Tangsin

- Posted in Scarlet-Horizons by

tangsin — a mild, smoked drug popular throughout the Reaches, tangsin is a mixture of tobacco, ginseng, and the leaf of a hyoscyamine-containing plant. Tangsin tends to relieve intestinal and allergy symptoms in humans, elves, and half-elves. These effects are less notable in gnomes, halflings, and dwarves — but it is significantly beneficial in treating hypertension in gnomes and halflings. No broadly effective treatment of hypertension has been discovered for dwarves. The majority of human, elven, and half-elven users choose to use tangsin for the pleasant taste and mild feelings of euphoric connection it engenders.

Hasiko

- Posted in Scarlet-Horizons by

hasiko — a hot, fizzy apple-ciderish liquor manufactured in Tien Lung. Produced with a mild enchantment, the beverage is always hot upon pouring and never goes bad. It runs from 70 to 85 proof.

Spell: Knock

- Posted in Scarlet-Horizons by

Knock (2nd level mage)

Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock (see table at right) with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut).

Spell: Invisibility

- Posted in Scarlet-Horizons by

Invisibility (2nd level mage)

Illusion (Glamer)
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Spell: Hold Portal

- Posted in Scarlet-Horizons by

Hold Portal (1st level mage)

Casting Time: 1 action
Duration: 1 min./lv.
Range: 100 ft + 10'/lv.

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. Add 5 to the normal DC for forcing open a portal affected by this spell.

Spell: Hand of Merciful Succor

- Posted in Scarlet-Horizons by

Hand of Merciful Succor (1st level clerical)

Casting Time: 1 round
Duration: Instantaneous
Range: Touch

The cleric's arts are useful in restoring the afflicted. When cast on a subject this will cure 2 points of damage plus the result of 2d6 healing dice. Healing dice are read exactly as if they were damage dice, but the result is applied as healing in hit points or hit dice. A reversed version exists, the Fist of Burning Rebuke, which will inflict 2d6 damage dice.

Uvron Alygrean Kesloril

- Posted in Scarlet-Horizons by

Uvron Alygrean Kesloril is a potent necromancer residing deep within the Barrowmaze. He is allied with the vampire, Yattel Ette.

Yattel Ette

- Posted in Scarlet-Horizons by

Yattel Ette (pronounced yell-AY) — a powerful vampire allied with the necromancer Uvron Alygrean Kesloril. Yattel dwells deep within the Barrowmaze, making use of lesser undead as early warning expendables.

Alemvean Banivardimor

- Posted in Coding by



PAL 1/THF 1/DRU 1
Overall Level 3
Lawful Good Halfling, HP: 17
XP Total: 4,000
TNL: 5,000

Str: 10/30 (+0)
Dex: 18/60 (+3)
Con: 09/30 (+0)
Int: 10/30 (+0)
Wis: 17/45 (+2)
Cha: 14/75 (+1)

Saving Throws:
Death/Poison: 10
Paralysis/Petrify: 11
Spells/Rods/Staves: 12
Wands: 13
Breath: 14

Special Abilities:
- Cure Disease
- Channel Energy 3 x daily
- Lay on Hands (@ PAL 2)
- Smite 2 + {CHA bonus} times daily

Lv/Class-Based Attack Bonus: +2
Equivalent Base THAC0: 18
+1 Bloodthirsty Vampiric dagger

* Damage Dealt:
   vs mundane foe m.THAC0 14 (1d4+4)
 

* If Alemvean successfully uses Enlightened Strike, then he may add an additional 3 points (the sum of Wis & Cha modifiers) of damage to the damages shown above.

Armor Class:
   Undressed/Prone 10
   full gear: -1
   flat-footed 3

Clerical spells:
3 1st

Typically Prepared:

Bless x 1 (target: caster, allies w/i 50' burst)
Hand of Merciful Succor x 1 (target: self)
Shield of Faith x 1 (target: single)

Heroic Deeds:
   Known: 7
   Daily Risk Dice: 5

  1. Bite the Bullet
  2. Call of the Wild
  3. Enlightened Strike
  4. Nature's Imprint
  5. Skin of Your Teeth
  6. Slow & Steady
  7. Staggering Strike

Other Equipment:
+1 bloodthirsty vampiric dagger
ring
studded leather
+2 buckler
short bow
ethanol (1 pt., 80-proof)
potion extra-healing x 5

Versus mundane evil creatures, a paladin adds his Charisma bonus to other to-hit bonuses and adds his paladin levels (max 5) to damage.

Versus aberrations, evil outsiders, and undead, a paladin gets the foregoing bonuses against evil creatures, plus gets to add his Charisma bonus to damage, and his weapon's base damage die/dice is doubled.

Heroic Deed: Skin of Your Teeth

- Posted in Scarlet-Horizons by

Available to FGT 1+/THF 1+/PAL 1+/RNG 1+ class and their subclasses. When you miss with an attack, roll and sacrifice a Risk Die from your pool. If the die doesn't come up '1', add it to the d20 roll and recalculate success/failure of the to-hit or saving throw and regain a hit point. If this hit point gain puts you exactly at your maximum HP, then there is a ten percent chance of adding ten percentile points to a random ability score. Otherwise, there is a 5% chance of adding 5 percentile points to a random ability score.

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