The land of tears gave forth a blast of wind,
And fulminated a vermilion light,
Which overmastered in me every sense,
And as a man whom sleep hath seized, I fell.
— D. Alighieri, “Divina Commedia,” canto III, trans. H. W. Longfellow 1867
Kismet characters are randomly-rolled characters that present a fresh way of playing the game, and a special challenge compared to their (generally more powerful) bespoke counterparts. In exchange, kismet characters are granted some leniency under the rules, due to their game-mechanical handicap.
Kismet characters are created in a series of steps, as follows:
Rolling for race is easy; just uniformly
select from the set of all
races that you have access to. If you have access to all races, this
if not making an Iconic, or otherwise
1d7. If you don't have access to all races, roll
N is the number of races you do
have access to. For convenience, a list of basic races and a list of
Iconic races is given & numbered below:
First, figure out how many build points you are going to have. Usually this is either 28 or 32, but if this is not your first life and you are making a kismet character — I applaud your audacity! — you may be starting with 34 or 36 points. Also, if you're a Drow Elf, you start with 4 less points than normal, to a minimum of 28 points. You'll need to keep track of how many points you have left to spend as you roll for your ability scores. Also note that rolling for ability scores is independent of racial bonuses and penalties to ability scores; your raw ability scores will be rolled and then your race will automatically raise and lower those scores as appropriate.
1d5 + 13and write the result down (this is your first ability score result). Subtract from your remaining build points the cost that it takes to have an ability score of that value.
1d9 + 8and write the result down. Subtract from your remaining build points the cost that it takes to have an ability score of that value. Discard results that you don't have enough build points left for, and/or use a smaller die to avoid invalid results (e.g. roll
1d7 + 8instead). NB:
1d1is a die that always rolls a 1.
1d6, 1d5, 1d4, 1d3, 1d2, 1d1.
While one or two classes are always randomly rolled for every kismet toon, one class is actually available for you to choose! But there are restrictions. You can only choose a class that you “qualify for”, meaning that your ability scores (after being adjusted by your racial bonuses/penalties) must be high enough to meet or exceed the standards listed here:
If you don't qualify for any classes that you have access to, you must
randomly roll one instead (
the number of classes that you have access to). You also have the
option of rolling even if you qualify for one or more classes.
All kismet characters are multiclass. Roll
1d2 to determine how many classes you will have in
addition to your initial class. Then, randomly roll for what class(es)
they are by rolling
1dN for each, where
the number of classes that you have access to and haven't already
chosen/rolled for. You may also have to cross classes off of the list
due to alignment
restrictions (e.g. if Bard is already one of your classes, you can't
also be Paladin and/or Monk since both of those classes require lawful
Before you roll for feats, make sure you've spent your skill points, since they may affect what feats are available to you. All feats (including feats like e.g. Aasimar's Bond feat) must be randomly rolled. To roll for a feat, randomly & uniformly select from the set of all feats that can be put in the feat slot in question. For the purpose of this rule, each of the following groups of feats counts as effectively a single feat, and if you roll that feat, you can choose which sub-feat you want (or you can roll for it, of course):
Note also that Warlock Pacts are restricted by alignment, so don't pick one that is incompatible with your other classes' alignment restrictions!
Now that you know which 2 or 3 classes you will be (and what your Pact is, if
you're starting as a Warlock), randomly & uniformly select from the
alignments that are available to you. For example, a Rogue+Wizard would
1d6 for alignment and a FvS+Paladin+Fighter
wouldn't have to roll (they must be lawful good).
While the section on Making a Kismet Character covers character creation, there is more rolling to be done in future levels.
When you advance to the next level, the class that you advance as is as follows:
1d2if you have only two classes, or otherwise
Feats after character creation follow the same rules, as outlined in Step 5: Rolling for Feats.
Kismet characters generally have to follow all of the same Rules that other characters in the guild do, with the following exceptions (these exceptions are dupliated on the Rules page):
 When random rolls are
asked for, physical dice
are suitable, as well as other sources of
as random.org or
If using physical dice, and the requested die size (“size” being the
1dN) is one that you don't have access
one of three methods can be used:
1d13, rolling e.g.
1d20is suitable) and discard (re-roll) results that are too large.
KdN, assigning each of the
Kdice to a distinct one of the integers
NK-1, NK-2, ..., N, 1beforehand. Then, subtract one from each die-roll result and then multiply it by the integer that it was assigned to beforehand. Sum those products up, and the result will be an integer
xrandomly & uniformly selected from the range
0 ≤ x ≤ NK-1. This is, by the way, just rolling one die for each place in a
K-digit number in base
N; this method is used for so-called percentile dice, where specifically
KdN = 2d10. Ensure that the desired range is included in this range, and discard (re-roll) results that are too large or too small.