Ranger Personal Boon

- Posted in Scarlet-Horizons by

At Ranger 3, against her favored enemy type, the ranger adds her Ranger levels to the to-hit roll and both her Ranger and Fighter levels to the sum of the rolled damage dice, before conversion using Scarlet Heroes rules. If the converted damage is 4, the Ranger then adds her Wisdom or Strength modifier to the damage and inflicts a bleeding wound that bleeds for 1d4 HP or 1 HD extra damage per round.

Ranger Party Boon

- Posted in Scarlet-Horizons by

If a party Ranger participates in the planning and execution of an ambush, the Ranger's allies receive a +3 bonus on d20 rolls and 2d8 checks during the round in which the ambush is launched.

Defying Death

- Posted in Scarlet-Horizons by

Sometimes a hero is left to face inexorable doom. Rather than succumb to the lethal poison of the centipede woman or fall prey to the psychic domination of the blood sorcerers of Tien Lung, a hero may Defy Death. A hero can Defy Death any time they wish to avoid the consequences of a failed saving throw or escape a situation of otherwise certain catastrophe. They may also Defy Death to overcome some insufficiency of skill. For example, the adventure the GM is running might say that only a magic-user can decipher the glyphs that will restore the bindings of the Demon-Prince of the Iron City, while the hero is a decidedly unscholarly warrior. Assuming the hero can’t come up with some other clever way to bypass the problem, the GM may allow the hero to Defy Death in order win through by luck. To Defy Death, the hero rolls a number of 1d4 damage dice equal to their character level, calculating the damage normally for Scarlet Heroes- no points on a 1 and one point on a result of 2-4. The damage done is applied to their hit points. If the character is reduced to zero hit points then they are left with one hit point and the attempt to Defy Death fails. If they are able to endure the tax on their luck, they automatically resist the effects of whatever spell, poison, calamity, or trap obliged them to make the roll. If they are Defying Death to escape a fatal situation then some opportunity opens up for their successful flight. If the hero is trying to bypass some obstacle or overcome some otherwise unbeatable hindrance to their plans, then the GM decides how circumstances conspire to let the hero succeed. These circumstances may not always be entirely unmixed good fortune, but they will at least solve the immediate problem. Every time the hero Defies Death it gets more difficult. The second time a hero Defies Death in an adventure they roll 1d6s instead of 1d4s. Then 1d8s, then 1d10s, up to a maximum of 1d12s for each die if they continue to push their luck. This penalty keeps incrementing until they either succeed in their goal or admit defeat and try some other adventure. Only heroes can Defy Death. Other beings are shackled to the bitter limits of their destinies and must abide by the remorseless decrees of an uncaring fate.

Fighter Personal Boon

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At Fighter 3, when you are reduced to 0 HP or lower, make both a Strength and a Constitution check. If you succeed at either regain 10 hit points. If you succeed at both, regain 20. You may use this extraordinary ability a number of times per long rest equal to your Strength modifier, or once — whichever is greater. If you do not succeed at either check, then you'll need to Defy Death.

Fighter Party Boon

- Posted in Scarlet-Horizons by

Once daily, choose one ally. As long as you fight side-by-side or back-to-back with that ally, the ally enjoys an AC bonus of 4 points for the duration of the combat encounter.

XP Award On-The-Spot Shut Up Duergar

- Posted in Scarlet-Horizons by
"Ye call me a a betrayer o' me Dwarven kin... Ye are not me kin... Ye and yer forefather's choosed a path that betrayed all o' Dwarf kind... Ye engage in despicable acts that fall in the face of all morals of decency and ye 'ave the nerve ta label me and other goodly Dwarves as betrayer's... Like we should turn a blind eye to yer treachery 'cause yer a Dwarf?  Ye shut yer mouth 'afor I shut it fer ye permanently... ye've committed a crime against the Beastmen and they will be the ones to mete out yer punishment but don't ye think fer one second I'm gonna tolerate the garbage you're spewing until we get ye there." 

Spot XP Award: 100 XP Well-said, Xavamros!

Paladin Personal Boon

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At Paladin 3, the paladin gains the Lay on Hands ability. The paladin can lay hands on herself or an ally and restore up to {(Paladin level + CHA modifier) x 12} HP in total, daily. Any portion of the remaining daily allotment may be used/expended once per round. The use of this ability requires the sacrifice of a Risk Die. Alternatively, a paladin may sacrifice two Risk Dice to Cure Disease. A paladin may only Lay on Hands once per round, but may use any amount of daily healing still held in reserve. When using Cure Disease, two full, consecutive rounds are required, during which time the paladin may do nothing else.

Paladin Party Boon

- Posted in Scarlet-Horizons by

When an adventuring party containing a paladin fights evil creatures, the paladin and his allies are protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against their targets. The targets also can't be charmed, frightened, or possessed by them. If the targets are already charmed, frightened, or possessed by such a creature, the targets have advantage on any new saving throw against the relevant effect. The duration of this effect on the paladin's allies, per encounter, is {Paladin Level(s) rounds}. The paladin herself enjoys this protection perpetually.

Cut-Throat Party Boon

- Posted in Scarlet-Horizons by

A party with a Cut-Throat enjoys Advantage on any Sense Motive or Intimidate checks made as individual party members.

Intensifier

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A spellcaster with this trait adds a number spell damage dice equal to this trait's value to any damage caused by a spell s/he casts.

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