(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Gypsy
Level
|
Base Attack Bonus
|
Ref Save
|
Will Save
|
|
1st
|
+1
|
+0
|
+2
|
+2
|
2nd
|
+2
|
+0
|
+3
|
+3
|
3rd
|
+2
|
+1
|
+3
|
+3
|
4th
|
+3
|
+1
|
+4
|
+4
|
5th
|
+3
|
+1
|
+4
|
+4
|
6th
|
+4
|
+2
|
+5
|
+5
|
7th
|
+4
|
+2
|
+5
|
+5
|
8th
|
+5
|
+2
|
+6
|
+6
|
9th
|
+5
|
+3
|
+6
|
+6
|
10th
|
+6
|
+3
|
+7
|
+7
|
Description: The Romany are clans of insular,
travelling of traders and entertainers.
They will typically settle in an area for a while before wearing out
their welcome. Their reputations as
thieves and entertainers makes them distrusted and desired company at the same
time. Rightly or wrongly they are blamed
by the locals for any misfortune in the area.
They are notorious flirts, yet haughty and prideful. Gypsies are at all times passionate in love
and in family, and in revenge if either are thwarted or threatened. A clan can be invaluable allies if defended
or helped, and a deadly foe if harmed.
An attack on one is an attack on all, with revenge usually taking the
form of an indirect assault on a person, their friends, family, reputation, or
prized possessions.
Hit
Die: d6.
Prime Abilities: Dex, Int, Wis, Cha.
Subprime Ability: Con.
Weapon and Armor Proficiency: Gypsies are
proficient with daggers, clubs, light crossbows, short bows, rapiers, spears, and
short swords. Gypsies do not wear armor.
They favor flashy, garish clothes, probably showing an immodest amount
of skin.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 4 useful items (likely stolen), Thief
tools; dagger and light crossbow with 20 bolts.
Gypsy Thief Skills: The Gypsy adds 1/2 level + ability bonuses to attempts. In general, figure DC 12 for difficult tasks
or against someone of equal or less HD; DC 18 for very hard tasks or higher
HD.
● (Dex + Int + Wis)/3:
Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Pick Pockets
● (Dex + Str)/2:
Acrobatics (Balancing, jumping), Climb
● (Cha + Wis)/2:
Charm, Negotiate, Intimidate
(Psychologically)
Mounted Charge
A successful mounted attack by a Gypsy using a spear at a
full gallop causes maximum damage + Stun
1 rd. Only one charge attack may be
made per rd, and a charge requires one rd of gallop first and enough distance
to get up to speed. The Gypsy will
automatically have the initiative in the attack as long as they have the longer
weapon. (Gypsy warriors seldom ride around with spears unless they are
defending their caravan from an attack, but they do practice the skill
frequently in contests.)
Mounted Archery
A mounted Gypsy may make a ranged bow attack with their full
BAB.
Animal Handling
Calm
Animals: Wis Bonus
+ ½ level vs. DC 12, Calms (2d4 + level) HD of animals. (Will Sv)
Charm
Animal: Wis Bonus
+ ½ level vs. DC 12, Makes one animal your friend. Lasts 1 day or 1
encounter. (Will Sv)
First Aid: A Gypsy knows how to apply first
aid to heal the wounded.
Gypsy Knowledge: Gypsies get around and hear lots
of stories and rumors. Int Bonus + ½ level, DC 12 minor
factoid, DC 18 very specific. This skill
is good for general area rumors, trivia, personalities, and gossip, not
anything scholarly. Please don't roll if
the knowledge is somehow important to the story.
Gypsy Performance
Gypsies
are excellent at song and dance and love to show off their skills and charm
others (it’s also a good distraction for their pickpockets). A group of at least two musicians (guitar and
rhythm) and a dancer is needed for a performance.
Roll 1 + (Cha + Wis)/2 + ½ Level to use, DC 12 Social/DC 18 Hostile Crowd.
Use the highest skilled performer and add +1 for each performer who
has a +3 Cha and Wis, up to +4. With a
good performance, add +4 to someone
else’s attempt to influence the audience or a specific person. Assume at least 1 turn for any performance.
Gypsies
usually perform for tips from the crowd (and whatever they’ve pilfered from
them). Command performance pricing is usually
at least 100 gp (with an assurance of non-larcenous behavior).
Gypsy Witches
Gypsy
women of 6th level and up
will have two specific magic abilities.
The origin of these abilities is unknown.
● Magical Healing: Full healing all
hp damage Wis bonus x a day, including themselves and those below 0 hp, but not
yet dead.
● Gypsy Curse:
A Gypsy Witch can cast a Curse spell once per day. It cannot be taught to outsiders. Wis
Bonus + ½ level vs DC 12 to cast. The
victim must make a DC 18 Will Sv. Ceremony spell and requires a Sympathy, a personal object from the victim. This spell is not cast without a mitigating
cause, someone has done some type of harm or insult to the Romany. The effects should be creative and fit the
crime, but never directly lethal. A Gypsy
Witch may dispel it at will (good luck with that), otherwise it will require a Paladin
or someone with similar powers to break the curse.
● Most Gypsy Witches also make claims
of being able to see the future via various means (Crystal Ball, Tarot Cards,
Palm Reading, etc). This is typically a
load of bunk designed to relieve suckers of their money. But, who knows? (Ref’s here’s where to drop your plot hints
in a vaguely ominous fashion.)
Other Gypsy Tribe Members
While
very clannish, Gypsies will take in helpful outsiders and make them one of
their own. The itinerant Romany
lifestyle has its attractions to those on the run, rootless individuals, and
general outcasts. Absolute loyalty to
the clan and being useful to them are the two main requirements. These outsiders are free to leave whenever
they want, unless they marry a Gypsy, in which case they are then formally a
member for life.
As
such, other classes of characters will often be present in a Gypsy camp or
caravan. Ostracized Demi-Humans will
find an accepting home here, especially Tieflings, Halflings, and
Half-Elves. Fighters (usually married
into the clan and providing security for the group), Rangers (dispossessed from
their native lands), and Bohemian Wizards are the most common. Unless the entire Player Character group is
part of a tribe, a PC Gypsy is likely an exile, perhaps on the run from them.
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