Core Differences

This page is dedicated to illuminating the differences between the universe of Twelve Paces and the standard Points of Light universe.


There is an additional major deity, Rhodan. He values using power to protect the weak, and replaces Kord in the Points of Light pantheon.

While there are both good and evil gods, this setting places a stronger emphasis on the gods’ conflict with the primordials. The assumptions about certain gods being direct enemies of other gods remain intact (such as Bahamut and Tiamat, or Corellon and Lolth or Gruumsh), but unless they have a specific reason to argue, most followers of a given deity will work with followers of an opposite-aligned deity for the purposes of combating primordials.

Certain gods from other settings will be allowed in at players’ requests.

The gods are incredibly distant. Many people who have not witnessed an act of divine spellcasting do not believe that they exist at all. There are many priests and followers of certain gods, but actual clerics, paladins, avengers, and invokers are incredibly rare.


The Points of Light planar cosmology is used, although the Abyss was not created by Tharizdun. Rather, primordials created it as a source of power with which to eradicate the gods. Later, they could not control it, and the demons who dwell there maintain autonomy.

Specific demon princes and high-ranking devils listed in 4E core exist as described, altough the players may not be aware that they are more than just legends.

The World

Although the land is vast, sentient mortal settlements are few and far between. They exist near sources of natural resources, and there are many monsters lurking in the undisturbed wilderness.


Tieflings neither have horns, tails, or red skin. Instead, they simply appear as humans, except for pupils that burn with a black fire when they become emotional. They tend to have dark-colored hair and eyes, and most people are naturally intimidated by them, perhaps because of the faint aura of darkness they project unconsciously. They share the same story as the tieflings of 4E core, as they are still descended from the fallen nobles of Bael Turath, but the physical features of the race no longer appear infernal due to several millennia of dilution. They also tend to share the same disposition as core tieflings, as there are some people who discriminate against their race (usually followers of good or lawful good gods). They are exceedingly rare, but most people are aware of their existence.

Genasi, on the other hand, are discriminated against by most who devoutly follow a god, as their primordial nature puts them in direct opposition to deities. Luckily, have the ability to conceal their elemental nature, and so most choose to live life as ordinary humanoids. In order to manifest, however, they must reveal their elemental nature. Their dispositions and tendencies are listed in the FRPG. They are less numerous than tieflings or aasimars, but they are more widely known of, at least among the very religious who are prejudiced against them.

While Deva are unchanged from the PHB2 description, the same race stats can be used for the aasimar. Aasimar are similar to tieflings insofar that they are descended from a pact made by humans with residents of the astral sea, although the pact was made with good gods themselves. Aasimar appear as humans, but tend to have light hair and eyes. They exude a faint, nigh-undetectably glow, and people find them inexplicably trustworthy even when untested. When emotional, their eyes shine with radiant energy.

Elves/Eladrin are both elves in this world. They each retain the flavor described in the PHB, but Eladrin are known as High Elves and elves are known as Wood Elves.

All other races remain unchanged.


Resources are not scarce, and so the base value of gold isn’t as much as it is in other settings. Even a farmhand is likely to earn 5gp a week in wages. The abundance of wealth and popularity of adventuring makes magic items relatively common, so availability is rarely limited save for the most powerful items. Prices of goods and services are unchanged from the 4E core, except costs to employ workers for mundane work is increased by five times.

Silurnia has its own currency, known as a Sil. They are small bronze coins worth 10gp each, and serve as an intermediate form of currency between gold and platinum. The relative use of Sils can be glimpsed in the common knowledge that one Sil is enough to pay for food and lodging for a group of 5 travelers.

Game rule changes

Each player can pursue a background based on a location in Silurnia instead of using one from another book. Any background in the Forgotten Realms or Ebberon player’s guides will also work. Background Information

Players must use point-buy for stats.

Hybrid classes are allowed, but must be checked by the DM to make sure it will be playable.

Reflavoring anything to fit your concept is not only allowed, but encouraged.

Each player gets a choice of a level 5 item, two level 1 items, or 700 gp to start out with (not including the standard 100gp starting gold), provided their character’s bio is up (doesn’t need to be 100% complete.)

No paragon multiclassing

Paragon multiclassing sucks. Even for bards. Half-elves are the only exceptions.

Druid Patch

Remove current wild shape power. Also remove 3rd at-will power.

Whenever a druid gains a power, he selects both a human form power and a beast form power. He still only gets to cast that “slot” once per encounter or once per day depending on the slot.

Wild Shape becomes a daily power, although you can cast it an additional time per 5 levels (2 at 6th, 3 at 11th, and so on). There are three separate wild shape powers, and the druid begins with any two of them. The function as the Wild Shape power, but grant additional bonuses.

Wild Shape – Predator:
  • You deal your Dexterity modifier extra damage when you hit with an attack with the beast form keyword. This increases to 1d6 + Dexterity mod at 11th damage, and 2d6 + Dexterity mod at 21st level.
  • You may shift two squares as a move action.
Wild Shape – Guardian
  • Your maximum HP increases by 10, and you gain 10 HP. This bonus increases to 20 at 11th level and 30 at 21st level.
  • Whenever you hit an enemy with an attack with the beast form keyword, they take a penalty to attack rolls equal to half your Constitution modifier.
Wild Shape – Elemental
  • You gain resist 5 to fire, cold, lightning, or thunder damage. This bonus increases to 10 at 11th level and 15 at 30th level. You grant this resistance to all allies withing a number of squares equal to your dexterity modifier.
  • Whenever you hit an enemy with an attack with the beast form keyword, you or an ally you can see regains hit points equal to your constitution modifier.
New Druid feats
  • Heroic Greater Predator Form – You deal an additional 1d6 damage when you have combat advantage against a target while in predator form.

Greater Guardian Form – You gain a +1 bonus to AC and Fortitude when in guardian form. This bonus increases to +2 at 21th level.

Greater Elemental Form – Allies gain an additional 5 hit points when you use this form.

  • Paragon Master of Many Forms – You can use all three druid forms. Indefatigable Shifter – You can use wild shape an additional 2 times per day.
  • Epic Natural Spell – You can use non-beast form powers when in beast form.

Core Differences

Twelve Heavenly Paces of the Colossus Ostrakon