Scarlet-Horizons

for all things related to my Scarlet Horizons setting for roleplaying.

Heroic Deed: Call of the Wild

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Available to DRU 1+. The druid can focus on an area extending outward from the Druid to a distance of one hundred yards/meters per druid level. The druid can then call to it a number of animals and/or beasts whose total HD do not exceed the Druid's level + the Druid's Wisdom modifier + the result of the rolled dice. He can call to specific animals that he can see, hear, or otherwise possesses an awareness of (ie: through use of the Nature's Imprint heroic deed) or, if the druid is unaware of specific animals in the area, the druid can instead call to a specific type of animal that it is aware of within the area of effect of this heroic deed. If a druid is unaware of the types of animals in the area, the druid can instead call to it random animals, starting with those with the most favorable attitude working down to those of the least, if need be.

Heroic Deed: Brace

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Available to Paladin 1+, Fighter 4+, and to Cleric 8+ and its sub-classes with overall character level 5+. Sacrifice a Risk Die by rolling it. Let X equal (Risk Die Result + 1 + CHA bonus). All allies within thirty feet of you who can hear your voice gain gain X Brace Points. Affected allies may, until these Brace Points are depleted, each combat round choose to apply these Brace Points in any combination to saving throws, to-hit rolls, skill checks, or as a bonus to AC. Alternatively, two Brace Points may be spent to regain 1 Hit Point. Choose one affected ally: s/he regains a spent Risk Die. A given character cannot enjoy Brace Points from more than a single source at one time. Choose an affected ally or yourself. That character has a 5% of gaining a one percentile point improvement to a random Ability Score.

Heroic Deed: Blitz

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Available to Paladin/Ranger 1+, other Fighters of overall level 3+, Sohei 5+, and other clerics with overall level 9+. You may direct a friendly creature within 60 feet of you that can see or hear you to fight alongside you. The chosen creature can move up to its speed or make a single weapon attack even if it's already moved and/or already attacked this round. And, it gains +{Risk Die Result} to the to-hit and damage rolls. If your total Fighter levels are greater than the Risk Die Roll, substitute that value. If both you and the ally inflict HP damage that round, you each have a 5% chance of gaining one percentile point to a random Ability Score.

Heroic Deed: Blessed Assurance

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Available to ALL. Sacrifice a Risk Die by rolling it: You or an ally within 60 feet of you receives a 1+{your core Cleric levels} bonus to the first to-hit roll and the first saving throw roll made this round. If the result of the Risk Die roll is greater than your total core Cleric levels, use it instead. When you successfully invoke Blessed Assurance, you or one ally regains hit points (or gains temporary hit points) equal to your cleric levels. If the recipient of these hit points is under the effect of a bless spell, they instead gain twice your total clerical (and sub-clerical) caster levels hit points. Paladin levels count as cleric levels for the purpose of using this heroic deed, but druid and sohei levels do not. If you affect an injured ally with this heroic deed invocation, there is a 5% chance you gain one percentile point to your WIS ability score.

Heroic Deed: Bardic Warding

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Available to Bard 3+ only. With a musical, subaudible four-syllable vocalization in the language of the Far Ancients, you breathe into existence a shimmering, hovering golden ward. It can only be dispelled by a foe who makes a DC {25 + Bard level} opposed check. Unless dispelled or released prior to its duration by the bard herself, this ward endures for {Bard levels + Die Result + Charisma modifier} rounds. While the ward endures, the Bard has resistance to bludgeoning, slashing, and piercing damage from all sources. Bardic Warding can stack with Arcane Deflection.

Heroic Deed: Bite the Bullet

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Available to Paladin 1+, Gunslinger 1+, or to a Cleric with overall character level 6+, or Cleric sub-class 3+. Add either your Charisma bonus or your Wisdom bonus to your next to-hit and damage roll. You and up to three allies who are within thirty feet of you gain HP equal to your CHA or WIS bonus — choose one or the other and that is the HP gain for everyone. If these gained hit points would put you or an ally above their maximum HP, then you (or they) gain them as temporary Hit Points. For each person who gained HP in this manner, there is a 1% cumulative chance of a one percentile point increase in a random Ability Score for the character who invoked this Heroic Deed.

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.

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