Players Handbook I
The following is a reference on what will be excluded or altered in the game from the PHB I. If it’s not here – it’s OK as-is.
Playing a Dragonborn – The dragonborn who serve the High Queen are the proud members of their race who have risen above their natural petty and greedy personalities to stand for honor and justice. They are the youngest of all the races, only organizing themselves into a culture during the age of enlightenment (note the 2nd paragraph of the 2nd column on page 43 as it remarks to the Half-Elves having no culture of their own).
Playing a Dwarf – Dwarves were created when the shards of the Hammer of Creation (Kol) fell into the mountains of the earth.
Half-Elves are commonly known as Changelings. They can be Elven, Eladrin, or Shadar-Kai in parentage, but the stats are the same.
Playing a Halfling – Culturally, Halflings are the gypsy-folk of Farlanthia.
HumansPlaying a Human – There are 3 dominant Cultures within Farlanthia:
- Faddain – Celtic (Irish, Scottish)
- Estoric – Nordic (Viking, Icelandic)
- Durein – Medieval (England, France, Germany)
Because of the intermingling of species during the Age of Enlightenment, it is possible for those of Half-Elf descent to be more… human. If you wish to be a Human of Fey Ancestry (and thus eligible for spontaneous spell-casting classes), your +2 stat bonus is restricted to Dex, Int, Wis, or Cha. You do not gain any other bonus than the ability to take fey-restricted classes.
Tieflings are commonly known as Sand People. Playing a Tiefling – Culturally, Tieflings closely resemble the glamorized Arabian Nights. Tieflings are the offspring of Gedjik – the first murderer – and it is their shame. Their culture is one of shades of deception. They wear veils to cover their true emotions, many of them carry several names and wardrobes to interact with different peoples, their language is one of gentle whispers where subtle tones and inflections can mean the difference between compliment and insult. During the Age of Enlightenment, they fled north from the sandy continent of Sarldom and received refuge from the Fire Giants from Lyssa Pendragon. Gradually, the immigrants have received acceptance here in Farlanthia, but there are those who still hold that the tieflings are nothing more than spies and traitors.
Classes, Powers and Feats
A note – the use and knowledge of Psychic or Necrotic powers will be looked upon with distrust and distaste by the common folk. If the Feat Dark Fury will benefit your character’s build, please discuss your character with the GM or reconsider.
A note – if you wish to rename any of your powers you may do so. Please keep a record of the original name and page number, so that the rest of us know what it is you are referring to.
Clerics and Deities – As mentioned elsewhere, 4E Farlanthia will be a monotheistic world. While worshipers of Elohim can be of any alignment, those that receive power from him like Clerics must be of Good or Lawful Good alignment.
Prerequisite: Channel Divinity class feature, must worship Elohim Note: Because there are no separate deities, a cleric or paladin may take more than one of the divinity feats. Also note that it is difficult in scripture to find verses supporting the killing of another person, so Kord’s Favor and Raven Queen’s Blessing References are a bit of a stretch in their referenced verses.
|Divine Feat||New Name||Reference|
|Avandra’s Resuce||Brother’s Shield||John 15:13|
|Corellon’s Grace||Blessed Feet||Romans 10:15|
|Harmony of Erathis||One Body, One Mind||Ephesians 4:4|
|Ioun’s Pose||Fear no Evil||Psalm 23:4|
|Kord’s Favor||Avenger||Numbers 35:19|
|Melora’s Tide||Regeneration||Titus 3:5|
|Moradin’s Resolve||Balancing the Scales||Leviticus 19:35-36|
|Pelor’s Radiance||No Shadow of Doubt||James 1:17|
|Raven Queen’s Blessing||Justice||Exodus 23:7|
|Sehanine’s Reversal||Golden Rule||Luke 6:31|
(See Divinity Feats, above) Paladins and Deities – As mentioned elsewhere, 4E Farlanthia will be a monotheistic world. While worshipers of Elohim can be of any alignment, those that receive power from him like Paladins must be of Good or Lawful Good alignment.
The warlock presents an interesting dilemma as a player character in Farlanthia because the Infernal Pact will automatically cause distrust and prejudice amongst the peoples of Farlanthia and the other pacts use psychic powers regularly. Star Pact – commonly known as Dream Pact You make a pact with a powerful creature from the dreams of the High Queen.
In expectation of Arcane Power, the following will apply until (if/when) formal abilities from WotC appear.
New Heroic Tier Feats:
Prerequisites: Wis 13, wizard, Expanded Spellbook Benefit: As with Expanded Spellbook, but for Utility Spells.
Cantrip MasteryPrerequisites: wizard, Cantrip Class Feature Benefit: Increases the effectiveness of your cantrips.
- Heroic Tier: You may double the numerical effects of the Cantrip Class Feature. This includes the number of ghost sounds, lights, mage hands, and prestidigitations and their ranges, limits, and durations. The mage hand is now a Strength 4. Multiple mage hands working in cohort can only effectively double the maximum load (from a normal load to a heavy load PHB 222) no matter how many of them there are. You may sustain up to 2 mage hands as a minor action, 4 mage hands as a move action, and 8 mage hands as a standard action.
- Paragon Tier: As Heroic Tier, but instead of doubling, multiply by four (4). The Mage Hand is now a Strength 8.
- Epic Tier: As Heroic Tier, but instead of doubling, multiply by eight (8). The Mage Hand is now a Strength 16. You may sustain one (1) strength 2 mage hand as a free action.
Please note that Cantrips are provided as broadly defined utility spells – not attack or defense spells – and should not be interpreted as such.
New Paragon Tier Feats:
Spellbook AlacrityPrerequisites: Wis 15, wizard, Expanded Spellbook Benefit: You may exchange a prepared, but unused daily attack or daily utility wizard spell, for one you have in your spellbook.
- You may only make the exchange once per Extended Rest.
- You may only make the exchange during a Short Rest.
- You may only make the exchange for one wizard spell that you can cast.
- This feat does not change the number of spells you can prepare and use per Extended Rest.