Heroic Deed: Flawless Construction

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Available to Bard 9+, Magic-User 5+, Mage subclasses 2+, Cleric 7+, and Cleric sub-classes 4+. Spend 250 gp in alchemical oils and two full days working on a piece of Improved Equipment. Make a Wisdom or Intelligence check at DC 11. If you succeed, you have converted the equipment into a +1 magical item. If you are an Enchanter, this is instead a +{Enchanter Level} bonus. If a weapon, it now has +1 bonus to both to-hit and damage rolls (+{Enchanter Level} if you are an Enchanter). If armor, it yields AC one step better than mundane armor of the same sort. If a shield, it adds a bonus to AC one step better than a mundane shield of the same type. This item won't rust, pit, fray at the edges, or otherwise show signs of aging. If you fail the check, you must spend another day and another 250 gp and then make the same check again, with a cumulative +1 bonus (cumulative is +2 if you are an Enchanter). If the item is not a weapon, shield, or piece of armor (i.e., it's a wand, rod, necklace, etc.), it now has a +1 (+2 if you're an Enchanter) bonus if protective in nature (i.e., ring of protection +1), or else 2d4+4 charges (if you are an Enchanter you may 'take ten' instead of rolling) that can be used to produce one spell effect of levels 1-3, or a single daily use that mimics/reproduces up to a fourth level spell effect. An item that is the successful recipient of Flawless Construction becomes a candidate item for Enhance Enchantment.

Heroic Deed: Flanking Strike

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Available to Ranger 1+, Fighter 2+, Thief 6+, Thief subclasses 3+, or any PC with overall level 12+. When you are fighting an opponent and an ally is within 5 feet of that foe, make a to-hit roll, simultaneously sacrificing a Risk Die by rolling it, and you may add your Strength modifier and your Dexterity modifier as a heroic bonus to the to-hit roll. If your attack hits, add the Risk Die result + X to damage — where X is the sum or both your and your ally's DEX and STR modifiers. If using Scarlet Heroes damage conversion, count every two full points above 10 damage as another HD of damage: 10 becomes 4 HD, 12 becomes 5 HD ... 18 becomes 8 HD, etc.

Heroic Deed: Enlightened Strike

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Available to Paladin 1+, Bard 3+. Sacrifice a Risk Die by rolling it. If you roll a 1, nothing happens; otherwise, your first melee attack this round hits automatically — no need for a to-hit die roll. If the creature is evil in alignment, add X to your damage, where X is the product of your Wisdom and Charisma (minimum 1). If the sum of these modifiers is greater than their product, use that instead. Add this amount to only one of the damage dice — if there are more than one. This wave of enlightenment also restores 1 HP to the hero invoking this heroic deed. If this attack slays or incapacitates the target, gain one percentile point to a random Ability Score.

Enhance Enchantment

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Available to Bard 11+, Magic-User 7+, Mage subclasses 4+, Cleric 9+, and Cleric sub-classes 6+. Spend 500 gp in alchemical oils and three full days working on a piece of equipment of Flawless Construction. Make a Wisdom or Intelligence check at DC 13. If you are an Enchanter also add your Enchanter level. If you succeed, you have enhanced the equipment's existing magical bonus by one point. If a weapon, it now has +2 bonus to both to-hit and damage rolls (+3 if you're an Enchanter). If armor, it yields AC two steps better (three steps if you are an Enchanter) than mundane armor of the same sort. If a shield, it adds a bonus to AC two steps better (three steps better if you are an Enchanter) than a mundane shield of the same type. This item won't rust, pit, fray at the edges, or otherwise show signs of aging. It succeeds on saving throws against destruction if the raw d20 roll is above 2. If you fail the check, you must spend another two days and another 500 gp (1 day and 400 gp if you are an Enchanter) and then make the same check again, with a cumulative +1 bonus. If the item has charges, it's maximum charges increases by two (or by three, if you are an Enchanter). The item is now a candidate for the Superlative Enchantment heroic deed.

Heroic Deed: Enhance Ability

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Available to Bard 2+. Expend a Risk Die by rolling it. As long as it doesn't come up '1':

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect for the next full minute.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 4d6 temporary hit points, which are lost when this effect ends. Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor: The target has advantage on Charisma checks. Fox's Cunning: The target has advantage on Intelligence checks. Owl's Wisdom: The target has advantage on Wisdom checks.

Heroic Deed: Eldritch Wrath

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Available to MAG 7+, mage subclass 4+. Expend a Risk Die by rolling it. If it comes up '1', you suffer X points of arcane backlash; otherwise, apply 5X damage split any way you desire among up to three targets within sixty feet of your position. If a target has more hit dice or levels than you, it gets a saving throw versus spells to suffer only half this damage, rounded up. If a living creature is slain by this effect, you gain a hit point. 'X' is equal to your total caster levels. You must have Intelligence of 16+ to use this heroic deed. You may choose to apply all the damage to a single target. There is a flat five-percent chance, each time you successfully slay a foe with damage dealt solely from this deed, to inflict damage on another, of gaining +5 percentile points to an ability score of your choice. You may not benefit in this way more than five times while at any given overall character level. If any ability score is greater than 18 and you choose to increase it, you only gain a single percentile point.

Heroic Deed: Eldritch Swap

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Available to Magic-User 1+, Bard 3+. Sacrifice a Risk Die by rolling it. If you roll a 1, nothing happens; otherwise, you disappear from your current location and reappear ten milliseconds later behind one bipedal creature or construct that is within sixty feet of your original position. You may attack that humanoid from behind with a +4 bonus to-hit — even if you've already made a melee attack this round. You may attempt this Deed before or after using your Fray Die for the round. There is a five percent chance of a random ability score gaining 10 percentile points when you use this deed. If you don't gain percentile points, then you do regain 1 HP.

Spell: Legend Lore

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Legend Lore (5th level mage)

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Spell: Identify

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Identify (1st level mage)

Casting Time: 1 minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Heroic Deed: Dweomer Determination

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Bard 3+, MAG 1+, CLE 4+ or subclass 1+. When you sacrifice a Risk Die and successfully activate this ability, then for the next eight hours you may detect magical auras on beings and items, identify an item as per the Identify spell, or use up the deed's duration in order to mimic the Legend Lore spell as you study a particular item. Mages who are running this when targeted by spells gain a +3 circumstance bonus to saving throw versus those spells, due to the insight their dweomer determination yields regarding the spells' functioning. This bonus is also added if Dissonant Vocalization is used during a round in which Dweomer Determination was running and the hero was targeted by a spell the hero attempted to counter with Dissonant Vocalization.

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