Serendipitist [3PP]
Table of Contents
- Kismet (Ex)
- Fortunate Celerity (Ex)
- Deeds
- 3rd-level Deeds
- Derring-Do (Ex)
- Kip-Up (Ex)
- Subtle Step (Ex)
- Turnabout (Ex)
- 7th-level Deeds
- Deceptive Tumbling (Ex)
- Fool Me Twice (Ex)
- 9th-level Deeds
- Ready to Rumble (Ex)
- Targeted Strike (Ex)
- 11th-level Deeds
- Evasive (Ex)
- Lucky Exploit (Ex)
- Serendipitous Aim (Ex)
- 17th-level Deeds
- Seamless Trickery (Ex)
- Swashbuckler’s Edge (Ex)
- Unrelenting Action (Ex)
- 19th-level Deeds
- Cheat Death (Ex)
- Felicitous Footwork (Ex)
- Spectacular Stuntwork (Ex)
A serendipitist elevates their flamboyance into desperate gambles, throwing themselves wholeheartedly into peril and clutching whatever shreds of luck they can obtain. Sometimes, fate has a way of rewarding this boldness.
Kismet (Ex)
Rather than trusting skill and panache, a serendipitist relies on Lady Luck’s blessing in combat. Starting at 2nd level, he gains a pool of kismet points: a fluctuating measure of his ability to perform amazing actions in combat. At the start of each day, he gains a number of kismet points equal to his operative modifier (minimum 1). His kismet goes up or down throughout the day, but usually cannot go higher than his operative modifier (minimum 1), though feats and magic items can affect this maximum. A serendipitist spends kismet to accomplish deeds (see below), and regains kismet in the following ways.
- Natural 1 on a saving throw: Each time the serendipitist rolls a natural 1 on a saving throw, he regains 1 kismet point. If an ability or effect would allow the serendipitist to roll twice or reroll, he regains kismet only if the roll he takes is a natural 1. Rolling a natural 1 on a saving throw against an effect caused by a creature, trap, or effect with a CR less than half his character level or who is not genuinely hostile to him does not restore kismet.
- Natural 1 on an attack roll: Each time the serendipitist rolls a natural 1 on an attack roll against a creature he regains one kismet point. If an ability or effect would allow the serendipitist to roll twice or reroll, he regains kismet only if the roll he takes is a natural 1. Rolling a natural 1 on an attack against a creature with a CR less than half his character level or who is not genuinely hostile to him does not restore kismet.
- Gamble: When the serendipitist makes an attack against a creature he could outwit, he may choose to roll a d3 along with his attack roll. If the d3 is a 1 and the attack hits, it does the minimum possible damage, including precision damage, if applicable. (For example, an attack dealing 1d6+3 with sneak attack 2d6 would deal 6 damage.) If the d3 is a 2, the attack is resolved normally. If the d3 is a 3 and the attack hits, the serendipitist also regains one kismet point. He can attempt this for as many attacks as he might make in a round, including attacks of opportunity, but can only regain one kismet point per round in this way. A gambling attack against a creature with a CR less than half his character level or who is not genuinely hostile to him does not restore kismet.
Attempting to manipulate or circumvent the definition of “genuinely hostile” attracts the ire of Lady Luck and results in the serendipitist being unable to use his kismet or any abilities requiring it for one hour per class level as well as the occurrence of numerous tiny coincidences that make his life unpleasant during this time. (What these might be are entirely subject to the GM’s imagination, but should have little effect on gameplay and virtually none on combat. Examples might include tripping outside of combat and falling face-first into manure or being mistaken for someone a shopkeeper hates.)
Kismet counts as luck for the purpose of qualifying for and activating feats, but not for other purposes, such as being spent in place of grit or panache. If a character has a kismet ability from two sources, the kismet points from the two sources do not stack, but the character regains kismet in any way either class feature allows them to. If the character's kismet abilities would give them kismet points based on different ability scores, they use the highest only.
Fortunate Celerity (Ex)
The serendipitist does not gain a normal dodge pool at 2nd level. Rather, the serendipitist may spend a kismet point in place of any amount from his dodge pool. Any effect that would cause the serendipitist to replenish an amount of his dodge pool instead grants him one kismet point.
This modifies cunning celerity
Deeds
Serendipitists spend kismet points to accomplish deeds. Most deeds grant the serendipitist a momentary bonus or effect, but some provide longer- lasting effects. Some deeds remain in effect while the serendipitist has at least 1 kismet point, but do not require expending kismet to be maintained. A serendipitist can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the serendipitist has or spends the required number of kismet points to perform the deed.
3rd-level Deeds
Any of these deeds (and any deeds of higher level) may be exchanged for one among the charming motion, graceful rush, daring patrol, or inspired gladiator swashbuckler deeds. Any swashbuckler deeds the serendipitist possesses use kismet instead of panache and the serendipitist’s operative modifier in place of his Charisma modifier.
Derring-Do (Ex)
At 3rd level, a serendipitist can spend 1 kismet point when he makes a check he has unlocked skill leverage with to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as she rolls natural 6s, up to a number of times equal to his operative modifier (minimum 1).
Kip-Up (Ex)
This functions as the swashbuckler deed of the same name.
Subtle Step (Ex)
At 3rd level, the serendipitist can spend a kismet point as a swift action to take a 5-foot step, which does not count as movement for the purposes of determining if he can 5-foot step or otherwise move during his turn.
Starting at 9th level, the serendipitist can use this ability as an immediate action instead of a swift action. If used to avoid an attack or area effect, he still has a chance to be affected but this movement grants him a dodge bonus to AC and Reflex saves equal to 1/2 his bravo level.
Turnabout (Ex)
This functions as the lucky bastard deed of the same name.
7th-level Deeds
Any of these deeds (and any deeds of higher level) may be exchanged for one among the exploitative charm, opportunistic duelist, or provoking rush swashbuckler deeds. Any swashbuckler deeds the serendipitist possesses use kismet instead of panache and the serendipitist’s operative modifier in place of his Charisma modifier.
Deceptive Tumbling (Ex)
This functions as the lucky bastard deed of the same name
Fool Me Twice (Ex)
If the serendipitist has spent kismet on a deed or other effect within the last round, he may expend martial focus in place of a kismet point when using that deed or other effect the second time.
9th-level Deeds
Ready to Rumble (Ex)
At 9th level, while the serendipitist has at least 1 panache point, he gains a +2 bonus on initiative checks. As part of rolling initiative, the serendipitist may spend a kismet point to either draw a weapon or take a 5-foot step.
Targeted Strike (Ex)
This functions as the swashbuckler deed of the same name, save that it uses an attack action rather than a full-round action.
11th-level Deeds
Evasive (Ex)
This functions as the swashbuckler deed of the same name
Lucky Exploit (Ex)
At 11th level, the serendipitist may spend a kismet point to outwit a target he could not normally outwit. A target can only be outwitted this way once per round.
Serendipitous Aim (Ex)
At 11th level, as long as the serendipitist has at least 1 kismet point, whenever he fails to hit a target because he rolled a natural 1 he may redirect the attack or ability to a different target in range, rolling his attack roll again for the new target. He does not regain kismet for the attack he redirects.
17th-level Deeds
Seamless Trickery (Ex)
By spending a kismet point, the serendipitist may use confounding strike as a free action that can be taken outside his turn rather than an immediate action.
Swashbuckler’s Edge (Ex)
This functions as the swashbuckler deed of the same name.
Unrelenting Action (Ex)
By spending a kismet point, the serendipitist can move and attack normally even when affected by abilities that usually impede movement, such as the paralyzed, staggered and stunned conditions, solid fog, slow, etc. for 1 round. During this time, all combat maneuver checks made to grapple the bravo automatically fail, and he automatically succeeds at any combat maneuver checks and Escape Artist checks attempted to escape a grapple or pin.
19th-level Deeds
Cheat Death (Ex)
At 19th level, whenever the serendipitist is reduced to 0 hit points or fewer, he can spend all of her remaining kismet to instead be reduced to 1 hit point. He must have at least 1 kismet point to spend. Effects that kill the serendipitist outright without dealing hit point damage are not affected by this ability.
Felicitous Footwork (Ex)
This functions as the lucky bastard deed of the same name.
Spectacular Stuntwork (Ex)
The serendipitist may spend two kismet points to perform an incredible stunt without expending a use of his incredible stunts.
This ability replaces careful footwork, dynamic dodge, uncanny dodge, sudden shift, improved uncanny dodge, capricious, unfettered alacrity, and skirt death.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
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