Post/Author/DateTime | Post |
---|---|
#1Jared_Zuuhl_02Nov 17, 2003 18:22:35 | Can you help me? I am looking for a gypsy core class or a prestige class for my ravenloft campaign. Thnxs |
#2manindarknessNov 17, 2003 20:10:22 | Are you looking for a spellcasting gypsy? I think that a very competent gypsy can be made with the Rogue. |
#3Jared_Zuuhl_02Nov 17, 2003 20:45:24 | Yes, spellcasting would be an important part, maybe a variation of the bard, having all the same BAB, saves and spell progression, but exchanging the special abilities of the bard for some more appropiates, like instead of bardic knowledge he/she gains wandering or travelling knowledge, for example... Adding also the open locks as class skills. |
#4cynn78May 25, 2004 0:17:18 | This is something that I came up with not long after the release of the Ravenloft D20 Core book. 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 guilds in otherwise un-chartered 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, Stars, or Navigation portfolios. Races: the gypsies comprise of 5 tribes consisting mainly of humans, however, it is not uncommon for elves or half-elves to be gypsies. Dwarves, gnomes, Halflings, and half-orcs are never gypsies. One does not become gypsy, one is born gypsy. When creating a gypsy character the player must choose one of the 5 tribes listed in table 1.1 below. Other Classes: Gypsies are free to mutliclass as Fighters, Druids, Bards, Rogues, or Wizards only. GAME RULE INFORMATION Gypsies have the following game statistics. Abilities: Dexterity affects many of the Gypsies skills. Alignment: Any non Chaotic Hit Dice: d6 Note: If the Gypsy class is used in the Ravenloft Campaign Setting the Player Character must be of the Half-Vistani race. Information on Half-Vistani can be found in the Ravenloft 3rd Edition Sourcebook. Class Skills: The gypsy's class skills (and the key ability for each skill) are 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 (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex),Use Rope (Dex), Wilderness Lore (Wis) Class Features: All of the following are class features of the gypsy. Weapon & Armor Proficiency: any simple weapon, any small or medium size bladed martial weapon. Any ranged martial weapon. A gypsy's choice weapon is the knife (or dagger). Spells: A gypsy can cast arcane and divine spells from the school of divination, enchantment, and illusion only. The gypsy casts these spells in such a unique fashion that they may not teach non-gypsies spells, nor may the gypsy learn spells from non-gypsies. Static Burn: The Gypsy must stay mobile. This is not merely a psychological compulsion, but rather an actual physical affliction. A gypsy that stays within a mile of any point for more than a week begin to fall ill. The illness, resembling the flu or fever, is not life threatening or seriously debilitating. After 1d6+1 days of illness the gypsy losses acess to all magic spells and Tribal Bonuses. These can NEVER be regained. (gained at 1st level) Magic Tracking: All DCs are halved for Gypsies attempting to locate a person or object through the use of Divination. (gained at 1st level) Mist Navigation: A gypsy in the Ravenloft Campaign is granted the ability to use Wilderness Lore or the Tracking feat to navigate through the Mists. They are considered to always be 'taking 10' when navigating through the Mists. This is an invaluable ability and many gypsies will charge a fee to take travellers from Domain to Domain. (gained at 1st level) Moon Madness: during the 3 days of the full moon gypsies are subject to the following ailments. - cannot heal wounds without magical means - -2 to all saves until the character can rest undisturbed for 8 hours on a day that there is no full moon. - Character must make a Will check DC15 day one, DC16 day two, DC17 day three. o 1 fail: the character leaves her companions and runs wild under the stars o 2 fails: the character is overly violent and aggressive to all it encounters. o 3 fails: the character is a wild, violent, savage until the moon phase ends. The Sight: Only female gypsies possess the aptitude to employ this fortune-telling skill. ACrystal Ball, Runes, Astrological Equipment, or the famed Tarokka Deck is required to perform fortune-telling. It should be noted that the gyspy CANNOT decern her own future with this ability. Also, this ability is purely a PLOT DEVICE and the player should consult there DM before using it on a fellow player character or NPC. (gained at 1st level) Note: Moon Madness & Static Burn are optional (as in you don't have to use it) in all campaign settings except Ravenloft. Mist Navigation is ONLY available in the Ravenloft Campaign Setting. Tralak Identification: these are glyphs used by the gypsy people. Knife Fighting: the gypsy when using a dagger or knife gains her dexterity and strength modifiers to attack and damage. Nature Sense: as the Druid ability Trackless Step: As the Druid ability Tribe Ability: +1 to the designated tribe ability (see Table 1.3) Edged Inconvenience (SU): this is a minor curse laid by the gypsy. It causes the target to loose 1d4 points in a primary skill, attack rating, or attribute for 1d4 days. i.e. if the gypsy was wronged by a blacksmith the gypsy may curse the creature and cause his Profession: Blacksmithing to loose 1d4 ranks for 1d4 days. Poison Carrot (SU): this curse affects the targets most personal desires. If the character loves to fish, he may find that a plague has hit his favorite watering hole and killed all of the fish. If the character enjoys spirits he may find that his next drink will cause him to become violently ill. The curse lasts 1 month per every two levels of the gypsy. Tribe Ability: +2 to the designated tribe ability (see Table 1.3) Breaking the Curse (SU): On a successful Will check DC: 10+ (caster level+spell level)-gyspy level the gypsy may attempt to break a curse lain upon a creature or item. Harbinger of Doom (SU): this curse affects all those in contact with the target. The target may contract a deadly virus in which he is immune or have extremely bad luck (-1 per every 2 levels of the gypsy to the targets saving throws) Tribe Ability: +3 to the designated tribe ability (see Table 1.3) Soul Image (SU): this curse causes the targets appearance to slowly change to that of its worst traits and intentions. This can be anything from a savage beast to a disease ridden corpse to a treant. It should be noted that this change is NEVER positive and always results in loss of permanent Charisma score. Terror and Torture (SU): this is the most sever curse that can be called upon by the gypsy and is normally reserved for those who have murdered a fellow gypsy or done some other unspeakable act. The gypsy need not see the target or even have any of the targets belongings to unleash this curse. Any target that is affected by this curse will die a most horrible death. Whether its body melt away like a candle, the burning of flesh until only a skeleton remain and still be alive!, Hallucinations that cause physical and fatal damage to the target or any other long drawn out and gruesome act. Evil Eye (SU): This can be evoked 3 times a day. The Evil Eye is a gaze-attack much like that of a vampire. The gypsy decides what the Evil Eye will do before engaging in eye contact. (See table 1.2 for effects of the Evil Eye) Tribe Ability: +4 to the designated tribe ability (see Table 1.3) Tribe Ability: +5 to the designated tribe ability (see Table 1.3) NOTE: unless otherwise noted the gypsy requires LOS (line-of-sight) with the target or a possession of the target to inflict a curse. All curses can be negated by a Will DC of 10 + 1/2 level of gypsy + Charisma modifier. All curses are considered supernatural abilities. Table 1.1 Gypsy Tribes 1.) Kamii: Blacksmiths. So much that when they create an item it is considered to have a +1 non-magical effect (or -1 if the Kamii is cursing the item), the Kamii may select Craft Magic Arms & Armor, & Forge Ring. The effects of the created items are up to DM approval. A Kamii should not be able to imbue created items with magical abilities in which the Kamii has no knowledge. The Kamii are also known for their cursed items from having a negative attack modifier to eliciting nightmares or worse. To curse an item the Kamii simply calls upon the gypsy curse abilities and imbues them into the sword. 2.) Equaar: Shepard's and wranglers. The Equaar are both adept with both wild and domesticated animals and treat these beasts as on of the tribe. For an outsider to purchase a stead of an Equaar the cost is high (double market price) and the beast must willing go with the buyer. Any animal purchased from a Equaar can be considered the best of its breed. The Equaar gain the Tracking FEAT for free at first level. Equaar wizards most often have very unique familiars. If your gypsy has contracted moon madness then as Equaar he/she can also gain the Craft Wondrous Items, at first level, and create Figurines of … that walk among them during the 3 day full moon phase as guardians. Please note that these figurines are normal creatures (Appendix 1 Monster Manual) with +HD equal to half the gypsies levels. So a eight level Equaar Gypsy could create a figurine of the lion and it would have 9d8 hit dice (5d8 normal plus 4d for the gypsy levels). 3.) Vatraska: Healers. The Vatraska have the ability to heal non-magical diseases and mummy rot with various drinks and food. The imbiber of any potion from a Vatraska must make sleep for 1d20+4 hours for the serum to take effect. Once awakened the target being is completely healed of the disease. Any type of food or drink prepared by the Vatraska has the ability to double the natural healing rate in 24 hours. Thus a wizard could after eating a meal from a Vatraska memorize spells 4 hours later instead of waiting 8. It costs 20GP for the Vatraska to create such culinary delights to gain the double healing. The Vatraska gains the FEAT Poison Use. This feat gives the Vatraska the ability to create any poison listed in the DMG and incorporate it into its culinary works. 4.) Naiat: Actors & Carnival Folk. Naiat travel bringing merriment with them. Entertaining with their 'Hall of Mists' (illusion), through contests of strength (wrestling a bear), or through song and dance preferring the violin or guitar. A Naiat with a violin or guitar may Inspire as a Bard. 5.) Canjar: Arcanists. The Canjar embrace the more magical side of the gypsy and this gain the ability to choose spells from one more school of magic and gain the ability to learn all Item Creation FEATS. They can create Moon Jewelry, which functions during 3 days of full moon. These items come in two types. One, control lycanthropy and two enhance the DC of spells cast by the Canjar. The other item is the fabled Evil Eye Amulets. These amulets can protect against the Evil Eye. Table 1.2 Evil Eye Effects 1.) Paralyzation for 1d4+1 rounds. The target then convulses uncontrollably for 1d8 damage per round. Following the convulsion the target must make a FORT save DC 15. success means the target has fallen asleep and can be awaken normally. Failure means the character has lapsed into a coma for 1d4+gypsy level days. If the level of the target is less than 3/4 that of the gypsy the target dies immediately. 2.) Fear: as spell. effects last 1d4+1 rounds. 3.) Dominate: as spell. effects last 1d4+1 rounds. 4.) Suggestion: as spell. effects last one day. 5.) Curse item: upon looking at an item the gypsy can will the creation to disintegrate. The item makes a saving check vs. DC 18. If the save is successful the item functions at -1 ability, and is unable to expend charges, for 1d4 rounds. Virtually any item can be cursed. A gypsy may curse a bowl of fruit and instantly the apples would be sour. Or the string on a bards instrument my instantly snap. Table 1.3 Tribal Abilities 1.) Kamii: Profession: Blacksmithing, or any other metal based Craft check 2.) Equaar: Animal Empathy, Handle Animal, or Ride 3.) Vatraska: Profession: Cooking, Heal, or Profession: Herbalism 4.) Naiat: Perform 5.) Canjar: Spellcraft (any Tribal bonus received to Spellcraft is doubled when attempting to learn a new spell. so a 5th level Canjar gypsy would receive a +2 to learn a new spell instead of the listed +1) Note: Tribal Ability bonus does NOT count against the total Rank in regards to limitations. I.E. If a 3rd Level Gypsy can only have a rank of 6 for a Class-skill her Tribal Ability can be 7 (because of the +1). Table 1.4 The Gypsy Base Fort Ref Will Level Attack Bonus Save Save Save Special 1 +0 +0 +2 +2 Tralak Identification, Moon Madness, Knife Fighting 2 +1 +0 +3 +3 Nature Sense 3 +2 +1 +4 +4 Trackless Step 4 +3 +1 +4 +4 5 +3 +2 +5 +5 Tribe Ability +1 6 +4 +2 +5 +5 Edged Inconvenience (1/day) 7 +5 +2 +5 +5 Poison Carrot (1/week) 8 +6/+1 +2 +6 +6 9 +6/+1 +3 +6 +6 Tribe Ability +2 10 +7/+2 +3 +7 +7 Breaking the Curse (charisma modifier/day) 11 +8/+3 +3 +7 +7 Harbinger of Doom (1/month) 12 +9/+4 +4 +8 +8 13 +9/+4 +4 +8 +8 Tribe Ability +3 14 +10/+5 +4 +9 +9 Soul Image (1/year) 15 +11/+6/+1 +5 +9 +9 Terror and Torture (DM Approval) 16 +12/+7/+2 +5 +10 +10 17 +12/+7/+2 +5 +10 +10 Evil Eye (3/day) 18 +13/+8/+3 +6 +11 +11 Tribal Ability +4 19 +14/+9/+4 +6 +11 +11 20 +15/+10/+5 +6 +12 +12 Tribal Ability +5 Bibliography: Van Richten's Guide to the Vistani ISBN 0-7869-0155-1 Domains of Dread ISBN 0-7869-0672-3 Ravenloft 3rd Edition ISBN 1-58846-075-4 End Notes: The Gypsy class does NOT officially exist in D20. ArtHaus, a subsidiary of White Wolf, has released the Ravenloft 3rd Edition book. However, the Half-Vistani are described as Bards. the term Gypsy is reserved for full-Vistani and is at this time not a selectable Player-Class. It is unclear if the Gypsy class will ever be a Player Class or Prestige Class at this point. |
#5zombiegleemaxMay 26, 2004 16:55:38 | vistanii are not the only gypsy of the setting... |
#6zombiegleemaxNov 30, 2005 5:51:28 | W H E R E ' S - T H E - G Y P S Y - C U R S E S??? |
#7john_w._mangrumDec 01, 2005 1:14:38 | W H E R E ' S - T H E - G Y P S Y - C U R S E S??? Ravenloft Third Edition/Player's Handbook, whichever version you prefer. |
#8ividDec 01, 2005 22:04:02 | Actually, Quoth the Raven 11, a free fanzine available from www.fraternityofshadows.com, presents a very balanced gypsy core class I personally use in my games - and I am usually not the person to use too much stuff except the core books in my campaign. But really, the gypsy from QtR rocks and comes much more closer to the concept of the original AD&D thief than the rogue class, IMO. |