Gypsy

Ability Requirements :	Dexterity 9
				Constitution 13
				Intelligence 13
				Wisdom 13
				Charisma 15

Prime Requisite:	Dexterity
			Charisma

Allowed Races: Human, Half-elf, Half-Vistani

	A Gypsy may have any non-chaotic alignment.
	A Gypsy with a score of 16 or more in dexterity and/or charisma receive a 5% bonus to their character experience points per ability score.
	A Gypsy may use the following weapons: Dagger, Dart, Hand Crossbow, Knife, Dirk, Lasso, Short Bow, Sling, Short Sword. A Gypsy can’t wear metal armors and can’t use shields.
	A Gypsy have a hit dice of d6, the thaco of rogues, and the saving throws of rogues.
	Gypsies can use all magical items allowed to rogue and all scrolls with divination spells on them.
	A Gypsy who is unencombred and wearing no armors receive a dexterity bonus of +2 to his Armor Class.
	A Gypsy can use a limited number of wizards spells. Thye do not keep spell books like normal wizards do, although they must first succeed in learning a spell before being able to memorize it. 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. Only those spells that fall into the schools of Divination are available to the gypsy.
Gypsies’ may buy the following nonweapon proficiency at half their cost: Hide in Shadows, Move Silently, Bribe, Climb Walls, Detect Illusion, Detect Magic, Detect Noise, Escaping Bonds, Find/Remove Traps, Open Locks, Pick Pockets, Read Languages, Tunnelling, Appraisal, Forge Document, Sign Languages.
	All gypsy player characters are members of gypsy tribes. For one reason or another, however, they have left their tribe behind to explore and advanture for a time. This is not an uncommon action among the young men and women of 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 receive no speical consideration but is given food,  a place to sleep, and the like. If the adventurer and the tribe do not have similar alignment, 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.
	A Gypsy who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, A Gypsy must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.
Gypsy				Spells per Day
Level		1	2	3	4	5	6
1		1	-	-	-	-	-
2		1	-	-	-	-	-
3		1	-	-	-	-	-
4		2	-	-	-	-	-
5		2	-	-	-	-	-
6		2	-	-	-	-	-
7		2	1	-	-	-	-
8		2	1	-	-	-	-
9		2	1	-	-	-	-
10		3	2	-	-	-	-
11		3	2	-	-	-	-
12		3	2	-	-	-	-
13		3	2	1	-	-	-
14		3	2	1	-	-	-
15		3	2	1	-	-	-
16		3	2	2	-	-	-
17		3	2	2	-	-	-
18		3	2	2	-	-	-
19		3	3	2	1	-	-
20		3	3	2	1	-	-
21		3	3	2	1	-	-
22		3	3	2	1	-	-
23		3	3	2	1	-	-
24		3	3	2	1	-	-
25		4	4	3	2	-	-
26		4	4	3	2	-	-
27		4	4	3	2	-	-
28		5	5	4	2	1	-
29		5	5	4	2	1	-
30		5	5	4	3	2	1

Gypsy Spell Point Progression
	Max. Spells
Gypsy	Memorize at	Spell
Level	Each Level	Points
1	1		4
2	2		4
3	2		4
4	3		8
5	3		8
6	3		8
7	3		15
8	3		15
9	3		15
10	4		25
11	4		25
12	4		25
13	4		35
14	4		35
15	4		35
16	4		45
17	4		45
18	4		45
19	4		65
20	4		65
21	4		65
22	4		65
23	4		65
24	4		65
25	5		100
26	5		100
27	5		100
28	6		135
29	6		135
30	6		205

Gypsy Spell Cost By Level

Spell		Fixed		Free
Level		Magick	Magick
Cantrip	-		1
1st		4		8
2nd		6		12
3rd		10		20
4th		15		30
5th		22		44
6th		30		60

Proficiency Group Crossovers: General, Rogue.

	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
2		4		-3		3		4

Gypsies can specialize in only one of the following fighting style: One handed, Two handed, Two-weapon; but can use all of them.
Wealth Option: 2d6 x 10 GP

# of Attack Per Round
Gypsy
Level		# Att/rnd
1-10	1/1
11-20	3/2
21+		2/1

Gypsies receive 90 character points to purchase their abilities.

10 	Backstab(See below)
10	Evasion(See below)
9	Uncanny Dodge(See below)
40	Special Abilities(See below)
1	Find/Remove Traps Nonweapon Proficiency[See the New General Proficiencies{Thieving Skills} for more information]
5/10/15Hit Point Bonus(d8/d10/d12)
5/15/20Combat Bonus(Priest/Warrior/Monster thaco)
15/20	Warrior Ability Bonus[See the Priest section in Spells & Magic]
15	Weapon Specialization
5/10	Followers(See below)
10	Defense Bonus[See the Fighter section in Skills & Powers]
5	Bribe(See below)[See the Thief section in Skills & Powers]
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
10	Detect Illusion(See below)[See the Thief section in Skills & Powers]
10	Detect Magic(See below)[See the Thief section in Skills & Powers]
5	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	Escaping Bonds(See below)[See the Thief section in Skills & Powers]
10	Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Open Locks(See below)[See the Thief section in Skills & Powers]
10	Pick Pockets(See below)[See the Thief section in Skills & Powers]
5	Read Languages(See below)[See the Thief section in Skills & Powers]
10	Tunnelling(See below)[See the Thief section in Skills & Powers]
5	Appraisal(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Forge Document(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Sign Languages(See below)[See the New General Proficiencies{Thieving Skills} for more information]
10	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5+	Nonweapon Proficiency Group Crossovers
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
3/5/8	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points, +3 initial, +3/level after 1st level for 8 points
0/5	Weapon Selection(Thief/All Weapons)
3	Divination Spells(See below)
10	Knife Fighting(See below)
10	Gypsy Lore(See below)
15	Accelerated Spell Progression[See the Bard section in Spells & Magic]
10	Bonus Spell[See the Wizard section in Spells & Magic]
10	Extended Spell Duration[See the Wizard section in Spells & Magic]
5/7	Range Increase[See the Wizard section in Spells & Magic]
3	Weapon Proficiency Bonus: 1/5 level
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2	Able to Use the Fighting Style Weapon & Shield
1	Nonweapon Proficiency Bonus: Fortune Telling
1	Nonweapon Proficiency Bonus: Dancing

Restriction
5/10/15	Limited Armor(Medium/Light or only non-metal/None)
2/5/10		Limited Weapon Selection(Gypsy/Wizard/None)
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5		Reduced Combat Ability(Wizard thaco)
3		Sinister Perceptions(See below)
5		Awkward Casting Method[See the Wizard section in Spells & Magic]
15		Reduced Spell Progression[See the Wizard section in Spells & Magic]
2		Behavior/Taboo[See the Wizard section in Spells & Magic]
5+		Environmental Condition[See the Wizard section in Spells & Magic]
10		Hazardous Spells[See the Wizard section in Spells & Magic]
6/9		Learning Penalty[See the Wizard section in Spells & Magic]
5+		Supernatural Constraint[See the Wizard section in Spells & Magic]
8		Talisman[See the Wizard section in Spells & Magic]
15		Reduced Spell Progression[See the Wizard section in Spells & Magic]

	Backstab: The backstab now works every times the dexterity bonus are denied to the AC of the target (wether he actually has a dexterity bonus or not). Backstabs can be done on creatures who are attack from the rear or the flank. You can now make a range backstab attack but the target must be within 30 feet. The backstab only applies to living creatures with a discernible anatomy – Undead, Constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is also invulnerable to backstab attacks. The gypsy must be able to see the target well enough to pick out a vital spot and must be able to reach that spot. The gypsy cannot backstab while attacking a creature who is concealed or stricking the limbs of a creature whose vitals are beyond reach. The backstab doesn’t gain any attack roll bonus, the character only use it’s normal attack roll, with any other bonuses from attacking from behind or a prone opponent.
		Backstab Damage Multipliers
		Gypsy’s	Damage Multiplier
		Level		Normal				Or DM’s choice
1-4	                  x2 times the weapon’s dice(s)	+1d6
5-8	                  x3 times the weapon’s dice(s)	+2d6
9-12	                x4 times the weapon’s dice(s)	+3d6
13+		x5 times the weapon’s dice(s)	+4d6

	Evasion: at 2nd level, a gypsy gains evasion. If exposed to any effect that normally allows the character to use his dexterity/defense adjustment for a saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the gypsy is wearing light or no armor.

	Uncanny Dodge: Starting at 3rd level, the gypsy gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 3rd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 6th level, the gypsy can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a gypsy the ability to use a flank attack to backstab another rogue with the same ability. The exception to this defense is that a rogue at least four levels higher than the gypsy can flank him (and thus can backstab him).
At 11th level, the gypsy gains an intuitive sense that alerts him to danger from traps, giving him a bonus of +1 to saving throws and to AC against attacks by traps. At 14th level, these bonus rise to +2. At 17th level, these bonus rise to +3. At 20th level, these bonus rise to +4.

	Special Abilities: On achieving 10th level and every three leves thereafter (13th, 16th, 19th, etc.), a gypsy gets a special ability of her choice from among the following:
		Crippling Strike: A gypsy with this ability can backstab opponents with such precision that the blows weaken and hamper them. When the gypsy damages an opponent with a backstab, that character also take 1 point of strength damage. Ability points lost to damage return on their own at a rate of 1 point per day.
		Defensive Roll: The gypsy can roll with potentially lethal blow to take less damage from it. Once per day, when a gypsy would be reduce to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the gypsy can attempt to roll with the damage. She makes a saving throw vs. paralization (dexterity bonus applies) and, if she’s successful, she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll – if she is denied her dexterity bonus to AC, she can’t roll. This ability can’t be use in conjonction with the evasion or improved evasion ability.
		Improved Evasion: This ability works like evasion, except that while the gypsy still takes no damage on a successful save, she now takes only half damage on a failed save (the gypsy’s reflexes allow her to get out of harm’s way with incredible speed).
		Opportunist: Once per round, the gypsy can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. The opponent must be within the gypsy’s melee reach in order to perfom that action. This attack counts as the gypsy’s attacks of opportunity for that round. Even a gypsy with the combat reflexes weapon proficiency can’t use the opportunist ability more than once per round.
		Skill Mastery: The gypsy selects a number of nonweapon proficiencies equal to 3 + her intelligence/# of language bonus. When making a check from the choosen proficiencies, the gypsy doesn’t receive any penalty and can use them even if stress or distractions would normally prevent her from doing so. She becomes so certain in her skill that she can use her skill reliably even under adverse condition. The gypsy may gain this special ability multiple times, selecting additional skills for it to apply to each time.
		Slippery Mind: This ability represents the gypsy’s ability to wriggle free from magical effects that would otherwise control or compel her. If the gypsy with slippery mind is affected by an enchantment and fails her saving throws, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.
		Weapon Proficiency: A gypsy may gain a weapon proficiency slot in place of a special ability.

	Divination Spells:	The Gypsy is able to learn and cast spells from the school of divination as do he was a wizard thus gaining bonus spells for a high intelligence score.

	Knife Fighting:	The Gypsy may specialize in the knife or dagger as do he was a fighter. This specialization is a limited form of the fighter’s ability, however. The gypsy only receive the normal attack and damage bonus, he does not gain any extra attacks.

	Gypsy Lore:	This ability works exactly like the bard’s ability History[see the Bard section in the Skills and Powers].

	Sinister Perceptions:	Because the gypsies are not looked upon with favor by most common folks, they suffer a marked disadvantage in earning their trust. Whenever a gypsy is called upon to make an encounter reaction check, his result is automatically shifted one place toward hostile. Thus, a gypsy never receives a result of “friendly” when dealing with nongypsy.
	
	Followers: The gypsy attracts 4d6 of the following followers:
			D100					Level
			Roll	Follower			Range
			01-03	Dwarf fighter/thief		1-4/1-6
			04-08	Dwarf thief			1-6
			09-13	Elf thief			1-6
			14-15	Elf thief/fighter/mage		1-4/1-3/1-2
			16-18	Elf thief/mage			1-5/1-3
			19-24	Gnome thief			1-6
			25-27	Gnome thief/fighter		1-5/1-4
28-30	Gnome thief/illusionist	1-5/1-3
31-35	Half-elf gypsy			1-6
36-38	Half-elf gypsy/fighter		1-5/1-4
39-41	Half-elf gypsy/fighter/mage	1-4/1-3/1-2
42-46	Halfling thief			1-8
47-50	Halfling thief/fighter		1-6/1-5
51-60	Human thief			1-8
61-98	Human gypsy			1-8
99	Human gypsy/any class	1-6/1-5
00	Other(DM selection)		-

	When Purchasing a thieving as a class ability skill when first creating a Gypsy, the initial Gypsy’s thieving skills of each skill will be as below:
				Initial Percentage
Skills					Gypsy
Pick Pockets				15
Open Locks				10
Find/Remove Traps			5
Move Silently				10
Hide In Shadows				5
Detect Noise				15
Climb Walls				60
Read Languages				0
Detect Magic				5
Detect Illusion				10
Bribe					5
Tunnelling				15
Escape Bonds				10
Appraisal				10
Forge Documents			10
Sign Language				15
Identify Runes				10

The gypsy will receive 8% of discretionary percentage point per thieving skills, up to a maximum of 60%,  at 1st level that he can add to their base scores. No more than 30% can be assigned to any single skill. Each time the gypsy advance in level, he will receive 4% of discretionary percentage point per thieving skills, up to a maximum of 30%,  that he can add to their base scores. No more than 15% can be assigned to any single skill.