Heroic Deed: Superlative Enchantment

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Heroic Deed: Superlative Enchantment

Available to Bard 13+, Magic-User 8+, Mage subclasses 5+, Cleric 11+, and Cleric sub-classes 8+. Spend 5000 gp in alchemical oils and two full weeks (10 days if you are an Enchanter) working at minimum four hours daily on a piece of equipment of Flawless Construction and Enhanced Enchantment. Make a Wisdom or Intelligence check at DC 16, adding your Enchanter level if any. If you succeed, you have enhanced the equipment's existing magical bonus by one step. If a weapon, it now has +3 bonus to both to-hit and damage rolls (+4 if you are an Enchanter). If armor, it yields AC three steps better (four steps better if you are an Enchanter) than mundane armor of the same sort. If a shield, it adds a bonus to AC three steps better (four steps better if you are an Enchanter) than a mundane shield of the same type. This item won't rust, pit, fray at the edges, or otherwise show signs of aging. It succeeds on saving throws against destruction if the raw d20 roll is above 2 and is allowed advantage when making an item saving throw. If you fail the DC 16 Int or Wis check, you must spend another five days and another 1500 gp and then make the same check again, with a cumulative +1 bonus. If the item has charges, it gains an additional 1d3+3 charges to its daily maximum (or 6 more charges automatically, if you are an Enchanter) When an Enchanter attains the lofty level of Enchanter 5th and 10+ overall caster levels, she may again use Superlative Enchantment to bring a +4 item to +5, or to add an additional six charges to a charged item's maximum charges.

Heroic Deed: The Trail Goes Cold

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Available to DRU 1+, RNG 2+, THF 7+. Sacrifice a Risk Die by rolling it. The Dungeon Master will also secretly roll a d8. If the rolls match, your attempt fizzles. Otherwise: for the next ten minutes your movement cannot be tracked by tracks or heat signature that you leave behind you. If the die rolls did match, the DM won't tell you and you believe you attempt effective. You cannot attempt this deed more than once every ten minutes. This ability cannot defeat tremorsense or scent-based tracking. When you successfully use this ability, carry forward two Luck points which you may apply to any roll in your very next encounter — or this encounter, if applicable. Luck Points so gained are not cumulative if you use the deed multiple times in short order.

Tricky Footwork

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Heroic Deed: Tricky Footwork

Available to Bard 1+ and other characters at 4+ overall levels. When fighting a humanoid your size category or smaller, expend a Risk Die from your Risk Dice Pool by rolling it. Unless the result is '1' you've maneuvered your opponent and the two of you switch positions. If this brings your foe into adjacency with your ally, that ally gets a free attack on the foe at +2 to-hit and your fancy footwork has set you up for a {Risk Die Result} bonus to your next to-hit roll against that foe. If use of this heroic deed results in an ally getting a free attack, there is a 5% chance you gain five percentile points to a random ability score. If the randomly determined ability score is already 18+, the 1 percentile point is gained instead.

Unbreakable

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Heroic Deed: Unbreakable

Available to Barbarian 1+, Monk/Sohei 3+, Paladin 5+, Dungeoneer 5+, Fighter 8+. Expend a Risk Die from your Risk Dice Pool by rolling it. If it doesn't come up '1', then you gain {(Risk Die Result + 2) x 4 Soak points. Over the next full turn of combat (10 rounds) whenever you get hit by a ranged or melee attack, you may reduce the damage by expending these Soak points. You may, optionally, expend two Risk Dice when you attempt this Deed. As long as not both Risk Dice come up '1', you gain {(Risk Die Result + 2) x 8} Soak points.

Risk Die or Dice

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Risk Dice — a pool of d8 dice each player's character regains at the end of a long rest, and which can be spent to perform various Heroic Deeds or to empower spells or rituals.

Unflappable Warrior

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Heroic Deed: Unflappable Warrior

Available to Sohei 1, Fighter 13+, and other classes at 17+. Expend a Risk Die from your Risk Dice Pool by rolling it. If you do not already enjoy Damage Reduction 5 or better, you benefit from DR 5 for the remainder of the round and all of the following round. However, if you are a Sohei, your DR instead is {Sohei Level + 5} or {Risk Die Result}, whichever is greater.

Unusual Prowess

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Heroic Deed: Unusual Prowess

Available to Fighter 1+, Sohei/Paladin 3+, and Thief 6+/Cutthroat 3+. Expend a Risk Die from your Risk Dice Pool by rolling it; if it doesn't come up '1', you enjoy a bonus of {Risk Die Result + 1} to your to-hit and a {8 minus Risk Die Result} improvement to your AC until the beginning of your next turn. This exercise of your heroic aura also restores one hit point to your total. If you successfully damage a foe this turn, there is a five percent chance you gain ten percentile points to one random ability score.

Vantage Point

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Heroic Deed: Vantage Point

Available to Thief 6+ or Thief subclasses 3+. Roll a Risk Die and sacrifice it. If you succeed at a DC 9 Dexterity check, you can quickly scale a wall or other vertical surface to gain a perch above your foes. You have a climbing speed equal to your walking speed. By climbing at half speed, you can climb up difficult surfaces (such as slippery vertical walls). If you make a ranged attack from this vantage point, it is at +3 to-hit. If you leap down upon your foe in attack, it is at +6 to-hit. If the DM rules that you can use Circle or Backstab, those abilities' to-hit bonuses stack with those of this Heroic Deed. If a leap attack hits, add your Dexterity modifier as additional damage after all damage resolution is calculated, plus one additional point of damage per ten feet fallen. Upon impact with your foe, you sustain exactly one-quarter the damage inflicted upon your foe. If you drop on a foe but fumble your to-hit roll, calculate normal falling damage. You miss your target and sustain that falling damage.

Vicious Focus

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Heroic Deed: Vicious Focus

Available only to the core Fighter class at 6th level and above. When you reduce a hostile creature to 0 hit points or score a critical hit, sacrifice a Risk Die and make a DC 11 Strength or Dexterity check. If the check succeeds, you enter a zen state of battle for 1 minute. For the duration, your weapon attacks score a critical hit on a roll of 19 or 20.

Each time during the duration that you reduce another hostile creature to 0 hit points or score another critical hit, this critical hit range increases, first allowing your melee weapon attacks to score a critical hit on a roll of 18 to 20, then on a roll of 17 to 20, etc. If you fall unconscious, this effect ends early.

Critical Hits & Misses

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A raw roll of 1 is always a failure, and a raw roll of 20 is always a success. Unless a raw d20 result of 20 is needed to-hit, a results of 20 indicates a critical hit. A critical hit allows the attacker to add her Strength or Dexterity modifier (whichever is more applicable) to the regularly determined damage after conversion using Scarlet Heroes rules.

If Scarlet Heroes rules are not being used, then a critical hit occurs when a roll of natural 20 on a dodecahedron die isn't needed just to hit. First, resolve any exploding weapon damage dice. Then, mazimize the damage of the lowest-rolling damage die. Then, add any Strength, Dexterity, or magical bonuses.

For instance, Halitha the Duelist attacks using her rapier and scores a critical hit. She rolls a d6 and gets a 4 result. That translates to 1 point of damage. However, because it was a critical hit, she is able to add the modifier that applies to her Dex 18, so the damage becomes [1 + 3] = 4. Monster critical hit combat damage is handled differently. For every four full hit dice the monster possesses, one additional point of damage is done. Thus, if the PCs were fighting an 8-HD wyvern that scored a critical hit on a claw attack, the DM would determine damage normally and then add 2 more points of damage.

Generally, a monster has the attack bonus of a Fighter whose level matches the monster's hit dice. Put another way, a monster's attack bonus, barring a different bonus given in the monster's description, is equal to its hit dice. Partial hit dice should be equated to the next whole number — for instance, a 3+1 HD monster would have a +4 attack bonus.

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