Berranie Seer/Seeress (Character Kit)

Berranie Seer/Seeress   
Description: The Berranie (pronounced bear-ran-EE) Seers are the spiritual and temporal guides for nomadic gypsy tribes such as the Romanies or the Rhenee of Oerth. These gypsies are flamboyant free traders who wander the land. They are free and frivolous, often having very little regard for the laws of the nations that they pass through. These gypsy tribes make their way in the world through quackery, entertainment, mercantilism, tinkering, confidence games, and outright theft.
The gypsies are supposedly protected by a curse that strikes down any who attempt to do them harm for selfish or unjust rea- sons. This may be true or, as is more likely, it may be a rumor started by the gypsies themselves (who have been known to shade the truth from time to time).
Like their nonpsionic brethren, the Berranie Seers dress in outlandishly garish clothes, have a loose interpretation of personal property, and are extremely passionate people who can be violent when roused to anger.
All gypsies who possess psionic ability are called Berranie. The most experi- enced Berranie of each clan is chosen as the gypsy leaders advisor. Another Berranie is allowed to travel with each clan as an apprentice, but all others of marrying age or older are sent from the clan to gain experience in the wide world. When the advisor dies, all Berranie born of that clan are summoned to choose a successor. It is unknown how the gypsies choose which seer is the most qualified, but the decision is never questioned.
To be a Berranie Seer, a psionicist must have a minimum Charisma of 12 in addition to the normally required Constitution of 11, Intelligence of 12, and Wisdom of 15 for psionicists. The added require- ment reflects the outgoing nature of the gypsies. The seer must also be neutral in alignment.
The Berranie kit cannot be abandoned. Preferred disciplines: Berranie Seers prefer the Clairsentience and Telepathy disciplines. These must be the first two disciplines chosen, although the order in which they are chosen may be determined by the player.
Suggested devotions: Danger Sense, Know Direction, Know Location, Radial Navigation, Attraction, Empathy, ESP, Truth Ear.
Suggested sciences: Any Clairsentient science, Probe, Mindlink.
Barred disciplines: None.
Role: To the gvpsies, the Berranie is a respected member of the clan (regardless of the seers age) and will be treated with respect by all gypsies, regardless of clan. A clan will offer a Berranie Seer hospitality for no longer than a single night, however, unless the Berranie in question is the advisor or apprentice advisor to that clan.
Outsiders opinions of Berranie varies. They are seen as anything from villainous charlatans to lovable rogues, depending on the attitude taken toward the gypsies as a group.
Secondary Skills: The secondary skills of Gambler, Hunter, Trader/Barterer, or Woodworker/Carpenter are all acceptable for Berranie characters. The above choices may vary among game worlds, depending upon the culture of the gypsies of your DMs world. 
Weapon Proficiencies:
* Required: None;
* Recommended: dagger, knife, scimitar, short sword.
Nonweapon Proficiencies:
* Bonus: Animal handling or Riding, Land-Based;
* Recommended: Musical instrument, Gaming, Juggling, Tumbling, Fire Building, Direction Sense, Appraising, Carpentry, Hunting, Tracking, Astrology
As noted above, these are recommended for standard Berranie characters. The DM may substitute others based on the cul- ture of the gypsies of his world.
Special Benefits: The Berranie may learn any rogue proficiency at normal cost.
Special Hindrances: Most law enforcement officials and authority figures have an aversion to gypsies in their jurisdiction. This translates into a -1 to reaction rolls when dealing with officials, guards- men, clerks, and sheriffs in their official capacities.
Wealth Options: As normal.
Races: Humans, elves, half-elves, gnomes, and halflings may be Berranie characters.
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