Character Classes in Scarlet Horizons

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There are four core classes in Scarlet Horizons. Each core class has two or more subclasses.

Upon attaining level 3 in any core class, you may, upon your next level advancement, (a) choose a subclass of that core class, (b) take level 1 in a new core class in which you heretofore had no levels, or (c) continue in that same core class by taking level 4 in it.

When Matthias was overall 3rd level

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Matthias d'Slaytonthorpe
FGT 1/MAG 1/WAR 1
30 HP
Overall Level 3
Neutral Evil Human
XP Total: 6,000
TNL: 3,000

Str: 12/30 (+0)
Dex: 14/20 (+1)
Con: 18/01 (+3)
Int: 16/30 (+2)
Wis: 13/30 (+1)
Cha: 12/30 (+0)

Saving Throws:
Death/Poison: 13
Paralysis/Petrify: 14
Spells/Rods/Staves: 13
Wands: 16
Breath: 15

Armor Class:
Undressed & prone 9
Undressed 8
Harnessed 4 (armor/ring/cloak)
Harnessed but Flat-Footed 5

Traits:
Dark Magic +1
Eidetic Memory +2
Natural Linguist +2
Scribe +1
Skilled Liar +2

Mage/Warlock Spells:
2 of 1st level

Lv/Class-Based Attack Bonus: +1
Equivalent Base THAC0: 19
Risk Dice Pool: 05 Deeds Known: 07

rapier:
   vs mundane foe m.THAC0 18 (1d8)

Heroic Deeds:
   Known: 15
   Daily Risk Dice: 07

  1. Arcane Deflection
  2. Asmodeus' Touch
  3. Eldritch Swap
  4. Effortless Dodge
  5. Manipulate Fate
  6. Skin of Your Teeth
  7. Vampiric Skimming

Other Equipment:
+1 cloak of deflection
+1 boot knife (1d4+3)
daggers (pair, mundane)
ethanol (1 pt., 40-proof)
inflammable oil x 5
leather armor
potion of extra-healing x 4
rapier
+1 ring of protection
short bow

Contacts:
Sagius Nithrexus
Devra True-aim


Holy weapon

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A holy weapon not only deals its base damage, plus any magical bonuses. It also deals an addition 1d8 of radiant damage if striking an evil foe.

When Whiteheart was overall 8th level

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Whiteheart Stiffwhiskers
CLE 3/PAL 5/SOH 1
Paladin of Saint Ygg
Overall Level 9
Lawful Good Mousefolk, HP: 52
XP Total: 44,000
TNL: 9,999

Str: 16/35 (+2)
Dex: 12/20 (+0)
Con: 16/75 (+2)
Int: 12/20 (+0)
Wis: 13/35 (+1)
Cha: 17/20 (+3)

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

Special Abilities:
- Advantage on CON-related saves
- Cure Disease
- Channel Energy 3 x daily
- Lay on Hands
- Smite 2 + {CHA bonus} times daily

Lv/Class-Based Attack Bonus: +8
Equivalent Base THAC0: 12
+2 Holy Keen Longsword, Andurel

* Damage Dealt:
   vs mundane foe m.THAC0 10 (1d8+4/19-20)
   vs evil foes m.THAC0 10 (2d8+9/19-20)
   vs aberration/outsider/undead:
      m.THAC0 07 (3d8+12/19-20)

Overall Smiting Damage
add +4 to the attack roll, and...
aberration/outsider/undead: 3d8+27/(19-20)
other evil creatures: 2d8+24/(19-20)

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

If under the effect of Divine Favor he has cast, improve the above m.THAC0 and damage rolls by +2. While divinely favored and smiting a mundane evil foe, m.THAC0 04 and 2d8+26/(19-20); If divinely favored and smiting an aberration, undead, or outsider, m.THAC0 04 and 3d8+29/(19-20).

Armor Class:
   Undressed 10
   +1 Chainmail only 04
   +3 Shield only 06
   Harnessed -2
   Harn & SYS -4, & DR 3
   Harnessed but Flat-Footed 0
   Har/SYS/SOF: -7/DR3

Clerical spells:
3 1st, 2 2nd
4 1st, 3 2nd (factoring Wis bonus)

Typically Prepared:

Bless x 2 (target: caster, allies w/i 50' burst)
Divine Favor x 1 (target: self)
Shield of Faith x 1 (target: single)
Resist Energy x 1
Spiritual Weapon x 1
Consecrate x 1

Heroic Deeds:
   Known: 15
   Daily Risk Dice: 07

  1. Auspicious Fortune
  2. Bite the Bullet
  3. Blessed Assurance
  4. Brace
  5. Blitz
  6. Cleave
  7. Dual Heroic Deeds
  8. Effortless Dodge
  9. Enlightened Strike
  10. Healing Surge
  11. Holy Aura
  12. Iron Shell
  13. Primary Foe
  14. Skin of Your Teeth
  15. St. Ygg's Shield
  16. Unbreakable
  17. Unusual Prowess

Other Equipment:
black monster-hide belt
bronze ring
+1 chainmail
+2 keen holy longsword
daggers (pair, mundane)
ethanol (1 pt., 80-proof)
potion extra-healing x 5
scroll: group recall
+3 shield

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.

Tactics:

If accompanied by allies, Whiteheart attempts to prepare for any combat by casting Bless. If exigencies permit, the paladin will follow up the Bless spell with 2nd round use of Dual Heroic Deeds to invoke both Blessed Assurance and Holy Aura.

If fighting solo, Whiteheart attempts to begin by casting Divine Favor. He will follow this, if possible, with the Saint Ygg's Shield heroic deed. Finally, if fighting a particularly heinous foe or monster, he will seek to inflict maximum damage with his bronze ring, to be followed with healing for himself via Lay on Hands.

When Feyre was overall 8th level

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Feyre Archeron
MAGE 3/ENCHANTER 5
Overall Level 8
Lawful Good Human, HP: 29
XP Total: 35,000
TNL: 9,000

Str: 10/20 (+0)
Dex: 16/10 (+2)
Con: 15/40 (+1)
Int: 18/30 (+3)
Wis: 12/70 (+1)
Cha: 09/30 (+0)

Traits: Arcane Adept: +3
Book Seller: +2
Curse Lifter: +3
Historian: +3
Loremaster: +3

Magic Resistance: 35%

Saving Throws:
Death/Poison: 12 (11)
Paralysis/Petrify: 13 (12)
Spells/Rods/Staves: 15 (14)
Wands: 13 (12)
Breath: 15 (14)

Lv/Class-Based Attack Bonus: +2
Equivalent Base THAC0: 18

+2 Quarterstaff:
   m.THAC0 16 (1d4+2)

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

 
+2 silver dagger:
   m.THAC0 14 (1d4+5)

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

Armor Class:
Undressed & prone 08 (bracers/robe)
Unharnessed & prone: 10
Unharnessed 08
Harnessed -2 (shirt/robe/ring)
Harnessed but Flat-Footed 0

the above boosted 3 if mage armored

Spells 19/day - 6 1st/5 2nd/4 3rd/4 4th:

1st: burning hands, comprehend languages, eldritch bolt, hold portal, identify, sleep

2nd: invisibility, knock, levitate, mage armor, silence

3rd: fireball, fly, major image, spirit guardians

4th cone of cold, lesser sending, scrying, zone of glacial cold

Heroic Deeds:
   Known: 15
   Daily Risk Dice: 07

  1. Aim Carefully
  2. Arcane Deflection
  3. Aura of Enchantment
  4. Charge Item
  5. Death Ward
  6. Word of Death
  7. Disenchant
  8. Dual Heroic Deeds
  9. Dweomer Determination
  10. Eldritch Wrath
  11. Enhance Enchantment
  12. Flawless Construction
  13. Intensify Spell
  14. Manipulate Fate
  15. Short Port

Other Equipment: bark from tree of healing (usage: d12)
bracers of protection +1
cave-fisher filament (25 ft)
daggers (pair, mundane)
enchanter's ear-rings
enchanter's robe
+1 dagger
ethanol (1 pint, 40-proof)
inflammable oil x 5
+2 mithril shirt
poison antidote x 3
potion of healing (2d6+2) x 3
potion of extra-healing (6d6+6) x 2
potion of prot. vs red dragon
potion of rejuvenation x 5
potion of vigorous voodoo x 1
longsword +2 (+4 vs halflings)
red dragon blood (12 vials)
scroll: flying & invisibility at 5th
wand of burning hands (13 charges)
+2 quarterstaff
sharpening stone
+2 short bow
spellbook (glyph of warding)

Contacts:
Tauste
Saphira
The Argent Twilight

When Lanky was overall 8th level

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THF 3/DUNGEONEER 5
Overall Level 8
Chaotic Good Halfling
HP: 38
XP Total: 35,000
TNL: 9,000

Str: 08/40 (-1)
Dex: 19/05 (+3)
Con: 13/35 (+1)
Int: 13/40 (+1)
Wis: 10/40 (+0)
Cha: 17/25 (+2)

Special Abilities:
Circle
Backstab
Acrobat +3
Ruin Explorer +3
Information Seller +2
Assassin +5

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

Armor Class:
Undressed & prone 10
Undressed 07
Harnessed 01 (+1 dragonscale)
Harnessed but Flat-Footed 04

Spells: none

Lv/Class-Based Attack Bonus: +4
Equivalent Base THAC0: 16

+1 dagger or shortsword:
   m.THAC0 13 (1d4+4 dagger)
   m.THAC0 13 (1d6+4 shortsword)

    Heroic Deeds:
   Known: 15
   Daily Risk Dice: 07

  1. Aim Carefully
  2. Auspicious Fortune
  3. Blessed Assurance
  4. Double Thrust
  5. Effortless Dodge
  6. Flanking Strike
  7. Improved Ambuscade
  8. Lead By Example
  9. Lucky Moment
  10. Silent Sneak
  11. Skin of Your Teeth
  12. Staggering Strike
  13. Steely Gaze
  14. The Trail Goes Cold
  15. Unusual Prowess

Other Equipment:
bag of firestones (9)
book about dragons
belt of toughness
+1 boot knife (1d4+3)
+1 buckler
caltrops (6) inflict 1d4
cape of the mountebank
daggers (pair, mundane)
+1 dragonscale armor
ethanol (1 pt., 80-proof)
hemp rope (50 ft)
murdayne root
inflammable oil x 2
+1 blue dragonscale
potion of extra-healing x 4
sealed ceramic jar
drow snake-whip (in jar)
everburning torch (in jar)
+1 shortbow (does 1d6+4)
47 platinum pieces
353 gold pieces
16 silver pieces
18 copper pieces

Contacts:
Todd the Troglodyte
Dwargon the Duergar
Order of the Gauntlet


A letter to Celaena from the Order of the Gauntlet

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Celaena receives the following letter from one of her contacts in the Order of the Gauntlet:

To: Celaena Sardothien
From: Bezarcane, Order of the Gauntlet

Celaena, greetings, this is your old friend, Bezarcane. I wanted to pass along a letter that the Order recently received. I believe it to be genuinely written by the true-dragon, Valashinaz. The letter is merely a point of interest, since I know that you and your compatriots slew a young green dragon and, more recently, an adult red.

It is important you understand that these dragons you have killed are simple dragons, basically nothing but overgrown beasts, albeit intelligent and crafty beasts that can speak. But I would ensure that you know the three different types of dragons — simple, true, and Originals.

Is it indeed true that you recently were taken prisoner by a black dragon? Chained in a cavern, then somehow rescued by benefactors unknown and mysterious? You can be sure that dragon, if dragon indeed it was, was not simple. A simple dragon would have simply eaten you outright.

What then, are true-dragons, you ask? A true-dragon is a creature of great age, believed to have come down to us through the millennia. They were, many ages ago, the powerful servitors of The Visitors. Perhaps your elven friend Feyre can explain who they were. Know this: you can discern a simple dragon from a true-dragon by their eyes. Simple beast dragons' eyes may glow red, or yellow. But a true-dragon's eyes are solid black — no iris, all pupil. An inky pool of obsidian the breadth of a silver serving platter.

Only the most experienced heroes armed with the most potent spells and items can stand against a true-dragon. Here is how you survive such an encounter: be obsequious, offer to make yourself a useful servant, and wax poetic about their traits, their might, their accomplishments. Whereas simple dragons prefer to torture and eat us mortals, the true-dragons would rather enjoy us as diversions and poor recounters of their majesty.

"What other type of dragon is there?" I can hear you asking Bezarcane the question. The rarest of all are The Originals. Some sages — and I am one of them — believe there are Seven Originals, the only remnant remaining of those long-ago alien visitors to our planet. Well, I have digressed long enough. Below is a letter the Order of the Gauntlet has received from what we believe is a true-dragon. I wanted you to be in the loop.

The weapons and armor of the various humanoid species are a testament to their cunning and ingenuity, yes, but also a testament to their frailty. Small and weak, with flesh that tears and hearts that burst from exertion, yet they push ever forward.

The greatest of their smiths and engineers forge weapons capable of piercing dragon scales. Their wizards and sorcerers enchant these weapons with spells that can lay low giants.

For every warrior and champion who fails and falls, ten more arise to take up their arms, armor, and cause. Now they rule the world that once belonged to their betters, and those like myself, who guard the secrets of ages, must avoid their notice lest they besiege us with relentless incursions until even we dragons, who are as far above them as they themselves are above insects and house pets, must inevitably fall.

That reality is, in part, why I collect the equipment of those mortal, would-be dragon slayers who uncover the existence of my vault. Of course, this makes me a target for anyone capable of tracing the journeys of the items in my collection—but with each adventurer who fails to take what is mine, my collection becomes ever more valuable to whoever follows after them. Such is the way of things.

One day, some party of mortals whose skills actually match their aspirations will face me in the vaults, and I will fall. Until that day comes, I shall safeguard the treasures that act as testament to both their victories and my own.

Valashinaz, Mistress of the Vault

Channeling

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When a paladin channels positive energy, all evil foes within a twenty foot radius burst suffer radiant energy damage equal to X, where X is the product of Y and Z. Y is the sum of the paladin's Charisma and Wisdom modifiers. Z is the paladin's total divine levels (includes any clerical levels, plus paladin levels).

For example, at overall character level 8, Whiteheart has Charisma 17 (a +3 modifier) and Wisdom 13 (a +1 modifier); therefore Y is 4. Z equals 8. Thus, when Whiteheart at this level channels positive energy, the damage inflicted to evil creatures within its area of effect is 32 points.

A paladin may channel divine positive energy as often as every other combat round.

Smiting

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A paladin can Smite twice daily, plus one additional time for every point of Charisma bonus. When smiting, a paladin adds a +4 smite bonus to the attack's to-hit roll (or improves THAC0 by 4 points), and on a successful hit inflicts an additional number of points equal to the product of her overall paladin level and her Charisma modifier.

Matthias d'Slaytonthorpe

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Matthias d'Slaytonthorpe
FGT 1/MAG 1/WAR 3
40 HP
Overall Level 5
Neutral Evil Human
XP Total: 14,000
TNL: 6,000

Str: 12/50 (+0)
Dex: 14/55 (+1)
Con: 19/21 (+3)
Int: 17/65 (+2)
Wis: 14/50 (+1)
Cha: 13/90 (+0)

Saving Throws:
Death/Poison: 13 {12}
Paralysis/Petrify: 14 {13}
Spells/Rods/Staves: 13 {12}
Wands: 16 {15}
Breath: 15 {14}

Armor Class:
Undressed & prone 9
Undressed 8
Harnessed 4 (armor/ring/cloak)
Harnessed but Flat-Footed 5

Traits:
Dark Magic +3
Eidetic Memory +2
Natural Linguist +2
Scribe +1
Skilled Liar +2

Pact Powers:
dominate person 2 x daily
produce hellbane 3 x daily
short sword counts as a +3 weapon
resistance to fire (gained at WAR 2)
pact blade deals TOT-CASTER-LV dmg
add Dark Magic trait to pact-blade dmg
regain half pact blade damage as HP

Mage/Warlock Spells:
4 of 1st level
3 of 2nd level
3 of 3rd level

Favored combo when not using Eldritch Blast :
Asmodeus' Disdain or Warlock's Wrath followed
by Fell Finger

Prepared Daily:
cantrips:
Asmodeus' Touch
Fell Finger

1st-level:
Asmodeus' Disdain x 2
blur (possibly sacrificed for Hellish Rebuke)
mirror image

2nd-level:
Cloud of Daggers
Invisibility
Silence

3rd-level:
Counterspell x 2
Gaseous Form

Lv/Class-Based Attack Bonus: +2
Equivalent Base THAC0: 18

Risk Dice Pool: 06
Deeds Known: 11

short sword:
   vs mundane foe m.THAC0 18 (1d6+1)

+1 boot knife
   m.THAC0 17 (1d4+2)

Heroic Deeds:

  1. Arcane Deflection
  2. Blessed Assurance
  3. Deft Blade
  4. Dweomer Determination
  5. Eldritch Blast
  6. Effortless Dodge
  7. Manipulate Fate
  8. Skin of Your Teeth
  9. Vampiric Skimming
  10. Warlock's Wrath
  11. player choice

Equipment:
Carceri's Ring
+1 cloak of deflection
+1 boot knife (1d4+3)
daggers (pair, mundane)
ethanol (1 pt., 40-proof)
inflammable oil x 5
leather armor
potion of extra-healing x 4
short sword
+1 ring of protection
short bow

Other Valuables:
- sapphire fragment worth 100 GP
- silver necklace with pearls worth 400 GP
- platinum necklace worth 300 GP
- 99 GP, 161 SP, 43 SC, 07 RD

Contacts:
Sagius Nithrexus
Devra True-aim


XP Awards
+3,500 siphoned scroll-battery; slew Magen Eisenthrast {total: 14,000/20K} +750 for striking an accord with the Kellen's Rock Culprits {total: 10,500/14K} +750 for gaining an audience with The Kellen's Rock Culprits {total: 9,750/14K}

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