Unusual Prowess

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Heroic Deed: Unusual Prowess

Available to Fighter 1+, Sohei/Paladin 3+, and Thief 6+/Cutthroat 3+. Expend a Risk Die from your Risk Dice Pool by rolling it; if it doesn't come up '1', you enjoy a bonus of {Risk Die Result + 1} to your to-hit and a {8 minus Risk Die Result} improvement to your AC until the beginning of your next turn. This exercise of your heroic aura also restores one hit point to your total. If you successfully damage a foe this turn, there is a five percent chance you gain ten percentile points to one random ability score.

Vantage Point

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Heroic Deed: Vantage Point

Available to Thief 6+ or Thief subclasses 3+. Roll a Risk Die and sacrifice it. If you succeed at a DC 9 Dexterity check, you can quickly scale a wall or other vertical surface to gain a perch above your foes. You have a climbing speed equal to your walking speed. By climbing at half speed, you can climb up difficult surfaces (such as slippery vertical walls). If you make a ranged attack from this vantage point, it is at +3 to-hit. If you leap down upon your foe in attack, it is at +6 to-hit. If the DM rules that you can use Circle or Backstab, those abilities' to-hit bonuses stack with those of this Heroic Deed. If a leap attack hits, add your Dexterity modifier as additional damage after all damage resolution is calculated, plus one additional point of damage per ten feet fallen. Upon impact with your foe, you sustain exactly one-quarter the damage inflicted upon your foe. If you drop on a foe but fumble your to-hit roll, calculate normal falling damage. You miss your target and sustain that falling damage.

Vicious Focus

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Heroic Deed: Vicious Focus

Available only to the core Fighter class at 6th level and above. When you reduce a hostile creature to 0 hit points or score a critical hit, sacrifice a Risk Die and make a DC 11 Strength or Dexterity check. If the check succeeds, you enter a zen state of battle for 1 minute. For the duration, your weapon attacks score a critical hit on a roll of 19 or 20.

Each time during the duration that you reduce another hostile creature to 0 hit points or score another critical hit, this critical hit range increases, first allowing your melee weapon attacks to score a critical hit on a roll of 18 to 20, then on a roll of 17 to 20, etc. If you fall unconscious, this effect ends early.

Vampiric Skimming

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Available to NEC/WAR 1+. To activate this deed, roll and sacrifice a Risk Die. If the die result is not '1': each living flesh and blood creature within thirty feet of you must make a saving throw versus this spell-like effect using the Moldvay saving throw table. Failure indicates that the creature loses 1 HP and you gain that hit point. This can heal you up to your maximum normal hit points, plus your Necromancer level in temporary hit points. Using this ability on allies, bystanders, or helpless individuals may move your overall alignment toward chaotic evil. Regardless, it will cause you to detect as evil for the next full turn. There is a percentage chance equal to the number of hit points so drained with this deed (to a maximum of eight) of gaining ten percentile points to a random ability score.

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