Spell: Hand of Merciful Succor

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Hand of Merciful Succor (1st level clerical)

Casting Time: 1 round
Duration: Instantaneous
Range: Touch

The cleric's arts are useful in restoring the afflicted. When cast on a subject this will cure 2 points of damage plus the result of 2d6 healing dice. Healing dice are read exactly as if they were damage dice, but the result is applied as healing in hit points or hit dice. A reversed version exists, the Fist of Burning Rebuke, which will inflict 2d6 damage dice.

Uvron Alygrean Kesloril

- Posted in Scarlet-Horizons by

Uvron Alygrean Kesloril is a potent necromancer residing deep within the Barrowmaze. He is allied with the vampire, Yattel Ette.

Yattel Ette

- Posted in Scarlet-Horizons by

Yattel Ette (pronounced yell-AY) — a powerful vampire allied with the necromancer Uvron Alygrean Kesloril. Yattel dwells deep within the Barrowmaze, making use of lesser undead as early warning expendables.

Alemvean Banivardimor

- Posted in Coding by



PAL 1/THF 1/DRU 1
Overall Level 3
Lawful Good Halfling, HP: 17
XP Total: 4,000
TNL: 5,000

Str: 10/30 (+0)
Dex: 18/60 (+3)
Con: 09/30 (+0)
Int: 10/30 (+0)
Wis: 17/45 (+2)
Cha: 14/75 (+1)

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

Special Abilities:
- Cure Disease
- Channel Energy 3 x daily
- Lay on Hands (@ PAL 2)
- Smite 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: -1
   flat-footed 3

Clerical spells:
3 1st

Typically Prepared:

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

Heroic Deeds:
   Known: 7
   Daily Risk Dice: 5

  1. Bite the Bullet
  2. Call of the Wild
  3. Enlightened Strike
  4. Nature's Imprint
  5. Skin of Your Teeth
  6. Slow & Steady
  7. Staggering Strike

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

Heroic Deed: Skin of Your Teeth

- Posted in Scarlet-Horizons by

Available to FGT 1+/THF 1+/PAL 1+/RNG 1+ class and their subclasses. When you miss with an attack, roll and sacrifice a Risk Die from your pool. If the die doesn't come up '1', add it to the d20 roll and recalculate success/failure of the to-hit or saving throw and regain a hit point. If this hit point gain puts you exactly at your maximum HP, then there is a ten percent chance of adding ten percentile points to a random ability score. Otherwise, there is a 5% chance of adding 5 percentile points to a random ability score.

Heroic Deed: Short Port

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DRU 1+/MAG 2+. Expend a Risk Die from your Risk Dice Pool by rolling it. If you succeed at the check, you instantly engage in a short teleportation (a short port). You reappear within range of {1 + Risk Die Result} yards of the position at which you engaged this Deed, so long as you can see the destination clearly and that spot is not already occupied. You may port to a raised balcony, across a rushing stream, or behind an enemy in combat. There is an X% chance you gain one additional percentile point to your Intelligence score, where X is equal to the number of yards you ported.

Heroic Deed: Sheathing the Sword

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Available to FGT 2+, SOH 2+

You allow the next melee attack made against you to strike you by actually stepping into the attack so that you use your body to sheath your foe's blade (only works against bladed slashing, hacking, or piercing weapons). To trigger this deed, wait for your toe-to-toe melee foe to successfully strike you, then declare use of Sheathing the Sword. Roll and sacrifice a Risk Die. As long as it doesn't come up '1', you have succeeded in sheathing your foe's weapon in your body. You may, in turn, make an attack roll. As long as it's not a fumble, you hit and deal twice your normal damage if using a knife, dagger, or sword — or else max damage if using some other type of weapon. You sustain max damage from the foe's blade. There is an X% chance you gain one percentile point to your Strength score — where X is equal to the total damage you received from Sheathing the Sword.

Heroic Deed: St. Ygg's Shield

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Available to PAL 3+, CLE 12+ of Saint Ygg

Sacrifice a Risk Die. If it doesn't come up '1', your shield floats free of your grasp and flies about you magically at high speed, improving your AC two points further than the equipped shield normally imparts. You gain DR 3 that stacks with any other DR you already possess. The duration is one round per each cleric and paladin level. You must, minimally, be a first level cleric of St. Ygg to gain and use this heroic deed. The DR and AC improvement from this deed will stack with any other bonuses. However, you may not benefit from more than one instance of this deed at one time. Should the duration of combat make it desirable, you may sacrifice another Risk Die to prolong the duration — at just the moment the effect would normally end. Doing so prevents interruption in the protection and does not require a roll of the sacrificed Risk Die.

Heroic Deed: Show Your Specialization

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Available to Fighter or its subclasses where total core+subs=5+. Roll a Risk Die. If it doesn't come up '1', you have {5 + Risk Die Result + Strength modifier} (minimum 7) specialization points. If your Fighter core-class levels exceed your Strength modifier, substitute them for the Strength modifier. Use up and expend these specialization points in any amount desired to modify your to-hit rolls, armor class, and damage rolls during the current combat. This deed cannot be implemented outside of combat or without a weapon in hand(s). This deed takes no appreciable time to invoke, and is often the first declared action of combat for skilled fighters. Roll a d20. If the roll result is less than or equal to your Strength modifier, add one percentile point to your Strength score.

Spell: Gaseous Form

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Gaseous Form (3rd-level transmutation)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

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