Druid sub-class

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Prime ability: Wisdom; Druids in Scarlet Horizons don't cast spells beyond what they learned as clerics. Instead, they get their utility from innate abilities and Heroic Deeds.

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Party Boon at Druid 1: A party containing a Druid can camp in the wilderness without fear of natural creatures of the area. Indeed, natural predators of the area will attempt to protect the druid. If the party's Druid is Druid 3 or higher, party members within ten feet of the druid enjoy a +1 druidic bonus to saving throws versus fire.

Personal Boon at Druid 3: At Druid 3, a druid gains resistance to fire, both mundane and magical.

Druids do not count their Druid levels when turning undead. They can turn entities that are antithetical to the natural order — aberrations, and in so doing both their Cleric and Druid levels apply.

When a druid wields a stick, club, cudgel, or staff, it counts as a form of magical, unbreakable shillelagh while held by the druid. When attacking with this weapon, the druid adds her Druid level(s) to to-hit rolls and to the weapon's 1d6 base damage.

The Druid subclass gives the PC the ability to communicate with animals at will through a form of bestial telepathy. The form this communication takes is non-verbal and nowhere near the sophistication of people's conversations. However, the druid is able to get her point across and natural creatures (non-monsters) are predisposed to have a favorable reaction to the druid.

Druids can move through naturally occurring difficult terrain completely unhindered — briar thickets, entangling undergrowth, boot-sucking mud in a bog or swamp, etc.

Once daily, a druid can shapeshift in the blink of an eye. It literally takes a fraction of a second. A druid can shape change at the beginning of a round and still take her normal attack and movement. Upon shapeshifting, any injury or reduction to hit points is restored. The druid regains their normal maximum hit points, plus a number of temporary hit points.

A druid can maintain this shifted shape for up to 1d6+x turns, where x is equal to her druid level. Upon returning to her natural shape, a druid has hit points proportional to those her shapeshifted form possessed at the time of transition back to normal shape.

For instance, Kelek the Antlered One is at 21/25 HP and shapechanges into a Dire Wolf with 28 HP + 7 temp HP — for a total of 35 HP. During combat, his winter wolf form drops to 20/35 (i.e., 57.1% of max). If Kelek transitions back to normal shape, he'll have 57.1% of his normal HP max of 25, which is 14 HP.

A former necromancer may recant their evil path and later in life become a druid. She must never again use her necrotic powers, or else she loses all druidic powers forever.

If a druid turns to the dark side and becomes a necromancer, she loses all druidic powers; however, her former Druid levels become Cleric levels. For example, A Cleric 3/Druid 4 embraces darkness, becoming a Necromancer. She is now a Cleric 7/Necromancer 1, and her clerical levels correspond to veneration of an evil power.

The Druid subclass gives access to the Short Port Heroic Deed.

Spell progression

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Spells in Scarlet Horizons only go up through 5th level. More powerful magical effects can only be achieved through heroic deeds, rituals, and relics. The chart below holds true for all spellcasting classes. Bonus spells for magic-users and enchanters are based on Intelligence modifier. For clerics they're based on Wisdom modifier, and for necromancers and warlocks they are based on Charisma modifier.

Beyond CL 10, an additional spell of 1st to 5th level is only gained at overall character levels that are evenly divisible by five.

Cleric core class

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Prime ability: Wisdom; the Cleric is the voice and tool of a Power, be it a power of Good or Evil. Clerics can detect good and evil at will. They can also Read Magic at will. Given sufficient time and materials — the latter being expensive — a cleric can create spell scrolls of clerical spells that are within the cleric's knowledge and power.

Party Boon at Cleric 1: A cleric who is part of an adventuring party or other small group may, once per round, cast the Boon orizon if no actions other than movement and Fray Die are undertaken. The Boon recipient must be within the cleric's line of sight and within sixty feet of the cleric. The recipient regains 1 HP and any detrimental status effects are suspended for the next {Cleric's level} rounds.

Personal Boon at Cleric 3: a Good cleric gains the ability to remove curse by sacrificing a Risk Die. An Evil cleric instead gains the ability to bestow curse in the same manner. A bestowed curse successfully resisted via a saving throw still imposes a -1 penalty to AC and to-hit for two rounds; a failed save imposes double the penalties for a full turn. These effects require physical contact — they may be delivered via either a touch attack or melee attack. Clerics can use these abilities innately up to twice between every long rest.

Clerics of any alignment can neutralize poison or cure disease once daily by sacrificing two Risk Dice.

Clerics gain spells per the spell progression table.

Ranger sub-class

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Prime ability: Dexterity & Wisdom; the Ranger subclass gives the PC +10 feet of movement in dungeons, and +20 feet outdoors. Rangers get advantage on any tracking or survival checks.

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Party Boon at Ranger 1: If a party Ranger participates in the planning and execution of an ambush, the Ranger's allies receive a +3 bonus on d20 rolls and 2d8 checks during the round in which the ambush is launched.

Personal Boon at Ranger 3: At Ranger 3, against her favored enemy type, the ranger adds her Ranger levels to the to-hit roll and both her Ranger and Fighter levels to the sum of the rolled damage dice, before conversion using Scarlet Heroes rules. If the converted damage is 4, the Ranger then adds her Wisdom or Strength modifier to the damage and inflicts a bleeding wound that bleeds for 1d4 HP or 1 HD extra damage per round.

Examples of appropriate granularity for favored enemy type are goblinoid humanoids (goblins, kobolds, bugbears), scaled foes (dragons, hydrae, lizardmen), aberrations, or undead.

At Ranger 2, a ranger may fire two arrows from a short or longbow as part of a single-attack action. They may target the identical or different targets.

At Ranger 4, the Ranger adds a second favored enemy.

At Ranger 5, the Ranger adds a third and final favored enemy type.

At each Ranger level gained, the Ranger chooses a preferred environment she doesn't already have from the following list: temperate forest, tundra, mountains, subterranean, desert, jungle, ocean. When operating in a preferred environment, the Ranger adds her Ranger level to skill checks and saving throws, and gains a {Ranger level} point improvement to Armor Class when operating in that preferred environment.

The Ranger subclass is capped at 5.

The Ranger subclass gives access to the Improved Ambuscade Heroic Deed.

Monk sub-class

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Prime ability: Dexterity & Wisdom; the Monk subclass cannot wear armor, as the monk requires freedom of movement.

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Party Boon at Monk 1: Once per long rest, a Monk can expend ki to rid herself and party members of fatigue and restore 2 HP to herself and up to {Monk level} allies. At Monk 3, she can instead do this once per short rest and restores 5 HP. At Monk 5 the restored HP rises to 10.

Personal Boon at Monk 3: At Monk 3, the Monk is never caught flat-footed, even when surprised. The monk can also reduce the number of 1d6's rolled for fall damage by their level in the monk class (and are still able to make a dexterity save for half damage on any remaining 1d6's to be rolled).

Monks can make a DC 13 saving throw to reduce falling damage or area effect damage by half upon success. If non-monk characters already get a saving throw for half-damage, then the monk suffers no damage on a successful save and half-damage on a failed save.

Because of their discipline, monks also may add their Wisdom modifier on saves against mind-influencing effects.

A monk's base armor class is 9, modified by Dexterity and Wisdom modifiers. For every two full levels in Monk up to and including Monk 10, this AC improves another step. Monks may wear magical rings and bracers, but cannot fight in armor. A monk applies her Monk level to saving throws against natural and magical diseases.

The Monk subclass gives access to the Flurry of Blows Heroic Deed.

Gunslinger sub-class

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Prime ability: Dexterity; the Gunslinger remembers the face of her father and carries herself with the poise of her ancestors.

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Party Boon at Gunslinger 1: A Gunslinger's companions gain a +2 ka bonus when checking Morale or making saving throws versus fear or charm effects.''

Personal Boon at Gunslinger 3: At Gunslinger 3, even when you are surprised and caught flat-footed, you can get off a pair of shots, at -4 and -2 penalty to-hit, respectively. The Gunslinger subclass gives the PC an always on advantage on any saving throws versus fear and other mind-influencing effects.

A Gunslinger's companions gain a +2 ka bonus when checking Morale or making saving throws versus fear or charm effects.

Gunslingers attack with two guns simultaneously and are able to target the same foe with both weapons (no penalty to-hit), or she may choose to target two separate foes — the second weapon is at a -2 penalty to-hit.

Each gun has a range increment of sixty feet and deals 2d4 damage; the damage dice explode on a result of 4.

Gunslingers can only wear light armor, and tend to prefer trenchcoats of leather.

When a Gunslinger rolls a natural "1" attack roll, one of her resolvers has had a misfire. That weapon cannot be used again until cleared, which is something the Gunslinger must do outside of combat.

The Gunslinger subclass gives access to the Steely Gaze Heroic Deed.

When Alemvean was 2nd overall

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PAL 1/THF 1
Overall Level 2
Lawful Good Halfling, HP: 14
XP Total: 4,000
TNL: 5,000

Str: 10/20 (+0)
Dex: 18/35 (+3)
Con: 09/20 (+0)
Int: 10/20 (+0)
Wis: 17/35 (+2)
Cha: 14/50 (+1)

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

Special Abilities:
- Cure Disease
- [Channel Energy][8] 3 x daily
- Lay on Hands (@ PAL 2)
- [Smite][7] 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: 0
   flat-footed 3

Clerical spells:
3 1st

Typically Prepared:

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

Heroic Deeds:
   Known: 5
   Daily Risk Dice: 4

  1. Bite the Bullet
  2. Enlightened Strike
  3. Skin of Your Teeth
  4. Slow & Steady
  5. Staggering Strike

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

Rage

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When a barbarian enters a Rage — which he may do whenever he has taken damage from a perceived or actual foe — for the remainder of that round and for the next {Barbarian level + CON modifier} rounds, the barbarian adds his Constitution modifier to to-hit rolls and his Constitution modifier and total Barbarian levels to any damage he deals. A barbarian who does not suffer a negative Intelligence modifier may voluntarily end his Rage at will. When a barbarian enters a Rage, he regains his Barbarian levels in Hit Points. At 5th level, the barbarian also adds half his Strength modifier (rounded down) to to-hit rolls and to damage rolls.

Barbarian sub-class

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Prime ability: Constitution; the Barbarian subclass gives a one-time hit point boost of 10 HP at Barbarian 1. These +10 HP are in addition to the HP gained for attaining Barbarian 1 (i.e., 4 + Con bonus).

Party Boon at Barbarian 1: Once daily when the Dungeon Master declares that an ally has been hit in combat by melee or damage, if you are within ten feet of that ally, you can throw yourself between the ally and the incoming damage, taking all of the damage yourself. You can even do this if the ally and source of damage are adjacent to one another.

Personal Boon at Barbarian 3: Once daily when a Barbarian fails a saving throw that results in HP damage to his person, he may enter a Rage and shrug off 25% of the sustained damage, rounded up (minimum of 1 HP of damage suffered).

All Barbarians have the ability to enter a Rage.

Fighter core class

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Prime ability: Strength; the Fighter core class, and its subclasses, enjoy the best hit die available to PCs, the mighty d8. Additionally, the Fighter and its subclasses gain a +1 to Attack Bonus every single level. The Fighter core class (not its subclasses) gains a bonus HP at every level — this is in addition to the normal gained for level increase and Constitution bonus.

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Party Boon at Fighter 1: Once daily when you join one or more adventuring party members as a combat ally, you may choose one ally. As long as you fight side-by-side or back-to-back with that ally, the ally enjoys an AC bonus of 4 points for the duration of the combat encounter.

Personal Boon at Fighter 3: When you are reduced to 0 HP or lower, make both a Strength and a Constitution check. If you succeed at only one or the other, regain 10 hit points. But if you succeed at both, regain 20. You may use this extraordinary ability a number of times per long rest equal to your Strength modifier, or once — whichever is greater.

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