|Art @Remzi Taskiran|
Max AC- 12 / Minimum Hit-Points- 2
You're a gypsy woman. Regardless of your stats, you have a sort of exotic charm. Change your Charisma score to at least 14 if it was lower.
Gypsies are often stereotyped as criminals and troublemakers; and you have the skills of sleight of hand. You gain +1 to stealth rolls at 1st, 4th, and 8th level. You pick locks as a Thief of three levels lower then yourself, which starts when you reach 4th level, and therefore you pick locks as a 1st level thief, and so on. At 10th level, you will pick locks as a 7th level Thief.
You can also tell fortunes. This is mostly a method to panhandle and make money in towns and villages you travel to. Starting at 5th level, these predictions start to become scarily accurate and you actually gain some powers of divination. Once per adventure, you can make a “Hunch” roll, which is a d20 roll that you can use in place of any d20 roll you roll later on. You can also force this roll on someone else by staring at them and giving them the evil eye.
Zingara are gypsy woman skilled in arts not known to the average person. These include woman's work- delivering babies and contraceptive practices, the fickle art of telling and manipulating the weather, and finally the power of delivering curses. Your magic is the most powerful of your knowledge, and is a tradition that is handed down from Mother to Daughter.
You are a Witch and proud of it. You can curse people by stealing an object of importance from them. This object must be a part of their primary career or passion. The object can be a part of their body if they wrap their self identity in it; for example, a clipping of hair from a vain noble lady would suffice, but the finger of an alchemist would mean nothing, unless if it was burnt off by acid. Most personal objects can be small charms; like talismans or keepsakes.
Once you have the object, you can place a curse upon the person. The curse is permanent until the object is returned to them. Even if you wish to break your own curse, you cannot unless the object is returned to its owner. If you are 7th level, you can temporarily suspend a curse for a year and a day, in an attempt to grant more time to the person to recover their own artifact, for example. Certain supernatural beings may be able to break the curse by killing the Zingara, but those of a lesser level cannot until the item is recovered regardless of if they kill the witch.
At 10th level, you become a Gypsy Witch. You can become the leader of a gypsy caravan, which is 200 members strong divided into several notable families. Caravans travel around and trade, do performances, and often steal or commit fraud to make ends meet. As leader of the caravan you can always recruit up to two 3rd level hirelings at any given time of any given class, letting you select from a wide talent pool of warriors, thieves, and soothe-sayers. This power only persists if the caravan stays over 70 members in number.
Additionally, you may now Weave Fate. Weaving fate allows you to place an enchantment on a person, place, or object which changes its future. By doing this, you must make three d20 rolls. All rolls of 10 or lower are considered bad omens, where as all rolls of 11 or higher are considered positive forecasts. When placing the enchantment, these three events, their severity and coincidence based on the extremity of the rolls, will happen to that object or bearers of that object. For example, if you rolled a 2, 4, and 10 then the object you are enchantment would be considered cursed and three bad events; one annoyance, one bad, and one terrible, will befall the holder of that object.
You can put a curse on someone. Your curses manifest a differently for everyone. Your magic specifically takes away or somehow blocks the most useful or talented part of a person- targeting the highest ability score available to that person. For example, a poet with a high wisdom score suddenly finds themselves unable to see the meaning in things. The moment they write a poem, they see something that contradicts it, and have become spiritually unsettled by it. For example, they write about the beauty of cherry blossoms is that they come only once a year, and then all the cherry trees near them magically start blooming out of season.
Mechanically; Everyone cursed treats their ability score as 2 points lower per Zingara level, which affects their ability modifier in the same way. Going to 0 or below by this skill does not kill the target, it simply makes them totally incompetent in all matters of daily life requiring it.
The power and overt supernatural effects of each curse is based on the level of the Zingara. At 1st level, a Zingara may curse a man with high intelligence who is skilled with many languages. This curse makes him unable to read any written text except for magical text, or except for pictographs. At 10th level, the same curse cast on the same man would instead make him unable to speak at all, or making each of his words he speaks sounds like an animal noise that draws forth a random feral beast to attack him (thus countering his intelligence by making him constantly under attack by natural forces).
For monsterous foes or foes without obvious ability scores, curses instead hit their most notable or powerful ability or move. For example, trolls would lose their regeneration, or from a high powered Zingara, actually start to rot away instead of healing over time. Dragons lose their fire breath, and instead can only put out pitiful sprays of smoke, and so on. These monsters can restore the curse by killing the Zingara, unlike a human, and they may gain a directional sense as to where the Zingara is if they are of higher HD then the Zingara's level.
Theoretically, there should be no limits on how many victims the Zingara may curse, but due to potential abuse, consider a limit of 1 active curse per two Zingara class levels, rounding up.