Index of Heroic Deeds

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Deed Requirement
Agonizing Sneak Attack Thief 7+, THF Subs 4+
Aim Carefully ANY
Ancestral Animus any DWF
Animal Companion DRU 2+
Animate Dead NEC 1+
Arcane Deflection MAG 1+/BRD 2+
Ancient Aura DWF CLE 3+
Attune to Item MAG 2+/CLE 4+
Aura of Enchantment ENCH 4+
Auspicious Fortune ALL
Bardic Warding BRD 3+
Bite the Bullet PAL/GUN 1+, CLE 6+, CLE-sub 3+
Blessed Assurance ALL
Blitz PAL/RGR 1+, FGT 3+, SOH 5+, CLE 9+
Brace PAL 1+/FGT 4+/CLE 8+/CLE-subs 5+
Call of the Wild DRU 1+
Charge Item MAG 3+/CLE 5+/CLE-Subs 2+
Cleave FGT 7+/PAL 4+
Covering Fire GUN/RGR 1+/THF 9+/THF-Subs 6+
Dastardly Backstab CUT 3+
Dazing Spell MAG 8+/MAG-Subs 5+
Deft Blade FGT 1+
Disenchant BRD 1+/MAG 3+/CLE 5+ or Sub 3+
Dissonant Vocalization BRD 1+/MAG 3+/CLE 5+ or Sub 3+
Double Thrust BRD 1+/THF 3+/FGT 5+ or subs 3+
Drunken Master MNK 3+
Dual Heroic Deeds Activation OVL 8+
Dweomer Determination BRD 3+, MAG 1+, CLE 4+ or subs 1+
Eagle Eye RGR 1+, BRD 2+/FGT 4+/THF 6+
Effortless Dodge FGT/THF 1+/CLE 6+ sub 3+/MAG 9+
Eldritch Blast WAR 1+
Eldritch Swap MAG 1+/BRD 3+
Eldritch Wrath MAG 7+/Subs 4+
Enhance Ability BRD 2+
Enhance Enchantment BRD 4+/MAG 7+ & Subs 4+/CLE 9+ & Subs 6+
Enlightened Strike PAL 1+/BRD 3+
Flanking Strike RGR 1+, FGT 2+, THF 6+/THF subs 3+/OVL 12+
Flawless Construction BRD 9+/MAG 5+ & Subs 2+/CLE 7+ & subs 4+
Flurry of Blows BRD 1+
Greater Communication DRU 3+
Guidance BRD 1+
Healing Surge CLE 1+
Holy Aura PAL 1+/CLE 9+
Hunter's Mark RNG 1+
Improved Ambuscade RNG 1+
Improved Cleave FGT 8+, PAL 5+, RNG 3+
Improve Equipment MAG 3+/CLE 5+ & Subs 3+
Indomitable Defense FGT 2+
Intensify Spell MAG 3+
Iron Shell CLE 3+
Karmic Balance BRD/CLE 1+, MAG 6+ & Subs 3+
Lead by Example ANY
Leap of the Heavens SOH 1+, MNK 3+, THF 9+ & non-Bard subs 6+
Limb Shot GUN 2+/RNG 2+/THF 9+ & non-BRD subs 6+
Lucky Moment any Halfling/THF 2+/MAG 3+
Manipulate Fate MAG 1+
Master Many Forms DRU 2+
Multishifting DRU 3+
Murder Hobo Madness 10+ in FGT & Subs or THF & Subs
Nature's Imprint DRU 1+
Necropivot NEC 1+
Oh Look, More Torches! any
Pact of Fang & Fur DRU 1+
Penetrating Backstab THF 7+
Primary Foe FGT 2+/RNG 2+/PAL 3+
Prolonged Shapechange DRU 2+
Rally PAL 1+/CLE 4+/RNG 2+/FGT 7+/SOH 1+
Rage of the Hero BAR 1+
Rapid Fire RNG 3+/FGT 7+ & Subs 4+/GUN 4+
Rebuking Third Attack FGT 12+/THF 17+/CLE 22+/MAG 27+
Recharge Item CLE/MAG 3+
Ridiculous Luck Halfling or 8+ combo in THF & subs
Righteous Fervor PAL 1+
Stinging Second Attack FGT 7+/THF 12+/CLE 17+/MAG 22+
Show Your Specialization FGT & Subs totaling 5+
St. Ygg's Shield PAL 3+, CLE 12+ of Saint Ygg
Sheathing the Sword FGT 2+/SOH 2+
Short Port DRU 1+/MAG 2+
Skin of Your Teeth FGT 1+/THF 1+/PAL 1+/RNG 1+
Slow and Steady THF 1+/FGT 1+/CLE 1+/MAG 1+
Silent Sneak THF 3+
Soul of the Warrior FGT 1+
Staggering Strike FGT 6+/THF & subs 10+
Steely Gaze GUN 1+/THF + Subs totaling 12+
The Trail Goes Cold DRU 1+, RNG 2+, THF 7+
Unusual Prowess FGT 1+, SOH/PAL 3+, THF 6+/CUT 3+

Heroic Deed: Auspicious Fortune

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Available to ALL. Sacrifice a Risk Die by rolling it. If it comes up '1', fate deals you a blow: you lose 1 HP, and your next to-hit roll, skill check, and saving throw in the next ten minutes suffers a -1 penalty. Else, you gain {Risk Die Result + Your Overall Level} HP, and your next roll gets a {8 - Risk Die Result + Your Charisma Bonus} bonus. If this usage of Auspicious Fortune puts you back at maximum Hit Points, there is a 10% chance that you gain one percentile point to your CON ability score (if most of your levels are in a non-spellcasting class) or to your INT, WIS, or CHA (if most of your levels are in a spellcasting class).

Heroic Deed: Aura of Enchantment

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Available to Enchanter 4+. You surround yourself with a visible aura that flickers rapidly between red and purple. Invoking this aura does not use up your action for the round. This aura endures for ten consecutive rounds, or until you lose consciousness or die — whichever condition is met first. Allies within sixty feet of your position gain a +2 bonus to all rolls for the duration, so long as they remain in range. You gain Advantage on the first saving throw or attack you make after invoking this deed and you gain resistance to one form of either attack (slashing, piercing, bludgeoning) or energy (fire, ice, necrotic, etc.) damage. A given mage or other party member cannot be under the influence of multiple simultaneous Auras of Enchantment.

Heroic Deed: Attune to Item

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Available to MAG 2+, CLE 4+. After an hour of holding the target item, you become attuned to it. You may only attempt this deed once daily. You may be attuned to no more than three charged items simultaneously. You must be attuned to an item in order to charge it. When you are attuned to one or more magic items, your damage dealing spells with dice in their descriptions re-roll results of 1 and 2 in addition to exploding. When you are unattuned, you only gain exploding dice but not the re-roll of 1 and 2 results.

Heroic Deed: Ancient Aura

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Available to dwarven clerics 3+. You gain a +X bonus to saving throws for the remainder of this and the next Y rounds, and +Z improvement to Armor Class for the same duration — where X is the Risk Die result, Y is your levels in Cleric to a dwarven deity, and Z is equal to (8 minus X). This deed makes clerics to Geddinthor, Thaneduhr, and Moradin extremely resilient in battle. A given cleric cannot be under the influence of multiple Ancient Auras simultaneously.

Heroic Deed: Arcane Deflection

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Available to Magic-User 1+ and Bards 2+. A faintly-visible field forms around you and endures for the remainder of this round, plus the next X rounds where X is equal to your overall caster levels. Any corporeal melee or ranged attack that hits you for the duration has its incoming damage reduced by Y, where Y is equal to the sum of your Intelligence modifier and one other ability score's modifier of your choice (minimum '1' result). Exception: on the round in which the shield forms, it blocks (Y + Z) damage, where Z is the ability score modifier of a third Ability Score not yet selected (minimum Z value of 1). Each time the shield thus reduces incoming damage, there is a cumulative one-percent chance that you gain 1 percentile point to an Ability Score of your choice.

Heroic Deed: Murder-Hobo Madness

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Available to characters with 10+ collective levels in Fighter and fighter-subclasses, or in Thief and thief-subclasses. Target up to five foes, each of which is at least four or more levels or Hit Dice less powerful than you. They must all be within thirty feet of your position when you declare this heroic deed. Make an attack roll against each. If it hits, the target must make a successful Constitution check or die. If it succeeds at the Constitution check or doesn't have a CON score, it instead takes 5X damage, where X is your total Fighter and Thief (and their sublcasses) levels. You may not attempt this deed more than once on a given target during the same encounter.

Heroic Deed: Deft Blade

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Available to Fighter 1+. Let T equal the rolled result, and let D equal (8 minus T). Apply T as a bonus to your THAC0 this round of combat, and add (D + {your total Fighter and Fighter-subclass levels}) to your damage if you score a hit. You may declare a use of Deft Blade before or after making an attack in combat. If that attack hits, you are immune to all melee damage for the remainder of the round, so masterful is your bladework. When you successfully hit in combat in a round that you used Deft Blade, there is a 5% chance of gaining 5 percentile points to STR, CON, or DEX — determined randomly. A given character cannot use Deft Blade more than once per combat round.

Heroic Deed: Death Ward

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Available to Mage 3+. An invisible aura forms around you. This death ward persists for eight hours, until you dismiss it, or until it is dispelled or is triggered. If you are targeted with a Finger of Death or Disintegrate spell, or Death Word while protected in this fashion, your Death Ward defeats it (you do not need to make a saving throw), and is itself ended. You may instead opt to surrender your Death Ward when you take damage from a spell, weapon, fall, or trap. In this event, the ward winks out after preventing 3d8+X damage to your person — where X is your total caster levels.

Failure of Death Word

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If the Risk Die comes up '1' when attempting Death Word, your attempt to draw upon the most fell of magical energies goes awry, and you suffer 1d4 HP of injury per level you hold in magic-user or a subclass of the same (and nothing, not even Death Ward can protect you from this harm) — and these dice explode. For each time beyond zero that you have already successfully employed Word of Death since your last long rest, increase the damage die type used on a failure (i.e., a '1' result on the Risk Die). If you've used it once before, and it failed on your second attempt, you'd suffer 1d6 HP of injury per level you hold in magic-user or a subclass. If two times earlier today, use d8s, etc.

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