Character attributes are created by rolling 4d6 seven times and discarding the low die on each roll, and keeping any six of the rolls. Ask the game master to add the following macro (suggested name: Roll-New-Character) to the new Roll20 D&D 3.5 character sheet he makes for you as a new Ability under the Attributes & Ability tab:
This rolls 4d6 seven times keeping the highest three dice as mentioned above; the player is left to discard the lowest of the seven rolls. By rolling a new character in this manner, the game chat will have a permanent record of the die rolls in an easy-to-understand format.
At the campaign start, only three races are available for player characters: human, dwarf and half-dwarf. Half-dwarves are described below under New Races.
Due to the perpetual low temperatures in the campaign setting, all characters gain Cold Endurance as a bonus feat.
Due to the perpetual low light conditions humans gain low-light vision.
All characters will start with human and dwarven as automatic languages known. The only other known languages are draconic, sylvan and the Druidic secret language. Characters with a higher Intelligence modifier than is needed to know all these languages (except Druidic, unless one is a druid) will have an opportunity later to learn additional languages.
The barbarian and monk classes are not available to any starting characters, nor is any class which is specific to prohibited races.
Maximum hit points are awarded for the hit die at first level. Hit dice for subsequent levels may reroll once on a result of 1 on the die; the second roll must be accepted. The following Roll20 macro can be added as an ability macro (recommended name: New-Hit-Die) under your character’s Attributes & Abilities tab to do this for you:
250 XP is awarded at the campaign start for characters whose players have completed the Character Questionnaire.
Teleport, dimension door, or any other Conjuration (teleportation) spell will not take you beyond the mountains at the edge of the Warden’s Vale, nor will the druidic spells earth glide, tree stride, or swamp stride, or any other similar spell.
It is not possible to fly over the mountains. Winds spring up to drive back flying creatures, preventing them from crossing.
The Dodge feat applies against all opponents who do not have the character flat-footed. It must be declared against any opponent to use a feat based on dodging them.
In addition to the cleric domains listed in the Player’s Handbook version 3.5 (pages 185-189) and the Spell Compendium (pages 271-285), a new Color domain is available. See New Deities below for more information.
Summoning Tables for Warden’s Vale
Not all creatures on the normal summoning tables are available in Warden’s Vale. See the lists below for details.
Summon Monster
1st Level
Celestial dog (LG)
Celestial owl (LG)
Celestial giant fire beetle (NG)
Celestial badger (CG)
Fiendish dire rat (LE)
Fiendish raven (LE)
Fiendish monstrous centipede, Medium (NE)
Fiendish monstrous scorpion, Small (NE)
Fiendish hawk (CE)
Fiendish monstrous spider, Small (CE)
Fiendish snake, Small viper (CE)
2nd Level
Celestial giant bee (LG)
Celestial giant bombardier beetle (NG)
Celestial riding dog (NG)
Celestial eagle (CG)
Fiendish wolf (LE)
Fiendish monstrous centipede, Large (NE)
Fiendish monstrous scorpion, Medium (NE)
Fiendish monstrous spider, Medium (CE)
Fiendish snake, Medium viper (CE)
3rd Level
Celestial black bear (LG)
Celestial dire badger (CG)
Elemental, Small (any) [N]
Fiendish dire weasel (LE)
Fiendish snake, constrictor (LE)
Fiendish boar (NE)
Fiendish dire bat (NE)
Fiendish monstrous centipede, Huge (NE)
Fiendish snake, Large viper (CE)
Fiendish wolverine (CE)
4th Level
Celestial Leopard (CG)
Fiendish dire wolf (LE)
Fiendish giant wasp (LE)
Fiendish giant praying mantis (NE)
Fiendish monstrous spider, Large (CE)
Fiendish snake, Huge viper (CE)
Summon Nature’s Ally
1st Level
Dire Rat
Eagle
Owl
Snake, Small viper
Wolf
2nd Level
Bear, black
Dire badger
Dire bat
Elemental, Small (any)
Snake, Medium viper
Wolverine
3rd Level
Dire weasel
Dire wolf
Leopard
Snake, constrictor
Snake, Large viper
4th Level
Bear, brown
Dire boar
Dire wolverine
Snake, Huge viper
Tiger
New Races
Half-Dwarves
Half-dwarves are the result of the union of a human and dwarf. They look like tall dwarves although they are not as stocky looking as a regular dwarf. Beards are common on half-dwarves of both sexes although it is not unknown for female half-dwarves to be beardless.
Table 6-6 Addendum: Random Height and Weight
Race
Base Height
Height Modifier
Base Weight
Weight Modifier
Half-dwarf, male
4’ 4”
+2d8
125 lb.
× (3d8) lb.
Half-dwarf, female
4’ 2”
+2d6
115 lb.
× (3d8) lb.
Starting Age: 20 + 1d6 years
The racial traits for half-dwarves are as follows:
+1 Constitution, –1 Charisma. Like dwarves, half-dwarves are stout and tough and can be gruff and reserved, but less so than their dwarven forebears.
Medium: As Medium creatures, half-dwarves have no special bonuses or penalties due to their size.
Half-dwarf base land speed is 30 feet. However, half-dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Half-dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-dwarves can function just fine with no light at all.
+1 racial bonus on saving throws against poison.
+1 racial bonus on saving throws against spells and spell-like effects.
Half-dwarves gain either a bonus feat or 4 skill points at 1st plus 1 skill point per level.
Dwarven Blood: Half-dwarves are considered to be both humans and dwarves for the purposes of effects and prerequisites.
Automatic Languages: Common and Dwarven. Bonus Languages: Any (except for any secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass half-dwarf takes an experience point penalty, her highest-level class does not count.
Stability: A half-dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
The Setting
All characters know these details about the setting of “Blast from the Past”:
The whole world as it is known is called the Warden’s Vale.
The dwarven princes rule from Iron Blood Keep and Black Rock Keep.
Rivertown is a town of humans and dwarves and is also home of most of the half-dwarves.
Wardenstone is the largest human settlement with a population of about 3000.
Stormtown is a second human settlement with a population of 1500.
Whistler’s Castle is the seat of the high council which adjudicates disputes between cities and races. It is composed of four dwarves and four humans with a fifth member (known as the Warden) rotating between races every two years.
The Lake of Steam is a large body of water kept free of ice by warm springs. It is the center of most agriculture in the Vale.
The Fair Plains
Druids are a major force in the day-to-day life of the people. They keep a balance between the cities and rural areas and the natural areas of the woods.
Deities worshiped are Hephaestus, Athena, Set, Osiris, Bast, Thor, Baldur, Moradin, Vecna and Aurora. The statistics for all deities can be found in Deities and Demigods available as an Acrobat Reader document (.pdf). Aurora is detailed in New Deities below.
Granted Powers: Once per day the cleric may cause the colors of any spell with a visible effect to be especially bright and intense. This causes those seeing the spell to be dazzled. The save against this effect is the same as for the spell cast. Spell resistance does not apply to this effect even if it is allowed on the spell itself. This may be used twice a day at 6th level, 3 times at 11th level, and 4 times at 16th level.
Color Domain Spells
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.