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.

Heroic Deed: Lead By Example

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Available to all adventuring classes at any level. When you successfully make a saving throw or succeed in an attack, then — if you successfully activate this deed — choose one ally. That ally gains a +4 bonus to his next saving throw or to-hit roll, and you gain one percentile point to your Charisma.

Heroic Deed: Karmic Balance

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Available to Bard 1+, Cleric 1+, Magic-User 6+ & subs 3+. Expend a Risk Die from your Risk Dice Pool by rolling it when — in the midst of combat — you fail a saving throw or take damage. On the following round, that foe suffers a penalty to one saving throw of your choice, or to its to-hit roll, that is equal to X, where X is the number of points by which you failed your saving throw or by which your Hit Points dropped. If the foe fails a save or misses a melee/ranged attack the next round, gain one percentile point to your Wisdom or Charisma, your choice which one. If you fail your Risk Die activation roll (by rolling a '1' on the d8), you experience Karmic Backlash and are -1 on all rolls for the remainder of this encounter.

Heroic Deed: Iron Shell

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Available to Cleric 3+. Expend a Risk Die from your Risk Dice Pool by rolling it. If you succeed, an ally you can see within thirty feet of your position gains a bonus of {Risk Die Result} to her AC until the start of your next turn, and you gain +{8 - Risk Die Result} to your next roll. You both regain 1 HP, and you gain one percentile point to your Wisdom score. This divine ability can be used simultaneously with a Fray Die use, a cast spell, or a regular combat attack.

Heroic Deed: Intensify Spell

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Available to MU 3+. Sacrifice a Risk Die by rolling it. If you succeed, add 50% to the damage the spell inflicts — calculate dice totals first, then add 50% of that amount. Intensifying a spell is dangerous: if your Risk Die comes up '1', you suffer 2d8 arcane backlash as your attempt fails. Successfully intensifying a spell of at least 3rd level results in a gain of one percentile point to your Intelligence, Wisdom, or Charisma — your choice.

Heroic Deed: Indomitable Defense

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Available to core fighter class at level 2. Sacrifice a Risk Die. If successful, then for the remainder of the current round and the next {your total FGT levels + Risk Die Result} rounds, you gain an improvement of X to your AC, where X is the sum of your Dexterity and Strength modifiers (minimum 1). When you successfully activate this deed, you marshal your inner resources and regain 5 HP. There is an X% chance you gain a percentile point either to DEX or STR (determine randomly).

Heroic Deed: Improve Equipment

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Available to Magic-User 3+, Cleric 5+, and Cleric sub-classes 3+. If this is your first day of enchanting and alchemically treating this particular item of equipment, then create a variable, Progress, and assign the value zero to it. Expend a Risk Die from your Risk Dice Pool by rolling it. Simultaneously, spend 25 gp on the cost to acquire and use a single day's worth of an array of special alchemical liquids to enhance and intensify the dweomers you weave upon this good quality weapon or piece of armor. Add the Risk Die Result to variable, Progress. If you are an Enchanter, also add your Enchanter level. If Progress already holds a value greater than zero, add the Risk Die Result to that value and assign the sum back to variable Progress. If the variable holds a cumulative result of sixteen or greater, you have dweomered the weapon, shield, or suit of armor into a masterwork item. If the item is a weapon, it now gets a +1 masterwork bonus that applies to to-hit rolls with the weapon. If it is a shield or armor, it gains in durability and will not rust, patinae, or mildew. If the item is not a weapon, shield, or piece of armor (i.e., it's a wand, rod, necklace, etc.), it must be made of precious materials valued at not less than 150 GP. Upon successfully improving such an item, it becomes a candidate for Flawless Construction.

Heroic Deed: Improved Cleave

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Available to FGT 8+, PAL 5+, RNG 3+. Prerequisite: Cleave. When you reduce a hostile creature to 0 hit points or score a critical hit with a melee weapon on your turn, you can spend a Risk Die by rolling it. If the Risk Die result isn't '1', move up to 15 feet and make another melee weapon attack as part of the same action, with a +4 to-hit bonus. This is not considered a second attack. On a hit, you add twice the Risk Die's result to the attack's damage roll, and if that attack slays/destroys the target, regain a spent Risk Die and 5 hit points. These may be temporary hit points.

Heroic Deed: Improved Ambuscade

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Available to anyone with at least one level in Ranger, or four levels in Thief, or one level in Cutthroat. Expend a Risk Die from your Risk Dice Pool by rolling it. As long as the result isn't '1': Apply the Risk Die Result to your first attack in an ambush you join or orchestrate (that occurs within {your [choose one: Cutthroat/Ranger/Thief] level(s)} hours). The bonus applies to the to-hit roll. Should your initial ambush attack succeed, add the Risk Die result plus your Dexterity modifier to your combat damage and/or to the rolled damage of a trap you've set. Both you and your allies in the ambush gain the to-hit bonus, but only you gain the damage bonus. These bonuses apply only the surprise round of the ambush encounter. For each victim slain or immobilized by your ambush, there is a 1% cumulative chance that you gain one percentile point to your Dexterity ability score.

Heroic Deed: Hunter's Mark

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Available only to RNG 1+. Expend a Risk Die from your Risk Dice Pool by rolling it. If you are RNG 4+, you succeed automatically in placing a hunter's mark on a target of your choice that is within 90 ft. of your position when you activate this Heroic Deed. If your Ranger level is less than 4, then you succeed as long as the Risk Die result isn't '1'. For the remainder of this round and for the next ten rounds, any attacks you make against the marked target gain a +1 to-hit bonus. Those that successfully strike the target inflict additional damage equal to your Wisdom bonus, or equal to one, if you have no Wisdom bonus or suffer a Wisdom penalty. If using Scarlet Heroes damage system, apply this bonus damage to one of the successful hit's damage dice only.

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