Hellbane

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Hellbane is an infernal, supernatural poison which warlocks (and some clerics) of Asmodeus can produce at will using an orison.

The poison can be administered either orally or by wounding a victim with a poisoned puncturing or edged weapon.

When administered via a wound, it has an onset of five seconds, plus one additional second per point of positive Constitution modifier of the victim. When ingested, it takes 1d6 minutes to take effect — varying with how relatively full the victim's stomach is at the moment of ingestion.

In the first round of onset, Hellbane inflicts 1d4 Constitution damage and twice that many points of hit point damage. If the victim successfully makes a saving throw versus Deathray or Poison (using Moldvay saving throw table), CON and HP damage are only 1. Regardless of whether the save is successful, there is a 90% chance the victim is robbed of the ability to speak.

In the second round after onset, Hellbane inflicts 2d4 Constitution damage and twice that many hit points of damage. Half those amounts (rounding down) if a saving throw is successful.

Cure: neutralize poison or two consecutive successful saving throws. Lost CON points are regained at a rate of 1 per hour of rest. Hellbane may kill someone via either HP reduction or by reducing their Constitution to zero.

In the third and successive rounds, assuming the victim hasn't succeeded at two consecutive saving throws, Hellbane inflicts 1d4 Constitution damage and twice that many points of hit point damage. If the victim successfully makes a saving throw versus Deathray or Poison (using Moldvay saving throw table), CON and HP damage are only 1. Regardless of whether the save is successful, there is a 90% chance the victim is robbed of the ability to speak.

When Celaena was overall 8th level

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Celaena Sardothien
FGT 8 Core Fighter Class, Level 8
Lawful Good Human, HP: 49
XP Total: 35,000
TNL: 9,000

Str: 16/25 (+2)
Dex: 16/10 (+2)
Con: 15/60 (+1)
Int: 12/10 (+0)
Wis: 13/70 (+1)
Cha: 09/60 (+0)

Traits:
Monster Slayer +3
   roll/sacrifice 1 RD: add to dmg vs monsters
Tough-Minded +2
Ruins Explorer +2
Arms Merchant +3
Animal Empathy +3

Saving Throws:
Death/Poison: 12
Paralysis/Petrify: 13
Spells/Rods/Staves: 15
Wands: 13
Breath: 15

Armor Class:
Undressed & prone 10
Undressed 08
Harnessed 0 (+2 mithril shirt)
Harnessed but Flat-Footed 2

Spells: none

Lv/Class-Based Attack Bonus: +8
Equivalent Base THAC0: 12
+2 Two-Handed Sword 1d10

+2 Two-Handed Sword:
   vs mundane foe m.THAC0 10 (1d10+5)
   vs Large+ monsters m.THAC0 10 (3d6+5)

+1 Obsidian Spider-Banes
vs mundane foe m.THAC0 11 (1d6+3)
vs spiders & kin (3d6+3)

Greatsword
AC -10 | roll needed = 20
AC -9 | roll needed = 20+
AC -8 | roll needed = 19+
AC -7 | roll needed = 18+
AC -6 | roll needed = 17+
AC -5 | roll needed = 16+
AC -4 | roll needed = 15+
AC -3 | roll needed = 14+
AC -2 | roll needed = 13+
AC -1 | roll needed = 12+
AC 0 | roll needed = 11+
AC 1 | roll needed = 10+
AC 2 | roll needed = 09+
AC 3 | roll needed = 08+
AC 4 | roll needed = 07+
AC 5 | roll needed = 06+
AC 6 | roll needed = 05+
AC 7 | roll needed = 04+
AC 8 | roll needed = 03+
AC 9 | roll needed = 02+
AC 10 | roll needed = 02+

 

Spiderbane Sword
AC 10 | roll needed = 20
AC 9 | roll needed = 20
AC 8 | roll needed = 19+
AC 7 | roll needed = 18+
AC 6 | roll needed = 17+
AC 5 | roll needed = 16+
AC 4 | roll needed = 15+
AC 3 | roll needed = 14+
AC 2 | roll needed = 13+
AC 1 | roll needed = 12+
AC 0 | roll needed = 11+
AC 1 | roll needed = 10+
AC 2 | roll needed = 09+
AC 3 | roll needed = 08+
AC 4 | roll needed = 07+
AC 5 | roll needed = 06+
AC 6 | roll needed = 05+
AC 7 | roll needed = 04+
AC 8 | roll needed = 03+
AC 9 | roll needed = 02+
AC 10 | roll needed = 02+
AC 11 | roll needed = 02+

Heroic Deeds:
   Known: 15
   Daily Risk Dice: 07

  1. Aim Carefully
  2. Blitz
  3. Brace
  4. Cleave
  5. Deft Blade
  6. Improved Cleave
  7. Primary Foe
  8. Show Your Specialization
  9. Skin of Your Teeth
  10. Stinging Second Attack
  11. Soul of the Warrior
  12. Staggering Strike
  13. Unbreakable
  14. Unusual Prowess
  15. Vicious Focus

Other Equipment:
black hydra scabbard
+1 boot knife (1d4+3)
daggers (pair, mundane)
ethanol (1 pt., 40-proof)
inflammable oil x 5
lenses of infravision
+2 mithril shirt
potion of extra-healing x 4
potion of invisibility x 1
longsword +2 (+4 vs halflings)
+1 longbow
+1 spider-banes (mated)

Contacts:
Dwargon
Vrakthis
Order of the Gauntlet

Mage sub-class

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Prime ability: Intelligence; the Magic-User is a deeply-studied student of the arcane. Even the laziest mage knows at least two languages. Many know three, four, or even five. This only applies, however, to characters who begin their careers in the mage class. Those who switch to mage later don't make the cut.

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Party Boon at Mage 1: A party with a mage as a member enjoys a +1 magic-user ally bonus on any saving throws versus spells.

Personal Boon at Mage 3: At third level the core Mage gains 10% magic resistance. This resistance is accompanied by an important choice: the mage at level 3 must choose an elemental affinity: fire, cold, air, or water. Henceforth, the mage gains a +1 elemental affinity bonus to saving throws versus spells and effects that make use of the mage's elemental affinity, and a -1 penalty to its opposite. Fire is opposed by water, and earth by air.

A mage gains an addition +5% magic-resistance for each level in the mage core class or a mage sub-class gained after Magic-User 3rd level — to a maximum of 90%. A mage's magic resistance against any given spell should be adjusted based upon the level difference between the targeted mage and the caster of the spell — the adjustment is made in 5% increments, to a minimum of 5% and a maximum of 90%.

When adjusting for level difference for the purpose of magic resistance calculation, only compare total caster levels for both target and caster.

Dungeoneer sub-class

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Prime ability: Intelligence or Dexterity. A dungeoneer is (usually) a former adventuring thief who has lots of (painful, nightmare-inducing) experiences from tombs, dungeons, and other locations. She has survived more traps, falls, diseases, and poisonings that most adventurers will encounter in a lifetime.

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Party Boon at Dungeoneer 1: A Dungeoneer has a preternatural sixth sense about traps, waiting assassins, imminent ambushes, and environmental hazards that goes even beyond her normal five senses. As long as she hasn't expended the last of her daily Heroic Deeds dice, the Dungeoneer can — if afforded the opportunity by other party members — correctly intuit the presence of a trap, mundane or magical, with 90% accuracy (roll separately for individual traps and other hazards). This 90% chance does not apply to attempts to disarm or bypass such traps.

Personal Boon at Dungeoneer 3: At third level the Dungeoneer may add her Dungeoneer levels to ability checks related to navigating, surviving, mapping, and becalming a dungeon, and receives Advantage on any passive checks (Listening, Noticing) and on saving throws related to dungeon environmental conditions, traps, and other hazards. The first two times on a given journey, dungeon delve, etc. that she must Defy Death due to traps or conditions mundane or magical, she may roll d4 dice, where normally the second occasion moves to d6 dice.

At Dungeoneer 2, the character is so familiar with dungeons and subterranean environs that he cannot become lost. This doesn't mean he knows how to proceed forward at every point — only that he is able to accurately retrace his steps back to their pre-dungeon origin.

A Dungeoneer, upon attaining 5th level, not only adds her level to dungeon ability checks and receives Advantage as noted for level 3, but also develops Tremorsense to a range of 120 feet when in dungeon environs. A creature with Tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. If the Dungeoneer did not already possess darkvision, it gains it to a range of 60 ft when in dungeon environs. If it already possessed darkvision, the range is extended another 60 feet.

The Dungeoneer subclass does not go above Level 5.

Cut-Throat subclass

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Prime ability: Strength or Dexterity. A Cut-Throat raises the Thief's deadliness to a whole new plateau. Cut-Throats largely fill the roles of assassins, bounty hunters, and enforcers.

◦◦◦

Party Boon at Cut-Throat 1: a party with a Cut-Throat enjoys Advantage on any Sense Motive or Intimidate checks made as individual party members.

Personal Boon at Cut-Throat 3: At third level the Cut-Throat gains Advantage on Circle attacks.

A Cut-Throat at 2nd level adds both Dexterity and Strength modifiers to damage on Circle and Backstab attacks.

A Cut-Throat at 4th level may deliver bleeding wounds that inflict 1d3 HP per round until healed or bandaged.

A Cut-Throat gains Advantage on Backstab attacks at Level 5. The Cutthroat subclass does not extend beyond Level 5.

Bard sub-class

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Prime ability: Intelligence & Charisma; the Bard is a subclass of the Thief core class. The bard is even more skilled with her tongue than with the blade. She uses the power of song, music, word, and verse to aid her allies, discomfit her foes, and advance the security of civilization and the propagation of culture to the next generation.

Party Boon at Bard 1: A party with a bard gains Advantage on saving throws against audible attack forms: siren's song, great shout, etc. Additionally, party members (but not the bard herself) get a bardic bonus equal to the Bard's Charisma bonus on all saving throws. A party member must be within sixty feet of the bard to get this bonus.

Personal Boon at Bard 3: At third level the Bard gains Bardic Warding, a potent ability in the form of a Heroic Deed.

At Bard level 1, the bard character chooses an instrument that is light and portable (flute, zither, ukelele, mandolin, small harpsichord). She gains a masterwork version of the desired instrument as a personal possession, and an initial Perform Flute +3 (substitute desired musical instrument for Flute) trait. As a thief subclass, the Bard may have a trait bonus in Perform [Instrument] that exceeds +3.

Bard level 1 also gives access to the Guidance Heroic Deed. Bards may not stack multiple Guidance effects.

At Bard 2, the Bard may confer Bardic Inspiration upon an ally once daily. That ally gains a 2d4 dice roll that they can use once only within the next hour to enhance a skill check, attack to-hit roll, or saving throw.

At Bard 3, the Bard is able to add her Charisma modifier as additional damage when delivering Circle or Backstab damage to a foe. This is in addition to the typical Dexterity modifier to such damage. Additionally, at Bard 3 the bard gains access to the Enhance Ability Heroic Deed.

At Bard 4, a bard's allies add the bard's Charisma modifier as a bonus on the Advantage they gain on saving throws against audible effects, and the Bard herself becomes immune to audible/sonic attacks.

A Bard 5 with 20+ overall levels may, as a full-round action precluding movement, attacks, Fray die usage, and heroic deed usage, use his voice and/or instrument to magically duplicate any class-based boon of another class. The benefits apply to the bard and to any allies within thirty feet.

The Bard subclass contains five levels.

Thief core class

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Prime ability: Dexterity & Charisma; the Thief is as skilled with her tongue as she is with the blade. Anyone can move quietly, but Thieves can move silently. Anyone can hide in darkness, but Thieves can hide in shadows. Anyone can climb rough surfaces, but Thieves can climb sheer surfaces.

◦◦◦

A party with a thief has a trap-finder/disarmer, someone who can scout ahead silently, and someone with a chance of being able to use arcane and clerical scrolls when there isn't a magic-user or cleric around.

Party Boon at Thief 1: But most importantly is the core Thief ability to Circle During combat: the thief takes advantage of distractions his allies provide in order to circle around behind a foe and attack. This isn't a backstab. It doesn't matter if the foe knows the Thief is Circling. The thief gets a +2 to-hit bonus from behind the foe, and upon a successful hit inflicts double damage.

If for some reason the target is unwary or unsuspecting, this becomes a Backstab: the to-hit bonus rises to +4 and triple damage is inflicted.

Personal Boon at Thief 3: At third level the core Thief gains Improved Evasion whenever awake, standing, and unhindered in any way. Traps and spell effects against which the thief successfully saves deal no damage. But even on a failed save, the thief only suffers half damage. Due to occupational exposure, the thief who reaches level 3 of the core Thief class also enjoys a +2 habituation bonus to saves against poisons.

When may the thief Circle? When an ally has dealt damage to the thief's target earlier in the round. Always double (Circle) or triple (Backstab) base die/dice damage first, before adding damage modifiers for Dex, item bonuses, etc.

A thief's Circle damage applies to any target, even non-humanoids (think dragons) or non-living humanoids (undead/golems). Thieves do not get triple damage against such foes, however.

Sneak/ambush damage for triple the rolled value can only happen if the thief is unencumbered and wearing light or no armor. Circle damage, however, is possible while lightly encumbered and even if the Thief is wearing medium (though not heavy) armor. Backstab requires total surprise. The foe cannot know/suspect that an enemy is able to attack from behind. Only living creatures are susceptible to backstab triple damage. Others may only be susceptible to double damage from Circling.

In group combat situations, it may be possible for thief to make an initial backstab, but in all likelihood he will only be able to Circle for the remainder of the combat. Given the requirement for Circling, a thief cannot Circle when he is alone without allies.

Sohei sub-class

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Prime ability: Wisdom; the Sohei is a warrior-priest with the d6 hit-die of a cleric, but the base attack bonus of a fighter. Sohei can use all types of armor, disdain shields, and their special training in the naginata and kanabo (maul) allows Sohei to inflict the full 1d10 damage die with those weapons. Sohei have advantage on all Constitution checks.

◦◦◦

Party Boon at Sohei 1: Once daily, a Sohei can expand her ki aura for a single round to encompass allies within a twenty-feet radius of the Sohei's position. For that single round, the sohei and affected allies enjoy Damage Reduction equal to the Sohei's level plus the Sohei's Wisdom modifier. The Sohei can exercise this ability even at Sohei 1 and 2, before the Sohei gains ongoing DR.

Personal Boon at Sohei 3: the Sohei gains damage reduction 1, shrugging off 1 HP of damage from each attack that breaches her defenses. This DR increases to 3 at Sohei 4 and caps at DR 5 at Sohei 5. The Sohei class doesn't go beyond level 5.

The Sohei subclass gives access to the Unflappable Warrior Heroic Deed.

When Xavamros was overall 2nd level

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CLE 2
Overall Level 2
Lawful Good Dwarf
HP: 21
XP Total: 4,500
TNL: 500

Str: 14/10 (+1)
Dex: 13/10 (+1)
Con: 16/25 (+2)
Int: 11/10 (+0)
Wis: 15/25 (+1)
Cha: 13/10 (+1)

Special Abilities:
Detect Magic
Read Magic

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

Armor Class:
Undressed & prone 10
Undressed 09
Harnessed 02 ([mithril shirt, Dex)
Harnessed but Flat-Footed 03

Spells: 3 1st

Lv/Class-Based Attack Bonus: +1
Equivalent Base THAC0: 19

battleaxe:
   m.THAC0 18 (1d6+1)
    Heroic Deeds:

   Known: 5 (4 - took +3 HP)
   Daily Risk Dice: 4

Other Equipment:
mundane battleaxe
healing potions x 3 (2d6+2)
mithril shirt
daggers (pair, mundane)
ethanol (1 pt., 80-proof)
hemp rope (50 ft)
inflammable oil x 2
potion of extra-healing x 2
crossbow (does 1d6+1)

Paladin sub-class

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Prime ability: Charisma; Paladins in Scarlet Horizons are a sub-class of cleric rather than of fighter. But though they use the Cleric's d6 hit die, Paladins enjoy a fighter's base attack bonus. A paladin has the ability to Smite a subset of evil creatures. When attacking an evil outsider, aberration, or undead, a paladin adds her Charisma bonus to other attack roll modifiers, and on a successful hit deals weapon damage dice + Paladin levels.

Party Boon at Paladin 1: When an adventuring party containing a paladin fights evil creatures, the paladin and his allies are protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against their targets. The targets also can't be charmed, frightened, or possessed by them. If the targets are already charmed, frightened, or possessed by such a creature, the targets have advantage on any new saving throw against the relevant effect. The duration of this effect on the paladin's allies, per encounter, is {Paladin Level(s) rounds}. The paladin herself enjoys this protection perpetually.

Personal Boon at Paladin 3: At Paladin 3, the paladin gains the Lay on Hands ability. The paladin can lay hands on herself or an ally and restore up to {Paladin level x 12} HP in total, daily. Any portion of the remaining daily allotment may be used/expended once per round. The use of this ability requires the sacrifice of a Risk Die. Alternatively, a paladin may sacrifice two Risk Dice to Cure Disease. A paladin may only Lay on Hands once per round, but may use any amount of daily healing still held in reserve. When using Cure Disease, two full, consecutive rounds are required, during which time the paladin may do nothing else.

The Paladin subclass gives access to the Enlightened Strike Heroic Deed.

Upon becoming a paladin, a good-aligned cleric has three 1st and two 2nd level clerical spells appropriate to his deity's portfolio. Add one to each level of spells per point of Wisdom bonus. Any of these spells may be sacrificed to power the casting of Hand of Succor, a healing spell that restores 2d6+2 Hit Points.

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