Gypsies
Ability Requirement: |
|
Constitution 13+
Intelligence 13+
Wisdom 13+
Charisma 15+ |
Prime Requisite: |
|
Dexterity, Charisma |
Races Allowed: |
|
Half-elf, Half-Vistani, Human |
When most folk think of gypsies in Ravenloft, they picture
the mysterious Vistani. While it is certainly true that those
wanderers of the Mists are often called by the common
name "gypsy", they are not the only such folk who dwell on
the Demiplane of Dread. Player character gypsies are not
Vistani, although many of these oft-called vagabonds do
have some hint of Mist walker blood in them.
Ability Requirements
In order to be a gypsy, a character must have Constitution,
Intelligence, and Wisdom scores of at least 13. In addition,
his Charisma score must also be at least 15. If a gypsy has
Dexterity and Charisma scores of 16 or better, he receives a
10% bonus to any experience points he earns.
The former requirements reflect the fact that the gypsy
has traveled far and wide. He must be strong enough to
survive the rigors of traveling and should have gathered a
great deal of knowledge and common sense in his journeys.
The latter requirement indicates the aura of mystery and
awe that surrounds these people. Sadly, while this makes
them stand out from the common folk of Ravenloft, it also
brands them as outsiders - and citizens of the Demiplane of
Dread seldom trust outsiders.
Alignment
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 Ravenloft might like to think so, no chaotic
gypsies exist. Also, no player character gypsies can be of
an evil alignment.
Of course, this doesn't mean that all gypsies are virtuous
and kind. In fact, the ranks of non-Vistani gypsies are 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.
Arms and Armor
Gypsies have a somewhat limited choice of weapons
and armor compared to other rogues. No doubt this
is partially responsible for their tendency to avoid
direct confrontation in favor of stealth and trickery.
Gypsies cannot wear any form of metal armor. Even
the delicate and supple chainmail wrought by elf
smiths is prohibited to them. In addition, they never
make use of any form of shield. Gypsies can employ
only one-handed melee weapons, although they are
free to employ bows, crossbows, and other two-handed missile weapons.
Spells and Magical Items
The gypsies of Ravenloft have access to a fair selection of magical items and can cast a good many
spells. They can also use any magical item normally
available to members of the thief class. In addition,
they have free access to all magical items that emulate
divination spells, such as a crystal ball, even when
those are intended for characters of another class.
Higher-level gypsies do not gain the ability to use
priest and wizard scrolls as thieves do. However,
those that have a divination purpose, like a scroll
with a detect magic spell on it, are always usable
by them.
As they advance in levels, gypsy characters can
use a limited number of wizard spells. They do not
keep spell books like normal wizards do, although
they do go through similar steps to learn their spells.
In addition, they need not choose their spells ahead
of time, although any spell they wish to use has a
casting time of three turns (thirty minutes). Only
those spells that fall into the schools of lesser and
greater divination are available to the gypsy. Table
104: Gypsy Spell Progression indicates the number
of spells that a gypsy can cast per day.
Table 104: Gypsy Spell Progression
Gypsy
Level |
|
Wizard Spell |
1 |
|
2 |
|
3 |
|
4 |
1-3 |
|
1 |
|
- |
|
- |
|
- |
4-6 |
|
2 |
|
- |
|
- |
|
- |
7-9 |
|
2 |
|
1 |
|
- |
|
- |
10-12 |
|
3 |
|
2 |
|
- |
|
- |
13-15 |
|
3 |
|
2 |
|
1 |
|
- |
16-18 |
|
3 |
|
2 |
|
2 |
|
- |
19+ |
|
3 |
|
3 |
|
2 |
|
1 |
Gypsy Clans
All gypsy player characters are members of gypsy tribes.
For one reason or another, however, they have left their tribe
behind to explore and adventure for a time. This is not an
uncommon action among the young men and women of
Ravenloft's gypsy tribes.
During his travels, a young gypsy may well encounter
tribes other than his own. Depending upon his
alignment and the values of the other tribe, this may
or may not present a problem. It is impossible for a
gypsy to hide his alignment from another tribe
without the use of magical spells.
If the adventurer encounters a tribe whose
alignment exactly matches his own, he is
welcomed as a friend. He is given whatever aid and
comfort it is within the means of that tribe to
provide. Should the tribe's alignment deviate only
slightly from that of the character (lawful neutral
and lawful good, for example), the adventurer is
welcomed and treated as a guest. He receives no
special consideration but is given food, a place to
sleep, and the like. If the adventurer and the tribe
do not have similar alignments, he is turned away.
Depending on his response to this treatment,
violence may erupt. Nothing prohibits one tribe of
gypsies from making war on another.
Knife Fighting
The traditional weapon of the gypsy is the knife or
dagger. In fact, no other class (with the possible
exception of the fighter) is as skillful in the use of
these weapons as the gypsy. For that reason, a
gypsy can specialize in the use of the knife just as
if he were a fighter. This specialization requires the
normal allocation of proficiency slots and applies
to both melee combat and the throwing of knives
as well.
This specialization is a limited form of the fighter's
ability, however. While the character does receive
the normal +1 attack bonus and +2 damage bonus,
he does not gain any extra attacks with the knife.
Gypsy Lore
This ability is similar to that of the bard and the
arcanist, who know a little bit about everything.
Because of the traveling life of a gypsy, whether he
is on his own or in the company of his clan, these
characters accumulate a wealth of knowledge about the
various lands of Ravenloft.
When a gypsy character is presented with an object,
meets a person, explores a place, or is otherwise
confronted with something about which he might have
knowledge, the Dungeon Master should roll percentile dice.
The chance that a character will know something about a
given topic is 5% per level. Thus, a 12th-level gypsy has a
60% chance to know a little bit about a given domain lord
or magical object.
The extent of the character's knowledge should be
determined by the Dungeon Master, but should generally be
brief. For example, when a gypsy character first encounters
an unfamiliar plant, the Dungeon Master may decide to give
the character a chance of recognizing it. If the roll succeeds,
the gypsy might be told something like, "Those are bloodroses; I'd keep my distance."
Sinister Perceptions
Because the gypsies are not looked upon with favor by
most of Ravenloft's common folk, they suffer a marked
disadvantage in earning their trust. Whenever a gypsy is
called upon to make an encounter reaction check (see the
Dungeon Master Guide), his result is automatically shifted
one place toward hostile. Thus, a gypsy never receives a
result of "friendly" when dealing with a nongypsy. Note that
this applies only when dealing with nongypsies. The rules
presented earlier in this section can be used to adjudicate
encounters between members of various gypsy tribes.
The Vistani
Non-Vistani gypsy tribes fall into a sort of cultural
netherworld. Not only are they feared and often mistrusted
by their human kindred, the ranks of the Vistani find them
generally distasteful as well. In the eyes of Ravenloft's so-called "true gypsies," these people are at best considered
cheap imitations and are often the target of ridicule and
abuse. At worst, non-Vistani gypsies are frauds who can
not be trusted and who wish to ferret out the secrets of the
Mist walkers.
In game terms, this negative reaction is reflected in an
adjustment to the character's Charisma-based attributes.
When dealing with a Vistani, a gypsy character will find that
his initial reaction and loyalty base adjustments are always
penalties. Thus, it is as bad to have a high Charisma score
as a low one when dealing with the Vistani.