User:Zhenra-Khal/Kismet (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 10-25-2021
Status: In Progress
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A witch-warrior with a penchant for manipulating fate. 20 1 Moderate Poor Good Good Other Other


Kismet[edit]

<-general description->.

Making a <-class name->[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Wisdom for spells, Dexterity for attacks

Races: <-Description of relative likelihood of various races to join this class.->.

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Kismet

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day ManeuversToB
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th Max Maneuver
Level
Maneuvers
Known
Maneuvers
Readied
Stances
Known
1st +0 +0 +2 +2 Twist Fate (d4), Occult Combat, Eclectic Learning (0th) 3 1st 2 2 1
2nd +1 +0 +3 +3 Occult Strike, Insightful Defense, Eclectic Learning (1st) 4 1 1st 3 2 2
3rd +2 +1 +3 +3 Occult Enhancement 4 2 1st 3 3 2
4th +3 +1 +4 +4 Occult Recovery (0th), Eclectic Learning (2nd) 4 3 1 2nd 4 3 2
5th +3 +1 +4 +4 Twist Fate (d6), Bonus Feat 4 3 2 2nd 5 3 2
6th +4 +2 +5 +5 Blade Metamagic 5 4 3 2nd 5 3 2
7th +5 +2 +5 +5 Occult Recovery (1st), Eclectic Learning (3rd) 5 4 3 1 3rd 6 3 3
8th +6/+1 +2 +6 +6 Improved Occult Combat, Bonus Feat 5 4 4 2 3rd 7 3 3
9th +6/+1 +3 +6 +6 5 4 4 3 3rd 7 4 3
10th +7/+2 +3 +7 +7 Occult Recovery (2nd), Eclectic Learning (4th) 5 5 4 3 0 4th 8 4 3
11th +8/+3 +3 +7 +7 Bonus Feat, Twist Fate (d8) 5 5 4 4 1 4th 9 4 4
12th +9/+4 +4 +8 +8 5 5 4 4 2 4th 9 4 4
13th 9/+4 +4 +8 +8 Occult Recovery (3rd), Eclectic Learning (5th) 5 5 5 4 2 0 5th 10 4 4
14th 10/+5 +4 +9 +9 Greater Occult Combat, Bonus Feat 5 5 5 4 3 1 5th 11 4 4
15th +11/+6/+1 +5 +9 +9 5 5 5 4 3 2 5th 11 5 4
16th +12/+7/+2 +5 +10 +10 Occult Recovery (4th), Eclectic Learning (6th) 5 5 5 5 3 2 0 6th 12 5 4
17th +12/+7/+2 +5 +10 +10 Twist Fate (d10), Bonus Feat 5 5 5 5 3 3 1 6th 13 5 5
18th +13/+8/+3 +6 +11 +11 5 5 5 5 4 3 2 6th 14 5 5
19th +14/+9/+4 +6 +11 +11 Occult Recovery (5th) 5 5 5 5 4 4 3 6th 15 5 5
20th +15/+10/+5 +6 +12 +12 Blade of Fate, Twist Fate (d12) 5 5 5 5 4 4 4 6th 16 6 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All taken separately) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).


Class Features[edit]

All of the following are class features of the Kismet.

Weapon and Armor Proficiency: A Kismet is proficient with all simple and martial weapons; They may also select two exotic weapons to gain proficiency with. A Kismet is also proficient with light armor. They can cast Kismet spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Kismet wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclassed Kismet still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: Kismets cast Arcane spells, drawn from the Kismet spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a Kismet must have a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Kismet's spell is 10 + the spell level + the Kismet ’s Wisdom modifier.

0— Acid Splash, Arcane Mark, Caltrops, Dancing Lights, Dawn, Daze, Detect Magic, Detect Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Know Direction, Launch Bolt, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Sonic Snap, Stick, Touch of Fatigue

1st— Alarm, Ancient Knowledge, Animate Rope, Burning Hands, Camouflage, Chill Touch, Claws of the Beast, Color Spray, Confusion (Lesser), Darsson's Cooling Breeze, Detect Animals Or Plants, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Disguise Self, Distracting Shadows, Endure Elements, Enlarge Person, Entropic Shield, Expeditious Retreat, Faerie Fire, Feather Fall, Grease, Hail of Stone, Hypnotism, Indentify, Instant of Power, Jump, Longstrider, Mage Armor, Magic Missile, Magic Stone, Magic Weapon, Obscuring Mist, Ray of Enfeeblement, Ray of Resurgence, Reduce Person, Shield, Shocking Grasp, Silent Image, Sleep, True Strike, Ventriloquism, Woodwisp Arrow

2nd— Alter Self, Bear's Endurance, Blindness/Deafness, Blur, Brilliant Energy Arrow, Bull's Strength, Cat's Grace, Chill Metal, Cloud of Bewilderment, Continual Flame, Darkness, Daze Monster, Death Knell, Dimension Leap, False Life, Flaming Sphere, Fog Cloud, Force Hammer, Gedlee's Electric Loop, Ghoul Touch, Glitterdust, Gust of Wind, Halaster's Light Step, Heat Metal, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Make Whole, Melf's Acid Arrow, Mindburn, Obscure Object, Palarandusk's Fire Breath, Protection from Arrows, Reflective Disguise, Resist Energy, Scorching Ray, Scourge of Force, See Invisibility, Shatter, Shield Other, Sound Burst, Spellslayer Arrow, Swift Ready, Theskyn's Hearty Heave, Touch of Idiocy, Tyche's Touch, Web

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

Table: Kismet Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 3
2nd 4 11
3rd 5 2
4th 5 2 11
5th 5 3 2
6th 5 3 2
7th 5 3 3 11
8th 5 3 3 2
9th 5 3 3 2
10th 5 3 3 3 11
11th 5 3 3 3 2
12th 5 3 3 3 2
13th 5 3 3 3 3 11
14th 5 3 3 3 3 3
15th 5 3 3 3 3 3
16th 5 4 3 3 3 4 11
17th 5 4 4 3 3 4 2
18th 5 4 4 4 3 4 2
19th 5 4 4 4 4 4 3
20th 5 4 4 4 4 4 3
  1. Provided the Kismet has a high enough Wisdom score to have a bonus spell of this level.

Maneuvers Known: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, Shadow Hand and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Kismets is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown in the Maneuvers Known column of the Kismet table. You must meet a maneuver's prerequisite to learn it. Unlike other martial initiators, there is a restriction on the level of maneuvers you may learn, as shown in the "Max Maneuver Level" column of the Kismet table. Furthermore, when determining your multiclassed total initiator level for the purposes of determining the maximum level of maneuvers you may learn, you may only add half of your Kismet levels to the total.

Upon reaching 4th level, and at every even-numbered Kismet level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready both of the maneuvers you known at first level, , but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready.

You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single full-round action; Upon choosing to recover your maneuvers, you are treated as if you had taken the Total Defense action. Additionally, when you cast a spell of 1st-level or higher, you may recover a single expended maneuver of the spell's level or lower. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to the Kismet. At 2nd, 5th, 11th, and 17th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.


Twist Fate (Su): At first level, you learn how to pull the threads of fate towards an outcome, at the cost of an opposite effect when the threads snap back into place. As a swift action, you can subject a target you can see within Long range (400ft, +40ft per class level) to a positive (Weal) or negative (Woe) twist of fate, selected from the possible fates below; This is the ability's primary effect. After this twist of fate comes about, positive or negative, their fate twists on the opposite direction, subjecting them to the corresponding effect - For example, if you subject a target to Weal (Attack) to grant them a bonus to their next attack roll, after that attack roll is made, the subsequent next attack roll will be made under the effects of Woe (Attack), inflicting a penalty on that attack roll. This is the ability's secondary effect.

When you gain this ability, you gain a Fate Die, which is a d4. It increases to a d6 at 5th level in this class, a d8 at 11th level, a d10 at 17th level, and a d12 at 20th level. Twist Fate can be used an unlimited number of times, and lasts indefinitely until the secondary effect is triggered, but you can only twist one fate at a time; If you try to twist the fate of a second target, the first target's fate is no longer twisted (If it has yet to trigger the primary effect), or the first fate persists and the attempt to twist a second fate fails (If the first target has experienced the primary effect, but has yet to trigger the secondary effect).

Weal:
  • Weal (Attack): The next time the target makes an attack roll, it must roll your Fate Die, gaining a bonus on that attack roll equal to the number rolled on the die.
  • Weal (Save): The next time the target makes a saving throw, it must roll your Fate Die, gaining a bonus on that saving throw equal to the number rolled on the die.
  • Weal (Skill): The next time the target makes a skill check, it must roll your Fate Die, gaining a bonus on that saving throw equal to the number rolled on the die.
  • Weal (Damage): The next time the target take damage, it must roll your Fate Die. The damage it takes is decreased by an amount equal to the number rolled on the die, to a minimum of 0.
  • Weal (Healing): The next time the target regains hit points, it must roll your Fate Die. The healing it receives is increased by an amount equal to the number rolled on the die.
Woe:
  • Woe (Attack): The next time the target makes an attack roll, it must roll your Fate Die, suffering a penalty on that attack roll equal to the number rolled on the die.
  • Woe (Save): The next time the target makes a saving throw, it must roll your Fate Die, suffering a penalty on that saving throw equal to the number rolled on the die.
  • Woe (Skill): The next time the target makes a skill check, it must roll your Fate Die, suffering a penalty on that saving throw equal to the number rolled on the die.
  • Woe (Damage): The next time the target take damage, it must roll your Fate Die. The damage it takes is increased by an amount equal to the number rolled on the die.
  • Woe (Healing): The next time the target regains hit points, it must roll your Fate Die. The healing it receives is decreased by an amount equal to the number rolled on the die, to a minimum of 0.


Occult Combat (Ex): At 1st level, a Kismet learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the Kismet must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the Kismet spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A Kismet can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.


Eclectic Learning (Ex): At 1st level, the Kismet gains a measure of control over their magic. Choose one 0th-level spell from any class list; That spell is added to the Kismet spell list for you. You may select a 1st-level spell in this way upon reaching 2nd level in this class, a 2nd-level spell at 4th level, a 3rd-level spell at 7th level, a 4th-level spell at 10th level, a 5th-level spell at 13th level, and finally a 6th-level spell upon gaining your 16th class level. If you learn these spells, at the appropriate levels, you may swap them out for other spells on the Kismet list, as normal.


Insightful Defense (Ex): At 2nd level, while you are wearing light or no armor, do not use a shield, and are unencumbered, you may add up to one point of your Wisdom bonus per class level as a Dodge bonus to your AC.


Occult Strike (Su): At 2nd level, whenever a Kismet casts a spell with a range of “touch” from the Kismet spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Kismet can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the Kismet makes this attack in concert with Occult Combat, this melee attack takes all the penalties accrued by Occult Combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.


Occult Enhancement (Su): At 3rd level, whenever you initiate a maneuver or change your stance, you may choose to expend a spell slot of 1st level or higher to give yourself a bonus, based on the type of maneuver, shown below. The bonus is based on the level of the spell slot expended.

  • Strike: Each target effected by the Strike takes additional damage equal to the spell slot's level x 2.
  • Boost: One willing target you can see within Close range of you regains hit points equal to the spell slot's level x 2.
  • Counter: You AC is increased by an amount equal to the spell slot's level until the beginning of your next turn.
  • Stance: Until the beginning of your next turn, all of your movement speeds are increased by 5 times the spell slot's level.


Occult Recovery (Su): Beginning at 4th level, when you initiate a maneuver, you can choose to recover expended spell slots; You can recover spell slots in this way any number of times, but you may only recover spell levels up to a total number of spell levels per day, based on your Kismet level. In order to recover a spell slot, the initiated maneuver must be at least 1 level higher than the total number of spell levels you are recovering at once. For the purposes of this ability, 0th-level spell slots count as 1/2 spell level.

When this ability is first gained, you can recover up to 1/2 spell levels per day; This increases to 1 spell level upon reaching 7th level in this class, to 2 spell levels at 10th level, 3 spell levels at 13th level, 4 spell levels at 16th, and 5 spell levels at 19th level.


Bonus Feats (Ex): At 5th level, and every 3 levels thereafter, you gain a bonus feat. You must meet the prerequisites for these feats as normal, and these feats must be Fighter, Metamagic or Reserve feats.


Blade Metamagic (Su): When you cast a Kismet spell and apply metamagic, you may choose to expend one readied maneuver; The maneuver's level must be equal to or greater than the adjusted spell slot level of the metamagic spell. If you do, the spell's casting time is not increased, and the level cost is reduced by an amount equal to the level of the maneuver expended, minus the spell's original level (Min +0 spell levels). For example, if you used this ability to cast an Empowered Burning Hands spell, if you expended a 4th-level maneuver, the spell's casting time would not be increased, and the spell level adjustment for applying the metamagic would be reduced from +2 to +1.


Improved Occult Combat (Su): At 8th level, the Kismet’s ability to cast spells and make melee attacks improves. When using the Occult Combat ability, the Kismet receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Greater Occult Combat (Su): At 14th level, the Kismet gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the Occult Combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Blade of Fate (Su): At 20th level, the Kismet becomes a master of spells and combat. Whenever he uses his Occult Combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the Kismet uses Occult Combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.





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