Europ

Open Game Content

Certain portions of this document are Open Game Content, per the Open Game License. The Open Game License is attached to the end of the main page. All of the pages and text in the House Rules section is Open Game Content except any mentioned setting names (primarily Europ and Forgotten Realms). Artwork and text in any other section is Closed Content. Open Content may be reproduced per the rules of the Open Game License. Closed Content may not be reproduced.

Please see the Open Gaming License for the appropriate legalese.

Race

Humans may spend 5 CP at first level to be born different. None of these prevent breeding with other humans, but all of these traits tend to be recessive and children will tend to resemble the more human parent.

Elf's Blood: Somewhere in the character's genealogical past (but rarely more than three generations), one of the sidhe lurks. This tends to result in fair skin, blond hair and blue eyes (or dusky skin, black hair and black eyes if an outcast sidhe), unusual grace and poise, and very small and slender stature. This gives STR -2, CON -2, DEX +2, CHR +2, and access to certain feats.

Giant's Blood: Although it rarely breeds true (other than a slight increase in stature in the family), sometimes a child is born with an unusual dose of giant's blood. Almost any family of large stature could carry such a child, and very small amounts of giant's blood is present in everyone. Such a person will be Large (8' tall and 500 lbs at a minimum) and stocky of build. This provides the following racial package and access to certain feats:
STR +4, CON +4, DEX -2, INT -2, WIS -2, CHR -2.
Large size (Attk -3, AC -3, x2 encumbrance, hit points x2).
Base speed is 40 feet.

Goblin's Blood: Goblinkind are hideous, fractured reflections of the sidhe, whose blood is more like ichor. Sometimes, when a child is not protected by the proper local charms, they will manage to sneak in and "gift" a child with their taint. The child thus infected is generally temperamental, violent, and somewhat stupid. Upon hitting puberty, the child gains a number of goblinkind traits, and (barring exceptional personal character) becomes a goblin. For those who resist the goblin call, this gives INT -2, WIS -2, CHR -2, and 3 goblin special abilities at 1st level/puberty.

Midget: The character is unusually small. The character is Small (4' tall and 40 lbs at the most) and stocky. This provides the following racial package:
STR -2, DEX +2.
Small size (Attk +3, AC +3, 3/4 encumbrance, hit points x1/2).
Base speed is 20 feet.
+2 racial bonus: Hide in Shadows, Move Silently and Spot.

Elf's Blood Feats

Craft Elfen Magic (Elf's Blood, appropriate skill at 8+): The character has learned to make elfen magic items. No spellcasting is normally involved in these (although an elfen spellcaster could bind additional magic in); rather, the character binds a bit of her own essence into the item, endowing it with special properties.

Boots of the Wild (50 XP): These boots are attuned to the wilderness, and only function in natural settings. While worn, the wearer leaves no tracks (+10 DC for anyone attempting to track the wearer). Boots of the wild must be handmade by the character (DC 20), and takes 7 days (8 hours per day). Craft: Clothier or Craft: Cobbler.

Cloak of the Wild (100 XP): This cloak is attuned to the wilderness, and only functions in natural settings. While worn, it gives a +10 enhancement bonus to Hide in Shadows and Move Silently checks. An elfcloak must be handmade by the character (DC 20), and takes 7 days (8 hours per day). Craft: Clothier.

Elfblade (720 XP): This blade is made entirely from non-iron alloy; treat as making a masterwork blade for crafting purposes. This usually takes two or more weeks (see PHB, p66). When completed, the elfblade functions as a +1 weapon, +3/+2d6 vs goblinkind. Craft: Weaponsmith.

Elfbow (720 XP): This bow is made of oak; treat as making a masterwork bow for crafting purposes. This usually takes two or more weeks (see PHB, p66). When completed, the elfbow functions as a +1 weapon, +3/+2d6 vs goblinkind. Craft: Weaponsmith.

Flower Crown (100 XP): This is a crown made of woven flowers, although it is sturdier than it seems (about as sturdy as a real crown). While worn, animals will see the wearer in a friendly light as long as her heart is true. Large predators will generally give the wearer some distance, and other animals can be handfed, petted, etc., without alarming them. Any intent to harm an animal while the crown is worn breaks the effect and causes the crown to wilt and die. Craft: Clothier or Craft: Weaving.

Goodberries (5 XP per berry): These magical berries have healing properties. Each berry heals 1d8 hp when eaten. It takes one day per 7 berries (always round up) to make them. Profession: Herbalist.

Wayleaf (10 XP per leaf): Each of these magical leaves provides enough sustenance for a Medium-sized creature for one full day, and will heal 1 hp (max 1 hp/day in this manner). A wayleaf looks like a mint leaf, and weighs 1/10th of an ounce. It takes one day per 7 wayleaves (always round up) to make them. Profession: Herbalist.

Elfspeed (Elf's Blood): The character has tapped the magic in her blood to achieve unnatural speed. Each time this feat is taken, movement rate is increased by 10 feet.

Lightfoot (Elf's Blood): The character has tapped the magic in his blood to achieve extreme lightness of foot. Each time this feat is taken, effective weight (excluding equipment) is halved for purposes of walking on surfaces. Note: At 1/4th weight and 40 feet of movement, an elf can sprint across water. At 1/8th weight, an elf can stand on a stretched out scroll without breaking it.

Longevity (Elf's Blood): The character's blood has begun slowing down the aging process. The character only ages one year per two years of life (for example, attribute modifications for age happen every 10 years). This feat may only be taken once.

Wild Senses (Elf's Blood): The character is attuned to the wild, and has developed sharper senses. This gives a +2 bonus on all sensory checks (such as Listen and Spot) and the advantage Night Vision.

Giant's Blood Feats

Heavy Hand (Giant's Blood): The character has an unusually powerful grip. This gives a +2 racial bonus to grappling rolls to affect an opponent (but not to escape or resist the opponent's grappling attacks).

Regression (Giant's Blood): The character is somewhat bigger and stupider than normal, even for someone with giant's blood. This gives an additional +2 STR and -1 to one of the mental attributes (INT, WIS or CHR).

Rend (STR 14+): The character has learned to apply his massive strength to tearing things apart. This is a common feat among circus strongmen. Some DCs:

Rip opponent's limb off: DC 20 + (higher of opponent's STR/CON bonus)
(note: must grapple opponent first)
Tear book in half: DC = 5 + (total pages / 10)
Break/burst items (PHB, p136): normal DCs, with +4 competency bonus to STR check
Uproot tree: DC 10 + 1 per inch diameter (3' wide tree = DC 46)

Blood Affinity

There are a few different "types" of giant the character's blood may have an affinity for. You may only have affinity feats for one type of giant.

Frosty Heart (Giant's Blood, Northern Giant): Character ignores the first 5 points of damage from cold effects.

Mule (Giant's Blood, Hill Giant): The character's encumbrance weight is doubled. This does not affect Rock Throwing, only carrying capacity.

Rock Throwing (Giant's Blood, Hill Giant): The character can heave fairly large rocks compared to her STR. The character can throw a rock up to half her Light Encumbrance weight, with a range increment of 5 feet, +5 feet per halving of this maximum weight. The rock will do damage equal to 1d8 per 20 lbs (round down), or 1d4 for a rock less than 20 lbs. An average character with STR 14 can hurl a 40 lb boulder (2d8 damage) at 5 foot increments, or a 20 lb boulder (1d8 damage) at 10 foot increments.

Stone Hide (Giant's Blood, Hill Giant): The character's flesh has become harder, like rock. This may be taken multiple times, and gives DR 1/- each time (stacks).

Winter Club (Giant's Blood, Northern Giant): Whatever weapon the character wields does an additional +1 cold damage (some weapons will nullify this, such as a flameblade, in which case this may actually reduce the damage!). This also applies to unarmed strikes.

Goblin's Blood Feats

Those with Goblin's Blood may choose three of these special abilities at puberty/1st level.

Agile Climber (Goblin's Blood): The character can cling to walls exceptionally well. This gives a +4 racial bonus to Climb checks, and allows climbing (at only a +5 difficulty) along upside down surfaces.

Bulging Eyes (Goblin's Blood): The character's eyes become over-sized and lambent. This gives Dark Vision and a +2 racial bonus to Spot checks.

Clawed Fingers (Goblin's Blood): The character's fingers end in claws. These do 1d6 normal damage, and may be used with the Unarmed weapon proficiency (for Monks, treat these as giving a +1 bonus to damage). This is often combined with Poisonous.

Dumb Speech (Goblin's Blood, WIS 11+): The character can speak with animals of one general type (such as birds, lizards or carnivores). This in no way makes the animals obey or answer the character. The character's appearance is somewhat modified to resemble the type of animal.

Enchanting Voice (Goblin's Blood, CHR 11+): The character is ugly, but has a beautiful voice. So long as an audience can not see the character, this gives a +4 bonus to vocal Performance checks (including Bardic fascination attempts and similar things).

Foul Vision (Goblin's Blood): The character can see the aura of death. This functions exactly like the spell Deathwatch, but only has a range of 10 feet.

Gigantic Nose (Goblin's Blood): The character has an incredibly large nose, at least 25% the size of his head. This gives a +4 racial bonus to skill checks involving scent, and gives access to the Scent skill (WIS-based, allows you to identify people and track by scent).

Hideous Fascination (Goblin's Blood): The character is so unbelievably ugly, that normal people may be fascinated (unable to stop staring) or horrified (as if by Fear spell). Anyone who sees the character's face must make a Will save or be affected by one of the above (DM's choice). Those who make their Will save will not be affected for a full day, and repeated exposure may give significant bonuses.

Ichor (Goblin's Blood): The character's blood is black, sticky and foul. Animal-intelligence creatures who bite the character will not do so again if they have any choice. Intelligent creatures who do so must make a Will save to overcome the nasty taste & texture and bite again. This is often combined with Poisonous.

Jackboot (Goblin's Blood): The character's feet are exceptionally tough and large. The character can walk over hot coals and sharp objects (even glass) with no problems. This also gives +2 damage to kicking attacks.

Killing Joy (Goblin's Blood): This functions like Rage, once per day.

Leatherneck (Goblin's Blood): The character's skin becomes more like hide, tough and leathery to the touch, and the character's body is overall tougher. This gives the character DR 2/-.

Massive Mouth (Goblin's Blood): The character has a huge mouth, ringed with sharp teeth, and can bite for 2d6 damage! Biting is a grappling action, and provokes an Attack of Opportunity. This is often combined with Poisonous.

Nimble Jack (Goblin's Blood): The character can leap exceptional distances. After all jump calculations, double the distance the character jumps.

Offensive Tongue (Goblin's Blood): The character's tongue is exceptionally long, tough, and ridged with sharp spines. It functions in all ways as a 5' whip, and uses an exotic weapon proficiency. This is often combined with Poisonous.

Poisonous (Goblin's Blood): The character is toxic. The poison causes 1 CON damage per minute; the victim make a Fortitude save each time to prevent it, and the poison stops when the victim succeeds. Normally, this poison only affects those who eat the goblin, but it affects anyone who bits the character if he has Ichor, and it also adds to any natural attack feats (such as Clawed Fingers or Offensive Tongue).

Queer Joints (Goblin's Blood): The character is extremely flexible and double-jointed, able to do painful looking contortions without difficulty. Knees can bend backwards, the back is more like a rubbery spring, and so on. This gives a +2 circumstance bonus to grappling combat, and allows the character to do some unusual things, like hide inside a small box.

Rugged Constitution (Goblin's Blood): The character gains a +2 racial bonus to CON. The character's body is thick-boned.

Stench (Goblin's Blood): The character can give off a terrific stench once per day per experience level. This stench is equivalent to Stinking Cloud, but only affects a 5' radius. As a side effect, the character can produce lesser stenches (no game effect) at will.

Terrible Strength (Goblin's Blood): The character gains a +2 racial bonus to STR. The muscles look twisted and knotted.

Unusual Grace (Goblin's Blood): The character gains a +2 racial bonus to DEX. Bones are slightly warped, and the character's movement has a jerky, out-of-sync pattern to it, like some spiders.

Vomit Acid (Goblin's Blood): The character can spit a thin stream of acid up to 10', which does 1 hp per round for 1d10 rounds. The character needs 5 rounds to build up enough acid again after spitting. This is treated as an exotic weapon.

Water Breathing (Goblin's Blood): The character breathes air and water equally well.

X Marks The Spot (Goblin's Blood): The character can smell gold. Any perception skills the character has can be used in conjunction with this ability: Spot to detect gold within a 10' radius; Search to find it; Tracking to determine which cave entrance gold has passed through recently; and so on.

Yule Silence (Goblin's Blood): The character gains a +4 racial bonus to Move Silently checks.

Zephyr (Goblin's Blood): The character has a Move of 50 feet. Running looks more like unbalanced hopping.