Blast from the Past

Core Rule Changes

Character Creation

  1. 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:
  2. 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.

  3. 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.
  4. Due to the perpetual low temperatures in the campaign setting, all characters gain Cold Endurance as a bonus feat.
  5. Due to the perpetual low light conditions humans gain low-light vision.
  6. 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.
  7. The barbarian and monk classes are not available to any starting characters, nor is any class which is specific to prohibited races.
  8. 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:
  9. 250 XP is awarded at the campaign start for characters whose players have completed the Character Questionnaire.

Other Game Rule Changes

  1. Summoning spells will not summon creatures that are not native to the Warden’s Vale. See Summoning Tables for Warden’s Vale below.
  2. 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.
  3. It is not possible to fly over the mountains. Winds spring up to drive back flying creatures, preventing them from crossing.
  4. 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.
  5. 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
RaceBase
Height
Height
Modifier
Base
Weight
Weight
Modifier
Half-dwarf, male4’ 4”+2d8125 lb.× (3d8) lb.
Half-dwarf, female4’ 2”+2d6115 lb.× (3d8) lb.

Starting Age: 20 + 1d6 years

The racial traits for half-dwarves are as follows:

The Setting

All characters know these details about the setting of “Blast from the Past”:

New Deities

Aurora

Domains: Color, Family, Life.

Weapon: Prismatic Bow.

New Cleric Domains

Color Domain

Deities: Aurora.

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
  1. Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
  2. Glitterdust: Blinds creatures, outlines invisible creatures.
  3. Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
  4. Rainbow Pattern: Light fascinates 24 HD of creatures.
  5. Prismatic Ray: Ray of light blinds subject, deals random effect.
  6. Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
  7. Prismatic Spray: Rays hit subjects with variety of effects.
  8. Prismatic Wall: Wall colors have array of effects.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.