Kismet (3.5e Class)

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Kismet[edit]

A Kismet is a shrewd gambler and storyteller whose life revolves solely around chance and adventure. The Kismet's tools seem to be common gambling playthings. Unfortunate enemies don't realize the dangers until his gear is slung in combat. Being a master gambler, he is adept at trickery of all sorts and tends to utilize those qualities to defeat his foes.

Making a Kismet[edit]

Alignment: Any chaotic.

Starting Age: Moderate.

Table: The Kismet

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Afresh, Exotic Weapon Proficiency, Card Sling
2nd +2 +0 +3 +0
3rd +3 +1 +3 +1
4th +4 +1 +4 +1
5th +5 +1 +4 +1
6th +6/+1 +2 +5 +2 Quick Draw, Coin Flip
7th +7/+2 +2 +5 +2
8th +8/+3 +2 +6 +2 Die Toss, Improved Card Sling
9th +9/+4 +3 +6 +3
10th +10/+5 +3 +7 +3
11th +11/+6/+1 +3 +7 +3
12th +12/+7/+2 +4 +8 +4
13th +13/+8/+3 +4 +8 +4
14th +14/+9/+4 +4 +9 +4
15th +15/+10/+5 +5 +9 +5
16th +16/+11/+6/+1 +5 +10 +5
17th +17/+12/+7/+2 +5 +10 +5
18th +18/+13/+8/+3 +6 +11 +6
19th +19/+14/+9/+4 +6 +11 +6
20th +20/+15/+10/+5 +6 +12 +6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Kismet.

Weapon and Armor Proficiency: Kismets are proficient with all simple weapons plus the rapier. Kismets are proficient with light armor, but not with shields.

Afresh: At 1st level, a Kismet has the ability to reflip any coin flip or shuffle all of his cards back into his deck without throwing all the cards leftover as a standard action. You may attempt Afresh once per day for every level divisible by five, and no more than once per round.

Exotic Weapon Proficiency: At 1st level a Kismet is proficient in all gambling tools, including Cards, Coins, and Dice.

Card Sling: At 1st level, a Kismet has the ability to use a deck as throwing ammunition at ranges of up to 30 feet, but without access to Kings, Aces, and Jokers. Using this feat requires the Kismet to make a ranged attack roll. A natural 20 allows the Kismet a Coin Flip as a free action for that specific card only, if he chooses. After a card is thrown, it may not be redrawn until all cards have been thrown and the deck has been shuffled as a standard action. Whenever a Joker 2 is drawn, the user is immediately stunned until his next turn. Slung Card damage is always slash damage and the damage value is based off of the card thrown; see Table: Kismet Card Damage by Type.

Table: Kismet Card Damage by Type
Playing Card Tarot Card Damage
Ace of hearts Three of cups 5d8
King of hearts Four of staves 4d8
Queen of hearts V. The Hierophant 3d8
Jack of hearts Page of swords 2d8
Two of hearts Seven of cups 1d8
Playing Card Tarot Card Damage
Ace of diamonds IX. The Hermit 5d8
King of diamonds XIX. The Sun 4d8
Queen of diamonds XVIII. The Moon 3d8
Jack of diamonds XVII. The Star 2d8
Two of diamonds Two of swords 1d8
Playing Card Tarot Card Damage
Ace of spades Four of swords 0
King of spades XVI. The Tower 1
Queen of spades Ten of swords 1d2
Jack of spades Five of swords 1d3
Two of spades XI. Justice 1d4
Playing Card Tarot Card Damage
Ace of clubs Queen of pentacles 0
King of clubs Eight of swords 1
Queen of clubs XV. The Devil 1d2
Jack of clubs XIII. Death 1d3
Two of clubs Two of pentacles 1d4
Playing Card Tarot Card Damage
Joker 1 XII. The Hanged Man 16d3
Joker 2 0. The Fool 0

Quick Draw: At 6th level a Kismet gains Quick Draw as a bonus feat.

Coin Flip: At 6th level, a Kismet has the ability to flip a coin as part of his attack. A Fortune Flip (Heads) will double all damage dealt this round until the previous coin flip, if any. A Demise Flip (Tails) will reverse and heal all damage dealt this round until the previous coin flip, if any.

Die Toss: At 8th level, a Kismet has the ability to toss a die as a throwing ammunition at ranges of up to 30 feet. Using this feat requires the Kismet to make a ranged attack roll for 1d20 force damage, regardless of size. A natural 20 allows the Kismet a Coin Flip as a free action for that specific die only, if he chooses.

Improved Card Sling: At 8th level, a Kismet has the ability to use his full deck in Card Sling, and must use the whole deck from now on. All other rules still apply.

Epic Kismets[edit]

Table: The Epic Kismet

Hit Die: d6

Level Special
21st
22nd
23rd
24th
25th Bonus Feat
26th
27th
28th
29th
30th Bonus Feat

4 + Int modifier skill points per level.

Afresh You may continue to gain Afresh attempts once per day for every level divisible by five, and no more than once per round.

Card Sling: The mechanics for Card Sling remain the same except each card gains +3 bonus damage regardless of card slung.

Coin Flip: The mechanics for Coin Flip remain the same except each die gains +5 bonus damage.

Die Toss: The mechanics for Die Toss remain the same.

Bonus Feats: The epic Kismet gains a bonus feat (selected from the list of epic Kismet bonus feats) every five levels after 20th.

Epic Kismet Bonus Feat List: <-list of bonus epic feats->.


Campaign Information[edit]

Playing a Kismet[edit]

Combat: Kismets are light ranged fighters. They lack defense, so they tend to rely on dodging attacks and their mobility. They tend to stay behind their companions during an encounter. Kismets also excel with characters that can disable opponents, which allow for them to safely kill enemies.

Advancement: Kismets tend to not multiclass their whole lives without deviation.

Resources: Because of the requirement of gambling type ammunition, Kismets tend to carry a set of cards, at least one die, and at least one coin of any kind with distinguishing features between the sides. Usually they will keep a spare of each with usually multiple dice and coins.

Kismets in the World[edit]

You will always need luck, no matter how talented you are.
—Elijah Thorp, Human Kismet

Kismets typically travel for the excitement of notable encounters, gathering information, swindling unsuspecting individuals, and to tell stories among friends and strangers. Kismets tend to never reveal what they are and will usually explain they are common folk. They are very rare in the world and are usually mistaken for common folk when not in combat. With these two factors, a person may never truly know if they have encountered a Kismet.

Kismet Lore[edit]

Characters with ranks in Knowledge (history) can research Kismets to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (history)
DC Result
10 Kismets tend adventure around from tavern to tavern storytelling to anyone willing to listen.
15 Kismets are usually gamblers and occasionally swindlers, and can not always be trusted when it comes to anything related to a bet.
20 Kismets tend to travel often whether alone or in a group, though the latter usually requires the companions to accept his chaotic ways when it comes to stealing and deceit to others. The Kismet will also avoid a combative encounter when unnecessary and is not easily provoked.
25 The Kismet's gambling tools are actually employed as his weapons. When a Kismet's target is struck by his tossed die or cards, the target can feel as if slashed by the sharpest of great swords, bashed by the heaviest of mauls, or be lightly blown on by the warm Spring breeze. If the Kismet flips a coin after any toss, be wary.



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