Gypsy class idea


Homebrew and House Rules


I made this class for one of my players that liked gypsies in the Ravenloft setting. Let me know what you think.

The gypsies of long ago lost there homeland and all connection to society. They have carved their own path in the world forcing their wills onto reality. Many are fun-loving people, but a few are driven by an old pain.

Role: While some gypsies are recluses, living on the edge of civilization, many spend their lives traveling the countryside moving from town to town. The blend of gypsy spells makes them adept at filling a number of different roles, from seer to healer, and their revelations grant them a number of abilities that are useful in a fight. Some gypsies travel about, seeking greater knowledge and better understanding of the mysteries that guide them.
(The gypsy is a class with parts from the bard, oracle & witch.) Gypsy’s spells are arcane.

Alignment: Any

Hit Die: d8

Class Skills
Craft (Int), Handle Animal (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis). In addition, gypsies receive additional class skills depending upon their mystery.

Skill Ranks per Level: 4 + Int modifier.

The following are the class features of the gypsy.

Weapon and Armor Proficiency: A gypsy is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Gypsies are also proficient with light armor and shields (except tower shields). A gypsy can cast gypsy spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gypsy wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass gypsy still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Cantrips: Gypsies learn a number of cantrips, or 0-level spells, as noted on Table: Gypsy Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Hex: Gypsies learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a gypsy gains one hex of her choice. She gains an additional hex at 4th level and for every 4 levels attained after 4th level (8th, 12th, 16th, & 20th). A gypsy cannot select an individual hex more than once. Gypsies gain access to Major Hexes at 12th level. Gypsies do not gain access to Grand Hexes.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the gypsy’s level + the gypsy’s Charisma modifier.

Spells: A gypsy casts arcane spells drawn from the bard’s and witch’s spell list . He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a gypsy must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gypsy’s spell is 10 + the spell level + the gypsy’s Charisma modifier.

Like other spellcasters, a gypsy can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Gypsy. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The gypsy’s selection of spells is extremely limited. A gypsy begins play knowing four 0-level spells and one 1st-level spells of the gypsy’s choice and one spell gained from the gypsies mystery. At each new gypsy level, he gains one or more new spells, as indicated on Table: Gypsy Spells Known. (Unlike spells per day, the number of spells a gypsy knows is not affected by his Charisma score. The numbers on Table: Gyspsy Spells Known are fixed.)

Upon reaching 5th level, and at every third gypsy level after that (8th, 11th, and so on), a gypsy can choose to learn a new spell in place of one he already knows. In effect, the gypsy “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level gypsy spell the gypsy can cast. A gypsy may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A gypsy need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bonus Skill Focus Feat: At 1st level a gypsy chooses one of their skills to gain skill focus in.

Gypsy Mystery: Each gypsy draws upon a arcane mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an gypsy with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the gypsy gains levels. A gypsy must pick one mystery upon taking her first level of gypsy. Once made, this choice cannot be changed.
At 1st level, and every three levels thereafter, a gypsy learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on the Gypsy Spells Known Table. They cannot be exchanged for different spells at higher levels.

Revelation: At 2nd level, 5th level, and every four levels thereafter (9th, 13th, & 17th), a gypsy uncovers a new secret about her mystery that grants her powers and abilities. The gypsy must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the gypsy gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Final revelation: At 20th level, an gypsy learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the gypsy’s mystery.

Gypsy’s Curse (Ex): Each gypsy is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The gypsy’s curse cannot be removed or dispelled without the aid of a deity. A gypsy’s curse is based on her gypsy level plus one for every two levels or Hit Dice other than gypsy. Each gypsy must choose one of the following curses.

Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis as a 4th level spell to your list of spells known. At 15th level, add reverse gravity as a 6th level spell to your list of spells known.

Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.

Madness: You have a split personality. Choose a second alignment for your other personality’s alignment. At the start of the day make a will save vs. DC = to half your gypsy level + 10. If you fail this save you switch personalities for the day. You can choose to give in to the other personality if you can beat the DC with two consecutive rolls. If you fail in this attempt you must wait 3 hours before you can attempt to switch personalities again. At 5th level you gain the Mad Hallucination spell-like ability 1/day. At 10th level you gain a + 4 vs. charms and compulsion. At 15th level you add the Mind Fog spell to your list of known spells.

Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.

Dark Archive

Nice idea, mixing Bard and Witch.

I would give her some Harrow Deck reading powers.

Spell level 6.

Deaf and Tongues are flavorful curses, but they mesh oddly with Bard casting.

I have a feeling you can make some extraordinarily good gish with this. That is cool, but - am I mean no racial offence to real-life gypsies - classes are based on stereotypes and while Bard and Witch fit, extremely versatile gish doesn't really.

Having said that, a gang of gypsies immediately springs to mind as a rather tough NPC party.

1 Gypsy leader
1 Wiz/Harrower
Several Thug/Sap master Rogues. Some mischievous Fey with them wouldn't hurt either.


Dot


There is a pretty decent spellcasting 3pp class called Gypsy. A little kerfuffle about using the name gypsy. It's considered by many to be a pejorative.


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Wow. Nice work. I can see some races getting some nice Favored Class Bonuses (Changelings and Kitsune come to mind).


Captain K. wrote:

Nice idea, mixing Bard and Witch.

I would give her some Harrow Deck reading powers.

Spell level 6.

Deaf and Tongues are flavorful curses, but they mesh oddly with Bard casting.

I have a feeling you can make some extraordinarily good gish with this. That is cool, but - am I mean no racial offence to real-life gypsies - classes are based on stereotypes and while Bard and Witch fit, extremely versatile gish doesn't really.

Having said that, a gang of gypsies immediately springs to mind as a rather tough NPC party.

1 Gypsy leader
1 Wiz/Harrower
Several Thug/Sap master Rogues. Some mischievous Fey with them wouldn't hurt either.

I have heard that using the term gypsy does offend some, but that was not my intent. The name could be changed easily, the fantasy (made up/ not real) concept was what I was going for.

Thanks for the feedback.

Grand Lodge

I don't believe that gypsies should be of one class. Not every gypsy should be a spellcaster.

They're adequately represented as a mix of the following.

1. Bard (with appropriate archetypes)

2. Witch * * * almost every archetype works. or Oracle, having both in one camp kind of negates the flavor of each.

3. Rogue need this really be explained?

4. Fighter (any finesse build will do)


Okay it felt right to add something about the harrow deck so here it is.

Harrow Reading: You are trained in the art of harrow reading and anyone you give a reading to gains the attention of fate. When you give a reading make an opposed Charisma check against the recipient of the reading. If you beat them you can give them an edge over fate. They gain a + 1 luck bonus on any one roll they make in the next 24 hours. They can only have one harrow reading luck bonus at a time, but once the 24 hours have passed they can gain another luck bonus. If you fail the opposed Charisma check Fate reverses their luck and gives them a – 1 unluck on any one roll they make in the next 24 hours (DM’s choice.) This luck/unluck increases at 10th level (+ 2) and again at 20th level (+ 3).

In addition you were given a powerful reading at some time in the past. You have a strong attachment to one of the cards of Fate. You gain a benefit from that connection as described below. These benefits must be applied before you roll the dice if they effect dice roles. Each effect is a 1/day effect.

The Avalanche – You gain a + 2 to any save of your choice.
The Bear – You gain a + 2 to your strength score for one roll.
The Beating – For the first round of you being flanked you are treated as not flanked.
The Betrayal – You gain a + 5 on a Sense Motive check.
The Big Sky – Reroll a failed grapple check that ended up with you pinned.
The Brass Dwarf – Reroll a failed Fortitude save.
The Carnival – + 2 to caster level to overcome spell resistance.
The Cricket – + 5 ft. to your movement speed for one round.
The Courtesan – You gain a + 5 to a Diplomacy check.
The Crows – You gain a + 5 to a Slight of Hand check.
The Cyclone – Reroll a failed stabilize check.
The Dance – Your aid another bonus increases by + 2. This is used when others aid you.
The Demon’s Lantern – Reroll any failed Knowledge check to determine the weakness of an enemy.
The Desert – Reroll a failed save against sickness or disease.
The Eclipse – You gain a + 5 to a Perception check.
The Empty Throne – You gain a + 2 to a damage roll after an ally drops to 0 hit points.
The Fiend – Reroll a failed Reflex save.
The Foreign Trader – You gain a + 5 to a Appraise check.
The Forge – Your aid another bonus increases by + 2. This is used to aid another.
The Hidden Truth – You gain a + 4 to save verses illusions.
The Idiot – You gain a + 5 to a Disguise check.
The Inquisitor – You gain a + 5 on a Sense Motive check.
The Joker – You gain a + 5 on a Stealth check.
The Juggler – An enemy gains a – 1 penalty on a Reflex save.
The Keep – Reroll a failed Willpower save.
The Liar – You gain a + 5 to a Bluff check.
The Locksmith – You gain a + 5 to a Disable Device check.
The Lost – You gain a + 4 verses Fear.
The Marriage – When you are flanking a foe you get a + 2 to damage.
The Midwife – You heal 2 additional hit points when cure magic is used on you.
The Mountain Man – You gain 2 temporary hit points. Duration equal to your Charisma bonus.
The Mute Hag – You gain a + 4 verses charm.
The Owl – You gain a + 2 to your wisdom score for one roll.
The Paladin – You gain a + 4 verses compulsion.
The Peacock – You gain a + 1 dodge bonus to AC.
The Publican – You gain a + 5 to a Diplomacy check.
The Queen Mother – An enemy gains a – 1 penalty on a Willpower save.
The Rabbit Prince – You gain a + 2 combat maneuver.
The Rakshasa – You gain a + 4 verses compulsion.
The Sickness – Reroll a failed save against sickness or disease.
The Snakebite – You gain a + 5 to a craft check.
The Survivor – You gain 2 temporary hit points. Duration equal to your Charisma bonus.
The Tangled Briar – You gain a + 5 to a Knowledge (History) check.
The Teamster – You gain a + 2 to a bull rush.
The Theater – You gain a + 2 to your charisma score for one roll.
The Trumpet – An enemy gains a – 1 penalty against a sonic effect (Spell, bard performance).
The Twin – You gain a + 5 to a Bluff check.
The Tyrant – You gain a + 5 to an Escape Artist check.
The Unicorn – You gain a + 5 to a Perception check.
The Uprising – You gain a + 4 verses tripping, bull rushes, and overrun attempts.
The Vision – You gain a + 5 to a Knowledge (Arcana) check.
The Wanderer – You gain a + 5 to a Appraise check.
The Waxworks – You gain Freedom of Movement for 1 round. Any effect that stops movement is just delayed one round, afterwards it takes effect as normal.
The Winged Serpent – You gain a + 2 to confirm a critical hit.

Creature of Fate: You gain the ability to craft a harrow deck; including magical versions of the harrow deck. You also gain access to the powers of fate. You can draw a card from your harrow deck and gain the above bonus for use that day. At 15th level you can draw a second card. At 20th level you may draw a third card.

Harbinger of Fate: At 20th level your type changes to Native Outsider and you no longer age, but you can still die from other causes. You gain the Contact Other Plane and Divination spell-like abilities. You gain Spell Resistance 5 + your gypsy level. You can also impart the cards benefits you drew for the morning, from your Creature of Fate ability, to others. The benefit still expires after 24 hours.

------------------------------------------------------------

These abilities are kind of weak in that they are 1 per day, but I don't want to overpower the class to much.

Oh, and just to note it the Gypsy spells / Known spells charts are the same as the Bard charts. So the oracle and the witch still out match the gypsy as a spellcaster.


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LazarX wrote:

I don't believe that gypsies should be of one class. Not every gypsy should be a spellcaster.

They're adequately represented as a mix of the following.

1. Bard (with appropriate archetypes)

2. Witch * * * almost every archetype works. or Oracle, having both in one camp kind of negates the flavor of each.

3. Rogue need this really be explained?

4. Fighter (any finesse build will do)

I agree that the fantasy gypsy really is just a normal class with a different bent on it, maybe a sub-class. However my player wanted this type of mix and they were even muticlassing into the bard, oracle and witch classes. It ended up as a really weak character. It was not that hard to join the classes and come out with this cool concept. At least I think it is kind of cool.


Captain K. wrote:
Nice idea, mixing Bard and Witch.

I'm seeing more a Witch/Oracle (Mystery spells and Revelations...).

For a couple of concepts that match this, check out the just released Arcane Masters I - you can find the link to this free PDF

HERE

It details the Fellseer (Witch/Oracle - uses hexes and revelations, much like the ACG's Shaman) and the Merchant Shadowcaller (Witch/Rogue) - the Merchant Shadowcaller was originally named the Gypsy Shadowcaller, but we changed it to stay away from pejorative associations with real world communities of Rom, Shelta, Tinkers etc.

Dreadfox Publishing also has a wicked Gypsy class.

As for this concept, with Hit Dice being inextricably linked to BAB, giving this class a d8 would entail a 3/4 BAB - a lot more combat acumen than I''d give the concept as written credit for...


Oceanshieldwolf wrote:
Captain K. wrote:
Nice idea, mixing Bard and Witch.

I'm seeing more a Witch/Oracle (Mystery spells and Revelations...).

For a couple of concepts that match this, check out the just released Arcane Masters I - you can find the link to this free PDF

HERE

It details the Fellseer (Witch/Oracle - uses hexes and revelations, much like the ACG's Shaman) and the Merchant Shadowcaller (Witch/Rogue) - the Merchant Shadowcaller was originally named the Gypsy Shadowcaller, but we changed it to stay away from pejorative associations with real world communities of Rom, Shelta, Tinkers etc.

Dreadfox Publishing also has a wicked Gypsy class.

As for this concept, with Hit Dice being inextricably linked to BAB, giving this class a d8 would entail a 3/4 BAB - a lot more combat acumen than I''d give the concept as written credit for...

Thank you for the link. Those are awesome resources. I kept the BAB as the bards because I kept the bard's Spell per day and spells known chart. It works for my player. This was my first time doing something like this so I wanted to share it. Thank you for your feedback and the great link.

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