Caravanseri
Galavanthea/Galavanthrie
The Caravanseri is a gifted merchant, entertainer, and even magus. His prowess in
these areas lead him easily into the world of adventuring.
Making a Caravanseri
Abilities: Charisma and Dexterity are important traits
amidst the Caravanseri, so much so that Caravanseri who are not as gifted in these stats
are often mocked and ridiculed by his betters. Feats of Strength and
Intelligence are welcome talents as well, though Constitution and Wisdom is no
mere sleight either.
Races: Many races, both savage and civilized, have a
nomadic and curious spirit. As such, there is such a wide array of peoples who
join the ranks of the nomads known as Caravanseri that even the most prepared
adventurers gawk.
Alignment: Any. Caravanseri tend towards Chaotic, or
Lawful Neutral, but are common to take more extremes as well.
Starting Gold: As Rogue.
Starting Age: Moderate.
|
Table: The Caravanseri
Hit Die: d6 |
|||||||||||||||
Level |
Base |
Saving Throws |
|
Special |
Spells per Day |
|||||||||||
Fort |
Ref |
Will |
Cur |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|||
1st |
+0 |
+0 |
+2 |
+0 |
+1 |
Grace and Guile,
Fate with My Wrist, Tell Fortune, Studies I |
4 |
2 |
|
|
|
|
|
|
|
|
2nd |
+1 |
+0 |
+3 |
+0 |
+1 |
I Sense... +1 |
5 |
3 |
|
|
|
|
|
|
|
|
3rd |
+2 |
+1 |
+3 |
+1 |
+2 |
Evasion |
5 |
4 |
|
|
|
|
|
|
|
|
4th |
+3 |
+1 |
+4 |
+1 |
+2 |
5 |
4 |
2 |
|
|
|
|
|
|
|
|
5th |
+3 |
+1 |
+4 |
+1 |
+3 |
Studies II, Tell
Fate |
5 |
4 |
3 |
|
|
|
|
|
|
|
6th |
+4 |
+2 |
+5 |
+2 |
+3 |
5 |
4 |
4 |
2 |
|
|
|
|
|
|
|
7th |
+5 |
+2 |
+5 |
+2 |
+4 |
Death at My
Fingertips |
5 |
4 |
4 |
3 |
|
|
|
|
|
|
8th |
+6/+1 |
+2 |
+6 |
+2 |
+4 |
5 |
4 |
4 |
4 |
2 |
|
|
|
|
|
|
9th |
+6/+1 |
+3 |
+6 |
+3 |
+5 |
I Sense... +2 |
5 |
4 |
4 |
4 |
3 |
|
|
|
|
|
10th |
+7/+2 |
+3 |
+7 |
+3 |
+5 |
Studies III |
5 |
4 |
4 |
4 |
4 |
2 |
|
|
|
|
11th |
+8/+3 |
+3 |
+7 |
+3 |
+6 |
Foxglove |
5 |
4 |
4 |
4 |
4 |
3 |
|
|
|
|
12th |
+9+4 |
+4 |
+8 |
+4 |
+6 |
5 |
4 |
4 |
4 |
4 |
4 |
2 |
|
|
|
|
13th |
+9/+4 |
+4 |
+8 |
+4 |
+7 |
Wolfsbane |
5 |
4 |
4 |
4 |
4 |
4 |
3 |
|
|
|
14th |
+10/+5 |
+4 |
+9 |
+4 |
+7 |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
2 |
|
|
|
15th |
+11/+6/+1 |
+5 |
+9 |
+5 |
+8 |
Studies IV |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
|
|
16th |
+12/+7/+2 |
+5 |
+10 |
+5 |
+8 |
I Sense... +3 |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
2 |
|
17th |
+12/+7/+2 |
+5 |
+10 |
+5 |
+9 |
Nightshade |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
|
18th |
+13/+8/+3 |
+6 |
+11 |
+6 |
+9 |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
2 |
|
19th |
+14/+9/+4 |
+6 |
+11 |
+6 |
+10 |
Hemlock |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
20th |
+15/+10/+5 |
+6 |
+12 |
+6 |
+10 |
Studies V, I
Sense... +4 |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Class Skills (6
+ Int modifier per level, Χ4 at 1st level) |
Class Features
Caravanseri are gifted tradesmen, merchants, and entertainers. All of the
following are class features of the Caravanseri.
Weapon and Armor Proficiency: Caravanseri are
proficient with all Simple Weapons, the Whip, The Scythe, The Spiked Chain, The
Bolas, and the Net. Caravanseri are not proficient with any type of armor, or shield, and use
of either interferes with their abilities and maneuverability.
Spells: Caravanseri cast arcane spells spontaneously,
like Sorcerers do. They have an amount of spells per day as listed on the table
above, but they know all spells upon the Caravanseri spell list as listed below
automatically. Caravanseri can only cast spells that they have a Charisma score
equal to Spell-Level + 10, Caravanseri do not gain bonus spells or spells per
day through a high Charisma. Caravanseri gain their spells through a long
history, and tradition of their vagabond group. Caravanseri choose their spells
from the Caravanseri
spell list:
Zero Level
1st
Level
2nd
Level
3rd
Level
4th
Level
5th
Level
6th
Level
7th
Level
8th
Level
9th
Level
Grace And Guile: A Caravanseri may add his Charisma, or
Intelligence modifier (Whichever is higher) as a bonus to his AC, this bonus
affects his Touch and Flat-footed AC, but not when he is helpless or loses his
dexterity bonus to his AC. This ability functions only while the Caravanseri wears no
armor or shield, and carries less than a medium load.
Fate with My Wrist: A Caravanseri gains the Quickdraw feat
automatically at 1st level, along with ignoring the penalties associated with
using any type of weapon that is properly sized (Or one size category smaller)
for him as a Throwing Weapon. He uses his Strength, or Dexterity (Whichever is
higher) modifier as an addition to damage done with a thrown weapon or item.
Tell Fortune : A Caravanseri may use a standard action to
gain a +2 luck bonus to his next Attack, Save, or Skill-check. This ability may
be used times per day equal to their Intelligence modifier (Minimum 1.)
Studies: At every associated level with this ability
listed, the Caravanseri may learn an additional spell from the Wizard/Sorcerer
spell-list that is not already known by them. This spell must be of a level they
are at that level able to cast, but may be from any school of magic. This
reflects an intensive study of the spell.
I Sense... : This ability functions as Trap sense,
where the Caravanseri treats his levels in Caravanseri as levels of Rogue.
Evasion : At 3rd level and higher, a Caravanseri can avoid
even magical and unusual attacks with great agility. If he makes a
successful Reflex saving throw against an attack that normally deals half damage
on a successful save, he instead takes no damage. Evasion can be used only if
the Caravanseri is wearing no armor, and is carrying less than a medium load.
A helpless Caravanseri does not gain the benefit of evasion.
Tell Fate : At 5th level, a Caravanseri gains the ability to
grant a precognition to the future, this precognition consists of story-elements
the DM grants to the Caravanseri in a 'vision'.
Death at My Fingertips : At 7th level, the Caravanseri
becomes quite gifted in the art of throwing weapons, and items. He now gains
1&1/2th of their Strength or Dexterity (Whichever is higher) modifiers to damage
with thrown weapons. He also gains the ability to throw weapons one
size-category larger than himself.
Foxglove : At 11th level, the Caravanseri gains the arcane
ability as a swift action to coat any weapon with a blade with an Injury Poison
that, on a successful attack, deals an extra d6 in damage to anyone it damages
on its next attack.
Wolfsbane: At 13th level, the Caravanseri gains the arcane
ability as a swift action to coat any weapon with a blade with an Injury Poison
that, on a successful attack, gains the Silver and Good-aligned traits,
bypassing any Damage Reductions associated with them.
Nightshade : At 17th level, the Caravanseri gains the arcane
ability as a swift action to coat any weapon with a blade with an Injury Poison
that, on a successful attack, paralyzes for 1d4 rounds.
Hemlock : At 19th level, the Caravanseri gains the arcane
ability as a swift action to coat any weapon with a blade with an Injury Poison
that, on a successful attack, requires a Save VS. Death of any enemy not immune
to Poison. The DC for this save is 20 + the Caravanseri's Intelligence Modifier.
Epic Caravanseri
Table: The Epic Caravanseri
Hit Die: d6 |
|
Level |
Special |
21st |
|
22nd |
Bonus Feat |
23rd |
|
24th |
Bonus Feat |
25th |
Studies VI |
26th |
Bonus Feat |
27th |
|
28th |
Bonus Feat |
29th |
|
30th |
Bonus Feat,
Studies VII |
6 + Int modifier
skill points per level. |
Bonus Feats: The epic Caravanseri gains a bonus feat
(selected from the list of epic feats) every 2 levels after 20th.
Caravanseri Starting Package
Weapons: Daggerx12
Skill Selection: Pick a number of skills equal to 6
+ Int modifier.
Skill |
Ranks |
Ability |
Armor |
Balance |
4 |
Dex |
|
Jump |
4 |
Str |
|
Intimidate |
4 |
Cha |
|
Swim |
4 |
Str |
|
Feat: Combat
Casting
Gear: Caravanseri's Outfit, Bedroll, Flint and Tinder, Trail
Rations (3 days), Waterskinx2, Parchmentx3, Ink & pen, Silk Rope 50ft.
Gold: 27 GP
Campaign Information
Playing a Caravanseri
Religion: Caravanseri prefer Gods and Goddesses associated
with the nomadic lifestyle, and the arcane. However, many follow their own
choices and paths, but due to the reputation of Caravanseri being fortune tellers,
they have a healthy respect for all the goddess of fate and prophecy.
Other Classes: Caravanseri get along well with Rogues,
Fighters, and Bards. A source of endless amusement, and an often-friendly
attitude. Wizards, and Sorcerers, however, tend to view their version of magic
as 'unrefined', and often somewhat insulting. Druids, Paladins, and Clerics
often have mixed views on the members of this class, as do Monks.
Combat: Skill-focused, moderate-spell-casting. A
ranged attacker at best.
Advancement: Caravanseri who wish to truly embrace the
Arcane take levels in Wizard, or Sorcerer, or advance into Prestige Classes that
enjoy the ability to cast Arcane Spells, and wade into melee.
Caravanseri in the World
Daily Life: Caravanseri are different from group to group,
but many spend most of their day traveling, entertaining, peddling their wares.
Notables: The Flower of Peace, a large group of
Caravanseri who run a medieval-style circus, full of magic and wonder.
Organizations: Caravanseri as a whole are somewhat rare
outside of their own vagabond groups, and, as such, they are rarely part of a
larger community of each other. However, there is a greater amount of these
coming into existence.
NPC Reactions: There are a mixture of reactions
towards a Caravanseri. Intrigue, disgust, happiness, hatred. Some view them as
penniless vagabonds, which some are, while others view them as bringers of
endless joy, which just as many are.
Caravanseri Lore
Characters with ranks in Knowledge (Arcana) can research Caravanseri to learn more
about them. When a character makes a skill check, read or paraphrase the
following, including information from lower DCs.
Knowledge (Arcana) |
|
DC |
Result |
5 |
Caravanseri are a traveling group of vagabonds, who dabble in Arcane magics, mostly into illusions and enchantments. |
10 |
Caravanseri learn
their magic a much different way than Wizards, and Sorcerers. Their
magic is passed down from generation to generation, leading to an almost
instinctive knowledge of what they can, and cannot cast, spell-wise. |
15 |
Even the youngest
Caravanseri is instilled with the need for grace, and intelligence. Due to
this, many young Caravanseri are ridiculed and taunted by their superiors,
and it is not uncommon for young Caravanseri to leave their caravan to join
civilized life. |
20 |
Any character who
makes this check recalls any major NPCs of this class, organization, or
any relevant data on the Caravanseri way. |
Caravanseri in the Game
Adaptation: Caravanseri are an adaptation of the vagabond
tribes that go from place to place, enduring the harsh wilds of the world to
peddle their wares, and entertain all with their shows of grace, guile, and
charisma.