Heroic Deed: Pact of Fang & Fur

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Heroic Deed: Penetrating Backstab

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Available to THF 7+. Expend a Risk Die from your Risk Dice Pool by rolling it when you successfully hit with a backstab attack. If the result does not come up '1', there is a 1% chance you gain a single percentile point to your Dex score and you re-roll any 1's or 2's on dice results before applying the x3 backstab multiplier for damage. If the damage die is a d6 or greater, also re-roll 3's.

Heroic Deed: Oh Look, More Torches

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Available to all classes at all levels. Sometimes you're in the dungeon longer than anticipated. You'd be surprised how many dungeon deaths are the result of the loss of illumination — one mis-step and a trap, monster, or crevasse takes your life! More often, however, it's your former allies who kill you: Adventurer A: "I told you to bring more torches!" Adventurer B: "You never said that, and I wield a two-hander! How would I even make use of a torch?" Adventurer A: "Try wielding this, you @!#!!"* When you sacrifice a Risk Die, you suddenly find three more torches: "Let me check my pack one more time..." or "Oh, look, a chest full of gold, gems, and ... three torches!" For each of the three torches found, there is a 50% chance of also finding 1d4 golden royals (or their equivalent). No sage can explain why this is the case, but wise adventurers have glommed onto it. Wealth collected via this Deed can be spent as Treasure to gain XP. On the first use of this deed after every long rest, there is an 3% chance you gain one percentile point to a random Ability score

Heroic Deed: Nature's Imprint

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Available to Druid 1+. Focus on an area extending outward from the Druid to a distance of one hundred yards/meters per druid level. Within that affected area, the Druid becomes aware of a number of things.

  1. All animals (this includes animal breeds as well as their attitudes)
  2. All plants (to the extent of knowing their types as well as which are edible, which are medicinal, and which are poisonous)
  3. All natural water sources (the area of effect extends above and below); distinguishing between potable and non-potable water sources.
  4. The geographical lay of the land along with all natural hazards present in that area

This imprinted information stays accessible in the druid's mind for 1 minute per druid level x the result of the rolled die. If you detect a monster of at least 6 HD and slay it yourself, solo, gain 1 percentile point to Wisdom.

Heroic Deed: Multishifting

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Available to Druid 3+. Sacrifice a Risk Die by rolling it. If the die doesn't come up '1', take the result and add your Druid level. This result determines how many times you can alter your shape within the duration of a single use of the Shapeshifting ability. If the Risk Die came up '8', gain five percentile points to Wisdom.

Heroic Deed: Master Many Forms

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Available to Druid 2+. Sacrifice a Risk Die. If you succeed at a DC 9 Intelligence check (to have knowledge of a specific creature), you can shapeshift into any creature of a total HD equal to your Druid level. Once you've assumed a creature type, you no longer need to make an Intelligence check to assume that form. There is a {Risk Die Result}% chance that you gain one percentile point to your Wisdom score.

Heroic Deed: Manipulate Fate

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Available to MAG 1+. 'Foes' are enemy combatants within 60' of you when you enact this heroic deed. Roll and expend a Risk Die. If the result is 1, you lose 1 HP and foes suffer -1 to all their rolls the remainder of the current and all of the next round. If the result is 2-7, you regain 5 HP and foes suffer -2. On an 8 result, you and all allies within 30 feet of you regain 3 HP and all foes suffer -3 to all rolls next round (and if any foes qualify for Advantage, they don't get it). A given mage may not use this heroic deed more than once per round, and it takes the place of any spellcasting or melee attacks. However, different mages' simultaneous use of this deed may stack with one another. If the Risk Die comes up '8', there is a five percent chance of gaining 10 percentile points to a random ability score.

Lucky Moment

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Available to Halfling characters of any class and level, and to THF 2+ and MAG 3+. Sacrifice a Risk Die by rolling it. If successful, you gain Advantage on the next to-hit roll, saving throw, or ability check you make within the next full minute — you may also use this ability retroactively. Or, you may reduce a single die result to '1' when Defying Death. If this deed results in a hit, a successful saving throw or ability check, or successfully Defying Death, you gain one percentile point to any two Ability Scores of your choice.

Heroic Deed: Limb Shot

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Available to Gunslinger 2+, Ranger 2+, Thief 9+ or its non-Bard subclasses 6+. When you hit with a ranged weapon against a humanoid foe within thirty feet and clear line of sight, roll and expend a Risk Die. If successful, that creature must make a Moldvay save versus death or suffers a hit to one of her arms (your choice which arm), drops anything in the hand on that side of her body, and makes any melee attacks at -6 the remainder of this encounter if she wields using that hand. If a foe is hit but succeeds at the save, they still suffer a -2 penalty to all rolls the remainder of the current round and all of the next round. If your target fails the save, you gain one percentile point to your Dexterity score. If they succeed at the saving throw, there is still a 5% chance you gain the one percentile point to Dex.

Heroic Deed: Leap of the Heavens

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Available to Sohei 1+, Monk 3+, Thief 9+ or its non-Bard subclasses 6+. Roll and expend a Risk Die. If you succeed, you are able to jump up to and including {Risk Die Result + overall character level} feet horizontally and three-fourths that distance (rounded up) vertically. Fail the check and the jump's range is one-half those distances. If you use this ability as part of an attack, that to-hit roll gains a +6 bonus and you add +10 bonus damage if you successfully hit. If used in conjunction with Circle or Backstab, the +10 damage is only applied after the multiplier.

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