable of casting mysteries from the initiate paths and all of his apprentice path mysteries become spell-like abilities.
    A bez-kismet may use each mystery from a single path once per day; at 14th level, he may use his apprentice mysteries three times per day. A bez-kismet may, instead of choosing a new path at any given level, may choose from any of his already chosen paths; if doing so, he progresses further down his path as if he had gained the ability to choose initiate mysteries, turning those specific mysteries into spell-like abilities and gaining the ability to cast them three times per day. A third choice of the same path allows the bez-kismet to treat his mysteries as supernatural abilities, usable five times per day. A bez-kismet may not choose the same path more than three times. A character that chooses to delve further down a path gains no further uses of his mysteries at 14th level (effectively, he sacrifices to an extent his progression in other paths for greater understanding of a single one), except as follows. After 14th level, if the character decides to delve further into his apprentice mysteries, he is treated as if he had already progressed further down his path once (thus, a 13th level bez-kismat that has progressed upon a path three times gains no benefit from the enhancement at 14th level, but a 14th level bez-kismat can sacrifice his path choice at 14th level on an apprentice path and treat said pathís mysteries as supernatural abilities usable 5/day).
    The Difficulty Class for a bez-kismetís mystery is equal to 10 + the mysteryís effective spell level + the bez-kismetís Charisma modifier. If the bez-kismetís mysteries become supernatural abilities, the saving throw DC for these mysteries becomes 10 + Ĺ the bez-kismetís class level + the bez-kismetís Charisma modifier. Although the bez-kismet has no actual caster level, it is treated as if having a caster level equal to his class level for purposes of determining the effect of mysteries.
    Bonus Feats: since the bez-kismet has exchanged his spellcasting ability, it cannot use reserve feats, nor most of the feats presented above. The bez-kismet can still choose fighter bonus feats, but it can also choose from the feats located in pages 136-129 of the Tome of Magic sourcebook.

    And here's the first ACF. And we got...mysteries? Wait, mysteries?

    Yep, mysteries. They're a bit loathed because they aren't as awesome as binding, or as hit/miss and aneurysm inspiring as truenaming, but they would evoke the feel of a warrior of darkness. Mind you, the bez-kismet is not a warrior or darkness, but the feel of the class and the fluff of mysteries leads to a bez-kismet that uses more...shadowy magic (pun intended).

    However, the system is a bit different. I'm not using the original version, and only bits and pieces of the proposed Shadowcaster fix. However, I found a system that works pretty well close to what mysteries should intend: if the term "Spherelock" sounds similar...well, something along those lines.

    Basically, instead of learning a single mystery, you learn an entire path. However, you only get a very limited amount of choices: by count, you basically get 15 mysteries (the actual shadowcaster learns up to 21-22, IIRC, out of 60; 22/69 if you consider the Cityscape web enhancement). Up until 14th level, you can only use initiate mysteries, and you can only use them 1/day. Once you reach 14th level, you gain access to initiate mysteries and all of your apprentice mysteries leap to 3/day.

    However, you can get more uses of mysteries by choosing the same path once again. It's basically like the ability of shadowcasters of choosing the same mystery once again to get a new set of uses per day. However, instead of getting another daily use, you get two extra daily uses (from 1/day to 3/day). Furthermore, you gain the ability to upgrade them: from spells to spell-like abilities to supernatural abilities. So basically, it'd be: 1 spell/day, 3 SLA/day, 5 (Su)/day progression. So you can choose to delve into a lot of mysteries (and more powerful mysteries at that) or into a specific set which you can use more times per day.

    Now, the disclaimer: this method is a bit incomplete, and it draws from a source I'm still getting familiarized with. By all means, it'll seem complicated and incomplete; that is intentional. The key point is to refine this idea into something simpler but useful, that abridges what already exists (Tome of Magic mysteries) with the system that I feel works best for it (the sphere/path system). Comments, ideas or questions would be much appreciated. MUCH appreciated.

    ALTERNATE CLASS FEATURE: Pact of the Fateless
    Some bez-kismet draw their abilities from their own misfortune, tapping into a source of power to defy the whim of Fate. You, however, make pacts with beings of greater power to face your misfortune.
    Level: 1st
    Replaces: Spellcasting
    Benefit: The bez-kismet gains the ability to use invocations, as if it were a warlock (see Complete Arcane). As well, his curse of the fateless ability alters significantly.
    At 1st level, the bez-kismet gains the ability to use a single invocation of least grade. He cannot choose eldritch blast shape or eldritch essence invocations, for he does not possess the eldritch blast ability. At 3rd level, and again at 7th, 11th, 14th and 17th level, he may choose a new invocation from the least grade. Beginning at 11th level, the bez-kismet can take invocations of lesser grade, and at 17th level he may choose a greater invocation. He may use each of these abilities as a spell-like ability at-will, restricted by the rules of invocations. His effective caster level for these invocations is equal to his class level.
    Furthermore, his curse of the fateless class ability turns into an invocation. Instead of using his curse of the fateless ability for a limited number of uses per day, he may use this ability at-will; however, it behaves as a spell-like ability and it can only be done as a standard action. Whenever he gains an improvement to this class ability, he gains the full benefit except for the extra uses per day (as he can use this ability at-will).
    Bonus Feats: since the bez-kismet has exchanged his spellcasting ability, it cannot use reserve feats, nor some of the feats presented above. The bez-kismet can still choose fighter bonus feats, and may choose feats that enhance spell-like abilities (such as Ability Focus); as well, he may choose Extra Invocation as a bonus feat, but only if he complies with the requisites, as usual.

    And this is the second ACF: a Bez-Kismet using invocations. Warlocks get a bit more love, but they aren't so appreciated as classical magic or psionics.

    Basically, instead of the huge amount of spells on your disposal, you focus on a smaller amount of invocations you can use per day. The warlock gets only moderate love, but it gets a bit more love than shadowcasters or truenamers in that regard.

    However, most if not all invoking classes have a damage-dealing invocation that they always get. Warlock gets Eldritch Blast, Dragonfire Adept gets a Breath Weapon that deals fire damage. The Bez-Kismet is more of a tank mixed with debuffing, so adding a sneak-attack-ish ability will seem a bit out of the blue given that their damage method is closer to your typical warrior than to your typical rogue. So what's the solution? Make their signature ability, Curse of the Fateless, an invocation.

    So, basically, that would be the rough equivalent of having Bestow Curse, a bit more limited but eventually upgraded to Greater Bestow Curse. However, it has been downgraded a bit: no more swift action, but a standard action instead. Still, a standard action [Greater] Bestow Curse that can be used at-will isn't a bad idea.

    Now, the idea is to use it with the already existing invocations, but if there are new invocations that can be used by Warlocks, they'll have access to them. Homebrew that makes upgrades or changes to existing invocations are welcome too.
    Last edited by T.G. Oskar; 2011-08-20 at 10:20 PM. Reason: Altering the access of mysteries and invocations to reflect early access to spells.
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