This expansion enables a gypsy to exchange power for control and gives the ritualist an incredible amount of player-driven versatility. The gypsy's card game mechanics are thoroughly enhanced with elements including a hand, unique draw-discard methods and even the ability to mark select cards. The ritualist gains the ability to specialize in favored rituals, replace domain spells and sow salts in religious symbols that both challenge and reward player intelligence.
The features within make both classes even more immersive and engaging and have been thoroughly playtested.
This is an expansion. The gypsy or ritualist base class is highly recommended before buying.
Develop the gypsy's card game elements further into active and strategic gameplay.
Give gypsy players the ability to determine their own assets and liabilities.
Give ritualists more choices and deeper choices, but reduce the weight of each choice.
Enhance the gypsy's mid-game scaling and the ritualist's late-game scaling.
Provide features of every type tailored to both classes' unique personas and abilities.
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Fateful Insurgence (Su): Once per day as an immediate action, a gypsy with this augury can cut her deck. When a gypsy cuts her deck, one creature she can see may reroll a d20 roll they just made. A gypsy must have at least 8 gypsy levels before selecting this augury.
Impetuous Regret (Su): Once per day, a gypsy with this augury that uses manifest destiny may admit that it was a mistake before she draws the card she named. She immediately stops drawing cards, returns all cards drawn via manifest destiny to her deck and must spend all of her remaining actions shuffling her deck. If she does not have a standard action remaining, she is dazed until the end of her next turn. A gypsy must have the manifest destiny augury before selecting this augury.
Conduit of Compassion (Su): A harbinger of hope gains the channel energy class feature. She can channel positive and negative energy, but she can only channel these energies to heal the living or the undead. She must discard a card from her hand depicting an abjuration or conjuration spell in order to channel energy, and the energy cures 1d6 points of damage per level of the spell discarded. A harbinger of hope may use this ability 3 times per day. This ability replaces fated draw.
Conduit of Mischief (Su): At the start of her day, a harbinger of deceit chooses one spell of the charm, compulsion, figment or glamer subschool in her deck. Once before the end of her day, she may treat any card depicting a spell of the same subschool as if it depicted the chosen spell. Creatures that would be targeted by this spell receive a Sense Motive check (DC 10 + your Bluff modifier) to ignore its effects. This ability replaces fated draw.
Ritual Mastery Effects:
Arcane Torrent (Su): Add a single metamagic feat that modifies a spell to use a slot 1 level higher than normal to the list of feats made available by this ritual. Once chosen, this feat can never be changed.
Reciprocal Trance (Sp): If at least three subjects complete 2 hours of spiritual service, the ritualist gains 1 hero point that may also be spent by any creature that endeavored the service. This hero point is lost if not spent within 24 hours.
Creatures seldom view you as a threat and you have learned to capitalize on that misconception.
Prerequisites: Dex 13, Quick Draw, BAB equal to or less than your level -2.
Benefit: You gain a +2 circumstance bonus to attack and damage rolls made with light manufactured weapons against creatures that did not realize you were armed until the current turn. Additionally, the critical threat range of any attack that benefits from this feat is increased by 1. This effect is always additive (it is never increased to 2, even if your critical threat range is doubled). These bonuses last until the end of the turn in which a creature realizes you are armed.
Destructive Symbology (Ritual)
Barriers sown in Evil symbols enable you to damage creatures in affected 5-foot squares.
Prerequisite: Ritualist 5.
Benefit: After completing a ritual that binds an Evil deity by sowing salts in an Evil symbol, you can damage a creature in an affected 5-foot square within 30 feet by making a ranged touch attack as a standard action. Your touch deals 1 point of negative energy damage per ritualist level times the bonus provided by the symbol. For instance, the touch of a 7th level ritualist would deal 21 points of negative energy damage to a creature in an affected square of a hexagram (7 x 3 = 21). You can only use this ability on a creature in an active ritual’s area while its barrier remains sealed. This is a spell-like ability if it targets a creature in a spell-like ritual’s area and a supernatural ability if it targets a creature in a supernatural ritual’s area. You can use this ability a number of times per day equal to your Intelligence modifier, but no more than 3 times per ritual.
The Time Comes (Fated)
Your divinations hide their mysteries until you need them most.
Prerequisites: Wis 17, Profession (fortune teller, etc.) 5 ranks.
Benefit: Once per day, you may divine your own fortune through a mundane Profession check (fortune teller, etc.), enabling you to apply the result of that check in place of a single Knowledge check you would make before you divine your fortune again.
Furious Determination: Failure makes you angry; anger helps you focus. You gain a +2 trait bonus to concentration checks for 1 round after failing a concentration check.
Self-Affirming Superstition: Your belief in the occult is an integral piece of your identity and you would sooner die than abandon it. When a gypsy or oracle convincingly portends your future in the process of granting you a bonus to a d20 roll, you gain a +1 trait bonus to that roll.
Aura moderate illusion; CL 7th
Slot -; Price 5,000 gp; Weight -
Once you apply this red dye to an object, the dye disappears. You, however, see the object as if it were still dyed red. Enough dye is provided to coat 1 page, 1 card or 1 similarly sized object. Applying this dye to individual cards does not disturb the magic in a magical deck of cards. The color of evanescent dye is perfectly thorough and uniform - there is never variation between instances of the dye that could be used to tell two dyed objects apart.
Requirements Craft Wondrous Item, permanent image; Cost 2,500 gp
THURIBLE OF ISTHICA
Aura moderate enchantment; CL 6th
Slot -; Price 11,700 gp; Weight 30 lbs.
The bronze that comprises this diagonally-frilled thurible is impossibly dense. While incense burns within, a ritualist that holds this thurible can forfeit one move action per turn to grant his thrall an extra move action. However, the thrall must spend the entirety of this action attempting to close a ritual’s barrier.
Requirements Craft Wondrous Item, haste, suggestion; Cost 5,850 gp
Subscribers: We will be releasing premade decks for several gypsy builds within the next 3 months. We do not know exactly when or how much they will cost, but they will be free for subscribers as a special thank you for your continued support.
I've fought long and hard with myself on how to rate this and honestly, I was contemplating the 1-star-rating. But that would be unfair. While this pdf NEEDS to get back into the oven and be redesigned/streamlined - massively - it still has a (small) Coup de Ville at the bottom of this crackerjackbox. Hence, I'll settle for a final verdict of 2 stars IF you own both classes and can use all the pdf. IF masteries intrigue you and IF you're not willing to handwave aquatic salts etc. Fans of the classes might give this a try, but damn do I hope Dreadfox Games completely revises this. The pdf has all the potential of 5 stars and squanders it all.
Reviewed here, on DTRPG, posted about it on Nerdtrek and sent to GMS magazine.