Gypsy

The gypsy brings to mind many things, a traveller with strange and mysterious customs.

Adventures: Gypsies see adventures as oppurtunities to learn. They practice their many skills and abilities, and they especially relish the oppurtunity to enter a long-forgotten tomb, to dicover ancient works of magic, to decipher old tomes, to travel to strange places, to encounter exoitc creatures, and to learn new stories.

Characteristics: A gypsy brings forth magic from his soul, not from a book. She can cast only a small number of rituals or spells, but she can cast them without selecting or preparing them in advance. Her magic emphasizes charms and divinations over the more dramatic evocation spells that wizards use. In addition the gypsy has a number of special abilities to read the fortunes of those she encounters, through cards, palm-reading or other such means. Gypsies have some of the skills that rogues have, although they are not as focused on skill mastery. Gypsies listen to tales as well as tell them, so they have a vast knowledge of local events and noteworthy events.

Alignment: Gypsies are wanderers, guided by whim and intuition rather than law. The spontaneous talent, magic, and lifestyle are incompatible with a lawful alignment.

Religion: Gypsies tend to revere spirits as well as the moon goddess Selune or the goddess of good luck Tymora. Elven gypsies tend to worship the elven god Corellon. Gypsies given to larceny or other chaotic pursuits often follow the god Mask.

Background: A gypsy usually learns his skills by being adopted by a gypsy clan. Many gypsies were once runaways or orphans, befriended by gypsy bands who became their family and mentors.

Races: Gypsies must be human or half-elven. Humans take well to the wandering life and adapt easily to new lands and customs. A gypsy's wandering ways suits many half-elves, who often feel like strangers even when at home.

Other Classes: A gypsy works well with companions of other classes. She often serves as the spokesperson of the party, using her social skills for the party's benefit. In a party without a wizard or sorcerer, the gypsy relies on her magic. In a party without a rogue, she uses her skills. A gypsy is often curios about the ways of more dedicated or focused adventurers, often trying to pick up pointers.

Requirements:

Game Rule Information:

Abilities:

Hit Die: d6

Class Skills:

Skill Points gained per Level: 4 + Int modifier.

Class Features:

Table: The Gypsy

Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Spells per Day
Level
Special 0 1 2 3 4 5 6
1
+0
+0
+2
+2
Fortune telling, bardic knowledge, improved knife-fighting 2 - - - - - -
2
+1
+0
+3
+3
3 0* - - - - -
3
+2
+1
+3
+3
Evil Eye: 1/ day 3 1 - - - - -
4
+3
+1
+4
+4
3 2 0* - - - -
5
+3
+1
+4
+4
Allure of the gypsies 3 3 1 - - - -
6
+4
+2
+5
+5
Evil Eye: 2/ day 3 3 2 - - - -
7
+5
+2
+5
+5
3 3 2 0* - - -
8
+6
+2
+6
+6
3 3 3 1 - - -
9
+6
+3
+6
+6
Evil Eye: 3/ day 3 3 3 2 - - -
10
+7
+3
+7
+7
3 3 3 2 0* - -
11
+8
+3
+7
+7
3 3 3 3 1 - -
12
+9
+4
+8
+8
Evil Eye: 4/ day 3 3 3 3 2 - -
13
+9
+4
+8
+8
3 3 3 3 2 0* -
14
+10
+4
+9
+9
4 3 3 3 3 1 -
15
+11
+5
+9
+9
Evil Eye: 5/ day 4 4 3 3 3 2 -
16
+12
+5
+10
+10
4 4 4 3 3 2 0*
17
+12
+5
+10
+10
4 4 4 4 3 3 1
18
+13
+6
+11
+11
Evil Eye: 6/ day 4 4 4 4 4 3 2
19
+14
+6
+11
+11
4 4 4 4 4 4 3
20
+15
+6
+12
+12
4 4 4 4 4 4 4
* Provided the gypsy has sufficient Charisma to have a bonus spell of this level.
DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local mayor's reputation for drinking; common legends about a powerful place of mystery.
20 Uncommon but available, known by only a few people in the area. A local priest's shady past; legends about a powerful magic item.
25 Obscure, known by few, hard to come by. A knight's family history; legends about a minor place of mystery or magic item.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only to those who don't understand the significance of their knowledge. A mighty wizard's childhood nickname; the history of a petty magic item.

Table: Gypsy Spells Known

Spells Known
Level 0 1 2 3 4 5 6
1 4 - - - - - -
2 5 2* - - - - -
3 6 3 - - - - -
4 6 3 2* - - - -
5 6 4 3 - - - -
6 6 4 3 - - - -
7 6 4 4 2* - - -
8 6 4 4 3 - - -
9 6 4 4 3 - - -
10 6 4 4 4 2* - -
11 6 4 4 4 3 - -
12 6 4 4 4 3 - -
13 6 4 4 4 4 2* -
14 6 4 4 4 4 3 -
15 6 4 4 4 4 3 -
16 6 5 4 4 4 4 2*
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4
* Provided the gypsy has sufficient Charisma to have a bonus spell of this level.

Gypsy Spells

0-Level Gypsy Spells (Cantrips)

1st-Level Gypsy Spells

2nd-Level Gypsy Spells

3rd-Level Gypsy Spells

4th-Level Gypsy Spells

5th-Level Gypsy Spells

6th-Level Gypsy Spells