Gypsy (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Gypsy
Rating: Not rated
(Rate this class)
Status: In Progress
Editing: Not Without Consent, Spelling and Grammar O.K.

Gypsy[edit]

Ironically inspired by a somewhat offensive thread on /tg/, I brewed up this class with some amusement.

The Gypsy is a gifted merchant, entertainer, and even magus. His prowess in these areas lead him easily into the world of adventuring.

Making a Gypsy[edit]

Abilities: Intelligence and Dexterity are important traits amidst the Gypsies, so much so that Gypsies who are not as gifted in these stats are often mocked and ridiculed by his betters. Feats of Strength and Charisma are welcome talents as well, though Constitution and Wisdom is no mere sleight either.

Races: Many races, both savage and civilized, have a nomadic and curious spirit. As such, there is such a wide array of peoples who join the ranks of the nomads known as Gypsies that even the most prepared adventurers gawk.

Alignment: Any. Gypsies tend towards Chaotic, or Lawful Neutral, but are common to take more extremes as well.

Starting Gold: As Rogue.

Starting Age: Simple.

Table: The Gypsy

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +0 Grace And Guile, Fate With My Wrist, Tell Fortune, Studies I 4 2
2nd +1 +0 +3 +0 I Sense... +1 5 3
3rd +2 +1 +3 +1 Evasion 5 4
4th +3 +1 +4 +1 5 4 2
5th +3 +1 +4 +1 Studies II, Tell Fate 5 4 3
6th +4 +2 +5 +2 5 4 4 2
7th +5 +2 +5 +2 Death At My Fingertips 5 4 4 3
8th +6/+1 +2 +6 +2 5 4 4 4 2
9th +6/+1 +3 +6 +3 I Sense... +2 5 4 4 4 3
10th +7/+2 +3 +7 +3 Studies III 5 4 4 4 4 2
11th +8/+3 +3 +7 +3 Foxglove 5 4 4 4 4 3
12th +9+4 +4 +8 +4 5 4 4 4 4 4 2
13th +9/+4 +4 +8 +4 Wolfsbane 5 4 4 4 4 4 3
14th +10/+5 +4 +9 +4 5 4 4 4 4 4 4 2
15th +11/+6/+1 +5 +9 +5 Studies IV 5 4 4 4 4 4 4 3
16th +12/+7/+2 +5 +10 +5 I Sense... +3 5 4 4 4 4 4 4 4 2
17th +12/+7/+2 +5 +10 +5 Nightshade 5 4 4 4 4 4 4 4 3
18th +13/+8/+3 +6 +11 +6 5 4 4 4 4 4 4 4 4 2
19th +14/+9/+4 +6 +11 +6 Hemlock 5 4 4 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +6 Studies V, I Sense... +4 5 4 4 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility & Royalty, and Nature taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

.

|}

Class Features[edit]

Gypsies are gifted tradesmen, merchants, and entertainers. All of the following are class features of the Gypsy.

Weapon and Armor Proficiency: Gypsies are proficient with all Simple Weapons, the Whip, The Scythe, The Spiked Chain, The Bolas, and the Net. Gypsies are not proficient with any type of armor, or shield, and use of either interferes with their abilities and maneuverability.

Spells: Gypsies cast arcane spells spontaneously, like Sorcerers do. They have an amount of spells per day as listed on the table above, but they know all spells upon the Gypsy spell list as listed below automatically. Gypsies can only cast spells that they have an INT, or CHA (Player's choice) score equal to Spell-Level + 10, Gypsies do not gain bonus spells or spells per day through a high INT or CHA. Gypsy spells are based off of their INT, or CHA, whichever is higher. Gypsies gain their spells through a long history, and tradition of their vagabond group. Gypsies choose their spells from the Gypsy spell list:

0—

1st—

2nd—

3rd—

4th—

5th—

6th—

7th—


8th—

9th—

  • Freedom: Releases creature from imprisonment.
  • Imprisonment: Entombs subject beneath the earth.
  • Mage's Disjunction: Dispels magic, disenchants magic items.
  • Prismatic Sphere: As prismatic wall, but surrounds on all sides.
  • Foresight: “Sixth sense” warns of impending danger.
  • Shades: As shadow conjuration, but up to 8th level and 80% real.

Grace And Guile: A Gypsy may add his Charisma, or Intelligence modifier (Whichever is higher) as a bonus to his AC, this bonus affects his Touch and Flat-footed AC, but not when he is helpless or loses his dexterity bonus to his AC. This ability functions only while the Gypsy wears no armor or shield, and carries less than a medium load.

Fate With My Wrist: A Gypsy gains the Quickdraw feat automatically at 1st level, along with ignoring the penalties associated with using any type of weapon that is properly sized (Or one size category smaller) for him as a Throwing Weapon. He uses his Strength, or Dexterity (Whichever is higher) modifier as an addition to damage done with a thrown weapon or item.

Tell Fortune (Ex): A Gypsy may use a standard action to gain a +2 luck bonus to his next Attack, Save, or Skill-check. This ability may be used times per day equal to their Intelligence modifier (Minimum 1.)

Studies: At every associated level with this ability listed, the Gypsy may learn an additional spell from the Wizard/Sorceror spell-list that is not already known by them. This spell must be of a level they are at that level able to cast, but may be from any school of magic. This reflects an intensive study of the spell.

I Sense... (Ex): This ability functions as Trapsense, where the Gypsy treats his levels in Gypsy as levels of Rogue.

Evasion (Ex): At 3rd level and higher, a Gypsy can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Gypsy is wearing no armor, and is carrying less than a medium load. A helpless Gypsy does not gain the benefit of evasion.

Tell Fate (Ex): At 5th level, a Gypsy gains the ability to grant a precognition to the future, this precognition consists of story-elements the DM grants to the Gypsy in a 'vision'.

Death At My Fingertips (Ex): At 7th level, the gypsy becomes quite gifted in the art of throwing weapons, and items. He now gains 1&1/2th of their Strength or Dexterity (Whichever is higher) modifiers to damage with thrown weapons. He also gains the ability to throw weapons one size-category larger than himself.

Foxglove (Ex): At 11th level, the Gypsy gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, deals an extra d6 in damage to anyone it damages on it's next attack.

Wolfsbane (Ex): At 13th level, the Gypsy gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, gains the Silver and Good-aligned traits, bypassing any Damage Reductions associated with them.

Nightshade (Ex): At 17th level, the Gypsy gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, paralyzes for 1d4 rounds.

Hemlock (Ex): At 19th level, the Gypsy gains the arcane ability as a swift action to coat any weapon with a blade with an Injury Poison that, on a successful attack, requires a Save VS. Death of any enemy not immune to Poison. The DC for this save is 20 + the Gypsy's Intelligence Modifier.

Epic Gypsy[edit]

Table: The Epic Gypsy

Hit Die: d6

Level Special
21st
22nd Bonus Feat
23rd
24th Bonus Feat
25th Studies VI
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat, Studies VII

6 + Int modifier skill points per level.

Bonus Feats: The epic Gypsy gains a bonus feat (selected from the list of epic feats) every 2 levels after 20th.

Half-Orc Gypsy Starting Package[edit]

Weapons: Daggerx12

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex
Jump 4 Str
Intimidate 4 Cha
Swim 4 Str

Feat: Combat Casting

Gear: Gypsy's Outfit, Bedroll, Flint and Tinder, Trail Rations (3 days), Waterskinx2, Parchmentx3, Ink & Inkpen, Silk Rope 50ft.

Gold: 27 GP

Campaign Information[edit]

Playing a Gypsy[edit]

Religion: Gypsies prefer Gods and Goddesses associated with the nomadic lifestyle, and the arcane. However, many follow their own choices and paths.

Other Classes: Gypsies get along well with Rogues, Fighters, and Bards. A source of endless amusement, and an often friendly attitude. Wizards, and Sorcerors, however, tend to view their version of magic as 'unrefined', and often somewhat insulting. Druids, Paladins, and Clerics often have mixed views on the members of this class, as do Monks.

Combat: Skill-focused, moderate-spell-casting. A ranged attacker at best.

Advancement: Gypsies who wish to truly embrace the Arcane take levels in Wizard, or Sorceror, or advance into Prestige Classes that enjoy the ability to cast Arcane Spells, and wade into melee.

Gypsies in the World[edit]

"Into your future I will see, and a destiny foretold, for coins, will be!"
—Thaddeus Darkmoon, Gnome Gypsy

Daily Life: Gypsies are different from group to group, but many spend most of their day traveling, entertaining, peddling their wares.

Notables: The Flower of Peace, a large group of Gypsies who run a medievil-style circus, full of magic and wonder.

Organizations: Gypsies as a whole are somewhat rare outside of their own vagabond groups, and, as such, they are rarely part of a larger community of each other. However, there is a greater amount of these coming into existence.

NPC Reactions: There are a mixture of reactions towards a Gypsy. Intrigue, disgust, happiness, hatred. Some view them as penniless vagabonds, which some are, while others view them as bringers of endless joy, which just as many are.

Gypsy Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Gypsies to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Gypsies are a traveling group of vagabonds, whom dabble in Arcane magicks, mostly into illusions and enchantments.
10 Gypsies learn their magic a much different way than Wizards, and Sorcerers. Their magic is passed down from generation to generation, leading to an almost instinctive knowledge of what they can, and cannot cast, spell-wise.
15 Even the youngest Gypsy is instilled with the need for grace, and intelligence. Due to this, many young gypsies are ridiculed and taunted by their superiors, and it is not uncommon for young gypsies to leave their caravan to join civilized life.
20 Any character who makes this check recalls any major NPCs of this class, organization, or any relevant data on the Gypsy way.

Gypsies in the Game[edit]

Adaptation: Gypsies are an adaptation of the vagabond tribes that go from place to place, enduring the harsh wilds of the world to peddle their wares, and entertain all with their shows of grace, guile, and charisma.

Sample Encounter: ECL10

EL 8: To be added soon.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors