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Drabardi (Prestige Class)

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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

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].