Gypsy

Universal Kits

Base Requirements
Races: Human, Half-Elf
Classes: Any Rogue, Any Wizard, Fighter, Ranger, Harper, Druid, Psionicist
Ability Requirements: Con 13, Wis 13
Alignments: Non-Chaotic (see below)
Starting Cash: By class

Weapon Proficiencies
Weapon Slots: By class
Required Weapon Proficiencies: Dagger or Knife, Scimitar or Khopesh
Allowed Weapons: One-handed melee weapons, Bows, Crossbows
Allowed Armors: Non-metal armor, no shields

Nonweapon Proficiencies:
Non-weapon Slots: By class
Available Categories: By class
Bonus: Animal Handling, Animal Training, Direction Sense, Land-based Riding, Modern Languages (Darine or Dom)
Required: Animal Lore, Dancing
Recommended: Ancient History, Animal Noise, Astrology, Begging, Cartwright, Chicanery, Cooking, Craft Instrument, Disguise, Enamor, Fast Talking, Fire-Building, Folklore, Foraging, Fortune Telling, Gaming, Herbalism, Hunting, Juggling, Musical Instrument (tamborine, violin, mandolin), Portal Feel, Singing, Spellcraft, Survival, Tracking, Underclass, Ventriloquism, Weather Sense.

Thief Skills:
Pick Pockets: +10%
Open Locks: —
Find/Remove Traps: —
Move Silently: —
Hide in Shadows: —
Hear Noise: +5%
Climb Walls: -10%
Read Languages: -5%

Overview
Gypsies are often called “forest nomads.” They travel the lands in caravans comprising carts, wagons, horses, and the Gypsy folk. These people are well known for their strange Gypsy music and dances. Some caravans survive by entertaining the communities they encounter. The Gypsies are a uniquely human culture, though half-breeds such as half-elves, tieflings, or even mongrelmen may appear in gypsy tribes in the rare cases when they are spawned.

Gypsy ways are strange to others and poorly understood by most. They do not recognize the existence of private property. The fruits of the land belong to all. If there is not enough to go around, it is easy enough to pack the wagons and move along. Likewise, Gypsies use only what they need and do not seek wealth or possessions for their own sake, or for the influence or power that they bring. They do not have a king or queen, although sometimes they will lay claim to these titles to gain advantage in bartering (when outsiders believe this, the Gypsies take it as proof of their gullibility and stupidity).

Gypsies have an entire collection of unconventional concepts that make up their philosophy of life:
Gypsies are free thinkers. For example, many do not marry, seeking companionship only for as long as both parties agree to the arrangement.
Gypsies love nature.
Many Gypsies don’t worship deities (although certain deities may look over them). Instead, they worship the concepts of nature, free will, and life.
Gypsies draw their energies from their free will, their brethren, and from their natural surroundings.
A Gypsy is loyal to and protects his friends, but friendship must be earned, and it is not gained easily.
Possession and ownership are the same.
Money is useless unless it brings you pleasure; trade is a better form of commerce.
You should always dress and act naturally and comfortably.

The rigid customs and beliefs of non-Gypsies are foolish and should be ignored.
Only a fellow Gypsy truly understands the Gypsy way of life. Others wrongly classify Gypsies as thieves, beggars, carnival people, nomads, or any number of other erroneous names. If a label must be used, the most accurate is "free-men.

Description: 
Both male and female Gypsy-bards love to wear gaudy jewelry. Their garments are typically loose-fitting and comfortable, and often died in shades that more settled folks would find garish. They have dark complexions, ranging from a rich olive to a dusky tan. Their hair is always dark, more often black than brown, as are their eyes.

Role-Playing
Gypsies wander the land, experiencing life as they go. They travel until they find something of interest: a beautiful glade, an interesting village, an audience to sing and dance before, or someone who wants to trade with them. Then they establish a temporary camp and remain until their need to see more of the world overpowers their desire to stay.
An adventuring Gypsy may be on a personal quest to locate some special animal or flower for the “Gypsy queen,” or he could simply be out to experience the great wonders that appear along the adventuring path. In any event, a Gypsy always has a purpose and philosophy to his adventuring, even if it is “to wander for the sake of wandering.”
The gypsies are a mysterious people who live by a rigid code of personal honor and laws.

Because their values often differ from those of the communities that they visit, however, many people regard gypsies as a wild and lawless breed. In truth, however, all such characters must be either lawful or neutral. No matter how much the villagers of the Realms might like to think so, no chaotic gypsies exist.

Of course, this doesn’t mean that all gypsies are virtuous and kind. In fact, the ranks of gypsies are fairly evenly divided between good, neutral, and evil. Thus, while they may adhere to their own standards of honor, their values and morality differ greatly from tribe to tribe.

Special Abilities:
A gypsy can freely use any magical items that emulate Divination spells or effects (including any scrolls containing Divination spells), even if the item is intended for another class, and regardless of any limitations their own class may place on might item use.

By using any magical item suited for scrying, such as a crystal ball, a Gypsy can divine the future, gaining the benefits of an augury spell. Each day, the Gypsy can ask one question per five levels of experience (rounded up). 

Besides items suited for scrying, Gypsies are able to perform the same feat with a deck of many things. Additionally, when a deck of many things is used for this purpose, the gypsy suffers none of the normal effects of drawing a card from the deck. However, the deck still functions normally when used for purposes other than the augury.

The traditional weapon of the gypsy is the knife. For that reason, any gypsy canspecialize and even gain mastery in the use of the knife or dagger just as if he were a fighter. This specialization requires the normal allocation of proficiency slots.

Because of their rapport with animals, Gypsies gain the ability to cause certain spell-like effects, each once per day. At 5th level, they are able to cause the effects of animal friendship by speaking kindly in their own language. At 10th level, they can concentrate and gain the benefits of a locate animals or plants spell. Finally, at 15th level, they gain the speak with animals ability.

An unusually large number of Gypsies are psionic.

Special Disadvantages:
A Gypsy’s climbing ability works best when climbing trees. They are not skilled at climbing cliffs, building walls, or cave walls; they suffer a -25% penalty when scaling these surfaces.
Because the gypsies are generally distrusted by most common folk, they suffer a marked disadvantage in earning their trust. Whenever a gypsy is called upon to make an NPC reaction check against a non-gypsy, his result is automatically shifted one place toward hostile. Thus, a gypsy never receives a result of “friendly” when dealing with a non-gypsy.

Gypsy

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