GYPSY

The gypsy has a tale of its homeland, recalled in bittersweet fondness and told in a voice animated by a spark of wistful hope, as if the gypsy expects one day to regain that blissful land and never leave it again. Gypsies will gather around a bonfire or campfire and dance and sing, telling tales of the home they left behind in days beyond memory. Time and time again the gypsies tell these stories so to never forget them. The gypsy is a spirit of wanderlust and freedom; if a gypsy ceases to wander they also cease to be gypsy.

Adventures: Gypsies are driven to travel the lands as penance for some ancient, forgotten, sin against the gods. It seems that all cultures have an almost as old stigma against the gypsies; considering the lunar folk thieves, seductresses, and demon worshippers.

Characteristics: Gypsies are well versed in divination, storytelling, musical performance, and travel. Some people even enlist gypsies as guides in otherwise unchartered lands.

Alignment: gypsies live by a personal code of honor and laws. Because of this most people consider gypsies lawless people. While there are 'evil' gypsies there are never any 'chaotic' gypsies. Most gypsies are neutral good.

Religion: Gypsies have their own practices and customs. Most gypsies do not choose a patron deity. However, some gypsies are known to follow deities with the Travel, Moon, Charm, or Trickery domains.

Races: the gypsies comprise of several tribes consisting mainly of half-elves, Hin and a few humans as well.

Other Classes: Gypsies are free to mutliclass as Hunters, Druids, Rogues, or Wiccan only.

Game Rule Information:

Gypsies have the following game statistics.

Abilities: Intellegence determines how powerful a spell a gypsy can cast, how many spells they can cast, and how hard those spells are to resist. To cast a spell a gypsy must have an Intelligence score of 10 + the spell's level. In addition, a gypsy gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a gypsy's spell is 10 + the spell's level = the gypsy's Intelligence modifier. High Dexterity is helpful for a gypsy, who typically wears little armor; as is a high Charisma score in order to gain favorable outcomes when meeting strangers on the open road or when negotiating deals with other merchants.
Alignment: Any
Hit Dice: d6

Class Skills:

The gypsy's class skills (and the key ability for each skill) are: Alchemy (Int), Appraise (Int), Animal Empathy (Cha), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Diplomacy (Cha), Decipher Script (Int), Disquise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Perform (Cha), Pick Pocket (Dex), Profession (herbalist)(Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at each additional Level: 4 + Int modifier.

Class Features:

All of the following are class features of the gypsy.

Weapon & Armor Proficiency: A gypsy is proficient with all simple weapons, and any one light, or one-handed, martial weapon of his choice. He is also proficient with light armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every five pounds of armor and equipment carried.

Spells: A gypsy casts arcane spells. He is limited to a certain number of spells of each level per day, according to his class level. A gypsy must prepare spells ahead of time by getting a good night's sleep and spending one hour each day in study and preperation.

Spellbooks: Like wizards, gypsies maintain spellbooks, however these are written in glyphs used by the gypsy people. A gypsy cannot prepare a spell that is not written in his spellbook (except for read magic, which all gypsies can prepare from memory). A gypsy begins play with a spellbook containing all 0-level wizard spells and a few of the special spells described below in Gypsy Spells. For each point of Intelligence bonus the gypsy has, the spellbook holds one additional 1st-level spell. Each time the gypsy gains a level, he gains a new spell of any level that he can cast (according to his new level). A gypsy may only copy spells from another gypsy's spellbook.

Arcane Armor: While wearing armor, the gypsy may opt to cast a spell as a full-round action rather than a standard action. The gypsy carfully concentrates in order to complete the spell, reducing the arcane failure of any light armor by 10%, to a minimum of 5%. This does not affect the arcane failure chance for medium or heavy armor.

Bonus Feat: Every five levels, a gypsy gains a bonus feat. This feat must be chosen from the following list: Brew Potion, Brewmaster, Craft Wonderous Item, Potion Focus, Scribe Scroll or Spell Penetration.

Cantrip Mastery: A gypsy of 2nd-level or above can prepare any cantrip he knows without referring to a spell book, as if he possessed the Spell Mastery feat.

Craft Charm: At 3rd-level, a gypsy gains the Craft Charm feat as a bonus feat. See Charms below for a description of charms and their effects.

Dabbler: Out of both practical necessity and the need to show off to impressionable villagers, a gypsy frequently develops a wide variety of skills. This tendency to dabble in first one skill and then another means that the gypsy may choose any two cross-class skills as class skills. If desired, one of the two skills can even be a skill that is usually exclusive to another class. However, he may never have more ranks in those skills than than he has character levels. He may choose a different cross-class skill in which to dabble on attaining a new level (before spending any new spell points), but if he does so he may not dabble in those skills again, treating them as cross-class skills inall respects from then on.

Evil Eye: Beginning at 12th-level a gypsy gains a supernatural ability to give someone the Evil Eye; a gaze-attack much like that of a vampire or basilisk. The gypsy decides what the Evil Eye will do before engaging in eye contact. See Gypsy Spells below for a description of various Evil Eye effects.

Knife Fighting: At 3rd-level a gypsy, when using a dagger or knife, gains his dexterity and strength modifiers to attack and damage.

Nature Sense: A gypsy can identify plants and animals (their species and special traits) with perfect accuracy. He can tell when water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Summon Familiar: A gypsy can call a familiar. Doing so takes one day and uses up 100gp worth of magical regents. A familiar is an unusually tough, magical and intelligent version of a small animal. This creature serves as a companion and servant. This ability is exactly as that of a Sorcerer. More information on familiars can be found in the Players Handbook.

Unlimited Cantrips: A gypsy of 9th-level or above may cast an unlimited number of cantrips each day. At this level the gypsy is considered to be casting his cantrips spontaneously.

Gypsy Class Progression

  Base Fort Ref Will  
Level Attack Bonus Save Save Save Special
1 +0 +0 +0 +2 Arcane Armor, Dabbler, Summon Familiar
2 +1 +0 +0 +3 Cantrip Mastery, Nature Sense
3 +2 +1 +1 +3 Craft Charm, Knife Fighting
4 +3 +1 +1 +4  
5 +3 +1 +1 +4 Bonus Feat
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6  
9 +6/+1 +3 +3 +6 Unlimited Cantrips
10 +7/+2 +3 +3 +7 Bonus Feat
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8 Evil Eye (1/day)
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9 Evil Eye (2/day)
15 +11/+6/+1 +5 +5 +9 Bonus Feat
16 +12/+7/+2 +5 +5 +10 Evil Eye (3/day)
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11 Evil Eye (unlimited)
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Bonus Feat

 

Gypsy Spells & Special Abilities

Evil Eye

The Evil Eye is a supernatural ability that gypsies develop in which thay may, through a sucessful gaze attack, spontaneously cause any of the following effects:

Fumble

Enchantment (Compulsion)
Level: Gypsy 0
Components: V,S,M
Casting Time: 1 action
Range: Close (25ft. + 5ft./2 levels)
Subject: One person
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell drops an object it is holding. Humanoids of five or more hit dice are unaffected. Can only affect objects held in one hand.

Material Component: A smear of butter or grease.

Greater Warding

Abjuration
Level: Gypsy 1
Components: V,S,M
Casting Time: 1 action
Range: Personal
Target: Self
Duration: Instantaneous

As warding, except the circumstance bonus to the caster's saving throw is +4 rather than +2.

Material Component: An iron nail.

Gremlin

Enchantment (Compulsion)
Level: Gypsy 0
Components: V,S,M
Casting Time: 1 action
Range: Range: Close (25ft. + 5ft./2 levels)

Subject: One person
Duration: One round
Saving Throw: Will negates
Spell Resistance: Yes

The first skill check the subject makes after gremlin takes effect suffers a -4 circumstance penalty.

Material Component: A broken object (of any sort).

Luck

Abjuration
Level: Gypsy 0
Components: V,S,M
Casting Time: 1 action
Range: Personal
Target: Self
Duration: One round
Saving Throw: Will negates
Spell Resistance: Yes

This spell gives the caster a momentary burst of good luck. The next saving throw, skill check or attack roll after casting the spell has a circumstance bonus of +2.

Material Component: A sprig of heather.

Milch Curse

Transmutation
Level: Gypsy 0
Components: V,S,M
Casting Time: 1 action
Range: Range: Close (25ft. + 5ft./2 levels)

Target: One domestic animal/level
Duration: One week
Saving Throw: Will negates
Spell Resistance: Will negates

This spell affects the produce of domestic animals (milk for cows, wool for sheep, eggs for chickens, etc.). The animal will produce nothing - milk will dry up, wool will be straggly and useless, chickens will cease laying. If the animal is slaughtered for meat while the spell is in effect, the meat will be stringy and tasteless.

Material Component: A rough sculpture in soft clay of the animal to be cursed.

Soothsaying

Divination
Level: Gypsy 1
Components: V,S,M
Casting Time: 1 action
Range: Range: Close (25ft. + 5ft./2 levels)

Target: One person
Duration: One round
Saving Throw: Will negates
Spell Resistance: Will negates

Soothsaying allows the caster to enter a trance and, aided by some minor theatrics, gain minor telepathic abilities for the duration of the spell. This ability can be used to 'read the minds' of those seeking a 'fortune telling' from the caster. The caster may then know the appropriate things to disclose and gain a +2 circumstance bonus to Bluff checks against the target for one hour following the soothsaying as the target will be highly receptive to anything the caster says.

Material Component: Incense worth 1cp.

Social Invisibility

Enchantment (Compulsion)
Level: Gypsy 1
Components: V,S,M
Casting Time: 1 action
Range: Range: Close (25ft. + 5ft./2 levels)

Subject: One person/level
Duration: One round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

This spell clouds the minds of a small number of humanoids, each of which must be of less than five hit dice. All those effected will percieve that the caster has a 'right to be where he is' (for example, guards will let him pass).

Material Component: A carved wooden whistle.

Sour

Transmutation
Level: Gypsy 0
Components: V,S,M
Casting Time: 1 action
Range: Range: Close (25ft. + 5ft./2 levels)

Target: One cu. ft./level of food or drink
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell spoils, rots or otherwise contaminates food or drink of any kind. It can affect holy water, but has no effect on creatures or potions.

Material Component: A pinch of lemon rind.

Trip

Enchantment (Compulsion)
Level: Gypsy 0
Components: V,S,M
Casting Time: 1 action
Range: Range: Close (25ft. + 5ft./2 levels)

Subject: One person
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The subject must have moved at least one five foot step in its last action. It trips forward into the five foot region immediately in front of it and lands prone. Humanoids of five or more hit dice are unaffected.

Material Component: A small piece of wire.

Warding

Abjuration
Level: Gypsy 0
Components: V,S,M
Casting Time: 1 action
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw:
Spell Resistance:

This spell gives the caster a moment of minor protection from another spellcaster's magic, and works in a similar manner to a counterspell. The warding must be readied and cast in response to another spell. It then provides a +2 circumstance bonus to any saving throw allowed by the spell being countered. If no saving throw is allowed than the warding is wasted.

Material Component: A hairpin.

Gypsy Feats

Brewmaster [Special]
You are accomplished at brewing potions and essential oils of all kinds, and know several ways to take short cuts and speed up the process without adversely affecting the finished product.
Prerequisites: Brew Potion, Profession (herbalist) 5 ranks.
Benefit: Whenever you brew a potion, the creation cost is halved. This affects both gp and XP costs involved in brewing potions.

Cantrip Mastery [Metamagic]
You possess a control and understanding of cantrips beyond that of most arcane spellcasters.
Prerequisites: Able to cast 3rd level arcane spells, Dabbler.
Benefit: Once per day you may cast a cantrip that is all but impossible for your target to resist. The Difficulty Class for saving throws against the cantrip is increased by +5, likewise your spell penetration roll to defeat an opponent's spell resistance is also increased by +5.

Craft Charm [Special]
One of your specialties is the creation of small, temporarily effective talismans known as charms.
Prerequisites: Arcane spellcaster level 3+.
Benefit: You can create any charm for which you know the prerequisite cantrip or spell (see Charms below). Creating a charm takes three hours and costs 25 gp and 2 XP.
Special: Charms are minor magical items with very limited effects. Each stores the ability to cast a particular cantrip once per day and has a total of 10 charges. However, even if the charges are not used, within one month the charm's power dissipates completely. A charm more than one month old, or with no charges left, is entirely worthless.

Potion Focus [Special]
You are particularly expert at brewing one particular potion, and have achieved local renown for the potency and efficacy of that brew.
Prerequisites: Brew Potion.
Benefit: Choose one of the following specific potions that you are able to brew. That potion is enhanced in its effect with no additional cost to the creator.

Some examples of how this might be used are as follows:

Bull's strength, cat's grace, charisma, intelligence, or wisdom: The enhancement bonus is 1d6+2 instead of 1d4+1.

Fire breath, love, truth: The saving throw DC is raised by +2.

Hiding, sneaking, swimming, vision: The circumstance bonus to the relevant skill is +15 rather than +10.

Charms

Charms are minor magical items with very limited effects. Each stores the ability to cast a particular cantrip once per day and has a total of 10 charges. However, even if the charges are not used, within one month the charm's power dissipates completely. A charm more than one month old, or with no charges left, is entirely worthless.

Charms are very cheap and relatively easy to aquire from gypsy merchants. This is because of their limited power and small number of charges, and also because their user must provide some of the energy required to release the spell effect from the charm - each use of a charm requires one point of subdual damage to the user, which is recovered in the usual way.

Each charm costs 50 gp and can store the effect of only one cantrip.

Inevitably the most common charms are for the most useful cantrip effects such as luck, bless, etc. or for some of the more baleful effects such as trip, and milch curse. Many town councils will regard the use or manufacture of charms as illegal, as they are often used to facilitate crimes or to interfere with good honest work.

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