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.

Skills

This section details a few special skill rules.

Language & Literacy

By default, each person in Europ speaks one language and is illiterate. The default tongue for my campaign will be french.

To become literate in a script takes 1 skill point (just like learning to speak a language). The primary script in use is the roman script, but a character could also learn arabic, celtic, fey glyphs, greek, hebrew or nordic scripts.

Magic has its own jargon, which is mixed in with whatever language the character speaks. A spell caster does not need to learn this separately - it is taken care of by the 0-level spell casting feat.

Innuendo (thieves' argot) is a largely urban phenomena, and is highly area-specific. The skill remains the same, but a character needs 1 skill point for each region past the first.

Magic

This is just a brief overview of how magic relates to skills. See the magic section for more complete rules.

Spell casters must put 1 skill point in each spell they can cast (they can put an additional skill point in a spell to be particularly good at it). In addition, each type of spell caster has a special skill which is used for all spell casting, which the character will need to have.

In general, spell casters can expect to put 1-3 of their skill points into magic every level, more if they are truly dedicated.

Arms & Armor

Weapon and armor use now uses skill points rather than feats. Each weapon or armor type (light, medium, heavy and shields) costs 1 skill point to learn.

Additional skill points may be put into a particular weapon proficiency. Each 1 point gives one "feat" with that weapon only. You must meet all of the normal prerequisites for the feat (to Deflect Arrows, you must have DEX 13+). You can still take the feat normally (in which case it applies to all weapons that it would normally apply to). The feats that may be taken in this manner are:

Ambidexterity
Cleave
Combat Reflexes
Deflect Arrows (improved unarmed strike or weapon focus)
Expertise
Far Shot
Great Cleave
Improved Bull Rush (shield)
Improved Critical
Improved Disarm
Improved Trip (wrestling)
Improved Two-Weapon Fighting (must take for each weapon able to use)
Improved Unarmed Strike (unarmed strike)
Point Blank Shot
Power Attack
Precise Shot
Quick Draw
Rapid Shot
Ride-By Attack
Shot on the Run
Spirited Charge
Spring Attack
Stunning Fist (unarmed strike)
Sunder
Two-Weapon Fighting (must take for each weapon able to use)
Weapon Finesse
Weapon Focus
Weapon Specialization

If you are in doubt as to whether or not a weapon feat should be available for a skill point, apply the following litmus test:

1. Is the feat "extraordinary"? (for example, Whirlwind attack). If yes, it should not be available for a skill point.

2. Does the feat represent skill with the weapon, or skill at something else while using the weapon? (for example, Mounted Combat is skill with the mount while using a weapon). If skill at something else, it should not be available for a skill point.

Alchemy

Alchemy is the skills and knowledge involved in separating, distilling and combining elemental essences. It can also be used to analyze the essences, allowing the alchemist to identify many magical effects.

Alchemy (INT; Trained Only; Exclusive to Alchemist Class): The basic skill for an alchemist. To use this skill requires the appropriate equipment, and better or worse equipment modifies skill as follows:

Improvised: -4
Portable Lab: -2 (can be carried by 1 person)
Semi-Portable Lab: +0 (can be carried by 3-5 people)
Full Laboratory: +2
Exquisite Laboratory: +4

Alchemical Items

Acid (DC 15, 1 hour, 5 gp): Acid is a combination of earth and water essences, and is dense and oily looking. One fluid ounce weighs 1/10 pound, fits in a small vial, and is neutralized after doing 10 hp of damage. Acid does not react with glass or purified ceramics.

A drop of acid will do 1 hp of damage. A 1-oz grenade does 1d6 to the target and 1 hp splash damage. Flinging acid out of a 1-oz vial does 1d4 splash damage to a 10' long, 5' wide cone.

Acidic Essence (DC 25, 8 hours, 20 gp, 4 fl.oz. acid): Acidic essence is distilled and rarified acid, and is translucent black in color. One fluid ounce weighs 1/5 pound, fits in a small vial, and is neutralized after doing 50 hp of damage. Acidic essence does not react with glass or purified ceramics.

A drop of acidic essence will do 5 hp of damage. A 1-oz grenade does 5d6 to the target and 5 hp splash damage. Flinging acidic essence out of a 1-oz vial does 5d4 splash damage to a 10' long, 5' wide cone.

Liquid Fire (DC 20, 10 minutes, 2 gp): Liquid fire is a combination of fire and water essences, and is a very light fluid with a hint of cloudy, transparent oranges just barely visible within. One fluid ounce weighs 1/100 pound, fits in a small vial, and burns off after doing 5 hp of damage. Liquid fire ignites very easily - direct sunlight on a hot day is sufficient to ignite it (although a hot day by itself is not).

A few drops of liquid fire (ignited) do about 1 hp of damage. A 1-oz grenade (ignited) does 1d6 to the target and no splash damage. Flinging liquid fire (ignited) out of a 1-oz vial does 1 hp splash damage to a 10' long, 5' wide cone.

Sticky Fire (DC 25, 1 hour, 12 gp, 4 fl. oz. liquid fire): Sticky fire is condensed liquid fire which is bound with gum agents. It resembles sticky, lumpy yellow mud. One fluid ounce weighs 1/10 pound, fits in a small vial, and burns off after doing 10 hp of damage. Sticky fire ignites somewhat easily - a lit torch or tinder touched to it will set it aflame.

A few drops of sticky fire (ignited) burn for two rounds, doing 1 hp per round. A 1-oz grenade (ignited) will coat an area of the victim and burn for 1d6 rounds, doing 1d3 hp each round, and no splash damage. Sticky fire is not liquid enough to fling out of a vial.

Antitoxin (DC 20, 1 hour,


Task                           DC      Notes

----                           --      -----

Identify substance             25      Costs 1 gp per attempt (or 20 gp to take 20)

Identify potion                25      Costs 1 gp per attempt (or 20 gp to take 20)

Make acid                      15      See Craft skill

Identify poison                20

Make alchemist's fire,         20      See Craft skill

smokestick, or 

tindertwig

Make antitoxin, sunrod,        25      See Craft skill

tanglefoot bag, or

thunderstone

Retry: Yes, but in the case of making items, each failure ruins the half the raw materials needed, and the character has to pay half the raw material cost again. For identifying substances or potions, each failure consumes the cost per attempt.



Special: The character must have alchemical equipment to make an item or identify it. For identifying items, the cost represents additional supplies the character must buy. Purchasing and maintaining an alchemist's lab grants a +2 circumstance bonus to Alchemy checks (from the favorable condition of having the perfect tools for the job) but does not affect the cost of any items made using the skill.