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The Roma are a nomadic people
of the Tethynarian
forests. They are a magical and hardy people in the grand tradition of gypsy
culture. They are distrustful of anyone who is not of the People, but fiercely
loyal to any other Roma. The Roma are vagabond witches, quick with song and
dance, and equally quick with their hands. They are thieves and con people,
but only unto those who not of the People. They live in the woods and trade
with the people of Tethynara. They are tolerated in part because no one can
ever trace theft to them, and because they protect the forests, and thereby
Tethynara and Perelinn, from creatures
of legend and mystery.
The Drabardi are what little Roma children want to be when they grow up. They know the secrets of
divination and curses that are passed down from one generation of Roma to the next. They are the
Shaman of the Roma. They walk the dark paths and protect the People from the other creatures along
that path. Undead and daemons become the chosen enemy of the Drabardi, while they in turn embrace
other ancient mystics like Dragon-kind and Lycanthropes.
Requirements
To qualify to become a Drabardi, a character must fulfill all the following
criteria—
- Alchemy: 4 ranks.
- Bluff: 9 ranks.
- Performance: 9 ranks.
- Pick Pockets: 9 ranks.
- Scry: 9 ranks.
- Spell casting ability: Must be able to cast divination, healing, and
illusion spells, and must know Charm Person.
- Special: If a character is not of the Roma, they must undergo a ritual
known as the Chase of the Stag. The participant is ritually bathed the
morning before the run and given a feast during the day. Just before dusk, the
participant is dressed in specially made boots, a cloak, and a helm bedecked
with antlers. At dusk, the participant runs into the forest, running through
a certain area. After 5 minutes, chase is given.
If the "Stag" is not caught before making it to the safe grove, they are given the seat
of honor at the evening’s feast, and have their choice of lovers for the evening. If the
"Stag" is caught after reaching the halfway point, they are tied-up and symbolically served
during the evening’s feast. They are then the willing slave of the person who caught them, until
dawn.
In either case, the individual can now become a Drabardi, and is one of the People.
In the "Stag" fails to make it to the halfway point before getting caught, they fail,
and may try again in a moon phase.
Class Skills
The Drabardi’s class skills (and the key ability for each skill): Alchemy (Int),
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),
Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape
Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction
(Wis), Jump (Str), Knowledge (any field) (Int), Listen (Wis), Move Silently
(Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int), Sense
Motive (Wis), Speak Language, Spellcraft (Int), Swim (Str), Tumble (Dex), Use
Magical Device (Cha). See Chapter 4: Skills in the Player's Handbook
for skill descriptions.
Skill Points at Each Level 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: The Drabardi is proficient with the club, dagger, light
crossbow, long bow, quarterstaff, rapier, sabre, and short sword. They do not gain any proficiency in
the use of armor. Note that armor check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying
heavy gear imposes a check penalty on Swim checks.
Hit Die: d5
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
|
| 1st |
+1 |
+0 |
+2 |
+0 |
Nature sense; Favored Enemy; Romani Language |
+1 level of witch class |
|
| 2nd |
+1 |
+0 |
+2 |
+1 |
Roma Art: Song |
+1 level of witch class |
|
| 3rd |
+2 |
+1 |
+3 |
+1 |
Divination: Cards |
+1 level of witch class |
|
| 4th |
+2 |
+1 |
+3 |
+2 |
Minor Curse |
+1 level of witch class |
|
| 5th |
+3 |
+2 |
+3 |
+2 |
Roma Art: Dance; Favored Enemy; The Change |
+1 level of witch class |
|
| 6th |
+3 |
+2 |
+4 |
+2 |
Divination: Omens |
+1 level of witch class |
|
| 7th |
+4 |
+2 |
+5 |
+2 |
Major Curse |
+1 level of witch class |
|
| 8th |
+4 |
+2 |
+5 |
+3 |
Roma Art: Tattoo |
+1 level of witch class |
|
| 9th |
+5 |
+3 |
+6 |
+3 |
Divination: Dreams |
+1 level of witch class |
|
| 10th |
+5 |
+3 |
+7 |
+3 |
Blood Curse; Favored Enemy |
+1 level of witch class |
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Spells: A Drabardi continues training in magic, gaining new spells per
day as if they had also gained a level in the witch spellcasting class. They do
not, however, gain any other benefit a character of that class would have gained
(except familiar level-based abilities). For example, if Shirala, a 10th level
witch, gains a level in Drabardi, she gains new spells as if she had risen to
11th level in witch. If, by chance, the character has no witch spellcasting abilities
before taking this prestige class, they gain the same number of spells per day
as a witch of equal level.
Nature Sense: As the druid ability.
Favored Enemy: As the ranger ability, except enemy must be chosen from
undead or demonic types – e.g. Vampires, Ghost, Lich, Balor, Marilith, Succubus,
Dretch. In addition to the normal ranger benefits, the Drabardi gains extended
knowledge about the habits and weaknesses of their particular enemy.
Romani Language: A Drabardi can speak the secret tongue of the Roma.
Change –- A Drabardi can control
their lycanthropy. This means a Drabardi may change forms at will and does not suffer any alignment
changes from becoming a lycanthrope. This ability does not grant the Drabardi lycanthropy,
however.
Roma Art:
- Song --
- If a Drabardi has a level in bard, then they may add half their class level
to the number of times per day they may use their bard songs. If a Drabardi
does not possess a bard level, then they may use the first three bardic songs
a number of times per day, equal to half their class level.
- Dance --
- As the 2nd level barbarian ability, Uncanny Dodge.
- Tattoo –
-
The Roma have always had an affinity for tattoo's, an appreciation gained
from their travels amongst the many desert and barbarian tribes. Using
secret arts passed down from the ages, the Roma have elevated it to a new
art. A Drabardi of sufficient level can learn to tattoo magical spells on
their own, or other people's bodies. A Drabardi can tattoo a number of
spell levels equal to half their class level, plus one zero level spell,
on any person. Each spell uses inks and ingredients of 100gp + 300gp per
level in cost.
The spell remains dormant until activated by a move equivalent action
(so yes, you can activate the tattoo spell and cast another spell, so
long as you do not otherwise move), whereby it is expended. Once
expended, the tattoo will normally become a muddled patch of ink. If
the Drabardi however, tattoos a special zero level spell, Preserve
Tattoo, the expended tattoo remains in pristine condition, albeit now
non-magical. Zero level spells cost 100gp to inscribe.
The Drabardi must know the spell(s) being tattooed, or else an additional
100gp per level of the spell(s) can be added to the cost (for a very rare
ink) and someone else present may cast the spell to be tattooed instead.
Additionally, the tattoo must be in image or in words, thematic to the
nature of the spell being inscribed. A Drabardi may inscribe their class
level in spells, per day.
Divination:
- Cards --
- If a Drabardi has a level in bard, they may add their Rom level to bardic knowledge
checks, when they use cards, palmistry, or bones to divine knowledge. If a Drabardi
does not have a Bard level, then they may make a check, as per the bardic ability,
adding their class level + intelligence bonus to the role. In either case, the
Drabardi must use a divination tool in order to make this check.
- Omens --
- The Drabardi begins to
see omens of things to come. The DM makes a Scry roll for the Rom once per day [DC 30] – if the roll
is successful, the character notices an omen. This allows the Drabardi to re-roll a failed check
that would result in great harm, avoid an ambush, or something similar. It is up to the DM what form
the omen and the benefit take, but it should be in regards to the most harmful situation
foreseeable.
- Dreams -–
- The Drabardi begins to
have prophetic dreams. Once per story or week [whichever is shorter], the DM makes a scry roll for
the character [DC 35], and if it is successful, the Drabardi has a dream that provides information,
albeit cryptic, about a problem or matter facing the character and their party. The Drabardi may not
know the problem the dream makes reference to, at the time of the dream. As the event of warning
approaches more dreams will occur, further illuminating the prophetic information.
Curses:
- Minor Curse -–
- A Drabardi can curse a person or creature with a temporary stat loss equal
to half the Drabardi’s class level. They may do so a number of times per day
equal to the characters total level divided by 4. The loss can only be recovered
by redressing the wrong for which the individual was cursed, or through a remove
curse spell – a Restore spell, of any variety, will not remove the loss. A Drabardi
can not curse a creature that has done no wrong – though being of evil alignment
or attacking the character and/or their party is sufficient wrong. Any attempt
to curse someone who has not done a wrong is reflected back upon the Drabardi
threefold.
There is a fortitude save versus a DC of 25 + the Drabardi’s class level + the Drabardi’s
Charisma bonus.
- Major Curse -–
- The Drabardi
can
place a major curse upon someone who has done a great wrong. The Drabardi may do so once per week
for every 3 levels of Drabardi they have. Such a curse is an imaginative one (the cursed person
fumbles every other strike, cannot speak the language of the person they are talking to, and the
like). The curse can only be removed by redressing the wrong or with a limited wish and a remove
curse. Again, a Drabardi cannot curse a person who has done no wrong, and in this case, just having
an evil alignment or just attacking the Drabardi is NOT sufficient cause for a major
curse.
There is a fortitude save versus a DC of 30 + the Drabardi’s class level + the Drabardi’s
Charisma
bonus. If the intended target makes their save, a minor curse goes into effect instead.
- Blood Curse -–
- A Blood Curse
is a
terrible curse reserved for only the most horrendous of crimes (murder, rape, etc.), and it requires
a drop of the target’s blood and knowledge of their true name. A Blood curse can only be called once
in a moon phase and it costs the Drabardi 5000 experience points [cannot be applied if it would drop
the Drabardi a level]. A Blood curse invokes a Major curse and cumulative Minor curses. The target
is first plagued with a Major curse and two Minor curses (one of which must be applied to
Constitution). Every week thereafter, two more Minor curses begin to effect the victim, and again,
one must be applied to Constitution. When the victim’s Constitution score reaches 0, they die, and
are returned as a ghost, tied to the spot of their crime. A Blood curse can only be revoked with a
wish, or by redressing the wrong. Once again, a Blood curse cannot be invoked against anyone who has
not done the greatest of wrongs.
There is a fortitude save versus a DC of 35 + the Drabardi’s class level +
the Drabardi’s Charisma bonus. If the target makes their save, a Major curse
goes into effect instead [go through process of saving for the major curse].
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