Zuan Codex (3.5e Sourcebook)/Gypsy

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate. If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image


A Gypsy.
Not all men are like trees. Some must travel and cannot keep still.

The Gypsy is a gifted merchant, entertainer, and even magus. His prowess in these areas lead him easily into the world of adventuring. Gypsies are a traveling group of vagabonds, whom dabble in arcane magic, mostly into illusions and enchantments. They learn their magic a much different way than wizards, and sorcerers, instead their magic is passed down from generation to generation, leading to an almost instinctive knowledge of their capabilities. Even the youngest gypsy is instilled with the need for grace, and intelligence. 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.

Hit Die: d6

Abilities: Intelligence and Dexterity are important traits amidst the Gypsies, but Charisma can also be an important stat if the party needs someone to do the talking. Strength, Constitution and Wisdom are also welcome traits, but not nearly as necessary as the other three.

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.

Alignment: Any non-lawful.

Starting Gold: As Rogue.

Starting Age: Moderate.

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, Quick Fingers 3 1
2nd +1 +0 +3 +0 Evasion 4 2
3rd +2 +1 +3 +1 Trap Sense +1 4 3
4th +3 +1 +4 +1 4 3 1
5th +3 +1 +4 +1 Deceiving Spells, Trained Eye 4 3 2
6th +4 +2 +5 +2 Trap Sense +2 4 3 3 1
7th +5 +2 +5 +2 World Traveler 4 3 3 2
8th +6/+1 +2 +6 +2 Extraction 4 3 3 3 1
9th +6/+1 +3 +6 +3 Trap Sense +3 4 3 3 3 2
10th +7/+2 +3 +7 +3 Foxglove 4 3 3 3 3 1
11th +8/+3 +3 +7 +3 4 3 3 3 3 2
12th +9+4 +4 +8 +4 Trap Sense +4 4 3 3 3 3 3 1
13th +9/+4 +4 +8 +4 Wolfsbane 4 3 3 3 3 3 2
14th +10/+5 +4 +9 +4 4 3 3 3 3 3 3 1
15th +11/+6/+1 +5 +9 +5 Trap Sense +5 4 3 3 3 3 3 3 2
16th +12/+7/+2 +5 +10 +5 Nightshade 4 3 3 3 3 3 3 3 1
17th +12/+7/+2 +5 +10 +5 4 3 3 3 3 3 3 3 2
18th +13/+8/+3 +6 +11 +6 Trap Sense +6 4 3 3 3 3 3 3 3 3 1
19th +14/+9/+4 +6 +11 +6 Hemlock 4 3 3 3 3 3 3 3 3 2
20th +15/+10/+5 +6 +12 +6 4 3 3 3 3 3 3 3 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), 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]

Weapon and Armor Proficiency: Gypsies are proficient with all simple weapons, plus the rapier, sap, shortbow, short sword, bolas, and net. Gypsies are not proficient with any type of armor, or shield, and use of either interferes with their abilities and maneuverability.

Spells: A gypsy spontaneously casts arcane spells which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.

To learn or cast a spell, a gypsy must have a Intelligence 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 Intelligence 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 the table above. However, he does not receive any bonus spells per day.

A gypsy’s selection of spells is extremely limited. A gypsy begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new gypsy level, he gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Intelligence score; the numbers of spells known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The gypsy can’t use this method of spell acquisition to learn spells at a faster rate, however. In addition he cannot replace spells every even level as a sorcerer can.

Table: Gypsy Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Grace and Guile (Ex): 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.

Quick Fingers: A Gypsy gains the quick draw feat automatically at 1st level, and gains a +2 to misc modifier for sleight of hand.

Evasion (Ex): At 2nd level and higher, a gypsy can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the gypsy is wearing light armor or no armor. A helpless gypsy does not gain the benefit of evasion.

Trap Sense (Ex): At 2nd level, a gypsy gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the gypsy reaches 9th level, to +3 when she reaches 16th level and to +4 when she reaches 20th level.

Deceiving Spells: At 5th level, a gypsy further masters her affinity for certain spells, granting +2 to the DC for Illusion and Enchantment spells cast.

Trained Eye (Ex): At 5th level, a Gypsy can identify a magical item's properties as Identify but does so mundanely without having to cast a spell.

World Traveler: At 7th level, a Gypsy has been around so many different parts of the world that they have picked up a few different languages along the way, granting mastery of up to three additional languages selected from their race's bonus language list.

Extraction: At 8th level a gypsy begins to learn how to extract and concentrate poisonous plants she keeps in her spell component pouch into a liquid that can be stored for long periods of time and applied to her weapons quickly and safely. This ability grants the poison use feat, and +4 to the misc modifier for craft (alchemy) and is a prerequisite for using the abilities below, (see foxglove, wolfsbane, nightshade, and hemlock). A gypsy may attempt to concentrate poisons from other plants with harmful effects as determined by your DM, but a craft (alchemy) check must be made with the DC being determined by the DM.

Foxglove (Ex): At 10th level, the Gypsy gains the ability as a swift action to coat any weapon with a blade with an injury poison that, on a successful attack, deals an extra 1d6 damage to anyone it damages on it's next attack.

Wolfsbane (Ex): At 13th level, the Gypsy gains the 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, and bypasses damage reduction.

Nightshade (Ex): At 16th level, the Gypsy gains the ability as a swift action to coat any weapon with a blade with an injury poison that, on a successful attack, paralyzes anyone it damages for 1d4 rounds (roll separately for each poisoned).

Hemlock (Ex): At 19th level, the Gypsy gains the ability as a swift action to coat any weapon with a blade with an injury poison that, on a successful attack, requires a fortitude save VS. death. The DC for this save is 20 + the Gypsy's intelligence modifier.

Ex Gypsy[edit]

A gypsy who becomes lawful cannot progress in levels as a gypsy, though he retains all his gypsy abilities. Multiclassing however, is perfectly acceptable but the gypsy must retain non-lawful alignment.

Epic Gypsy[edit]

Table: The Epic Gypsy

Hit Die: d6

Level Special
22nd Bonus Feat
24th Bonus Feat
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

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.

Back to Main Page3.5e HomebrewSourcebooks

Home of user-generated,
homebrew pages!