Heroic Deed: Attune to Item

- Posted in Scarlet-Horizons by

Available to MAG 2+, CLE 4+. After an hour of holding the target item, you become attuned to it. You may only attempt this deed once daily. You may be attuned to no more than three charged items simultaneously. You must be attuned to an item in order to charge it. When you are attuned to one or more magic items, your damage dealing spells with dice in their descriptions re-roll results of 1 and 2 in addition to exploding. When you are unattuned, you only gain exploding dice but not the re-roll of 1 and 2 results.

Heroic Deed: Ancient Aura

- Posted in Scarlet-Horizons by

Available to dwarven clerics 3+. You gain a +X bonus to saving throws for the remainder of this and the next Y rounds, and +Z improvement to Armor Class for the same duration — where X is the Risk Die result, Y is your levels in Cleric to a dwarven deity, and Z is equal to (8 minus X). This deed makes clerics to Geddinthor, Thaneduhr, and Moradin extremely resilient in battle. A given cleric cannot be under the influence of multiple Ancient Auras simultaneously.

Heroic Deed: Arcane Deflection

- Posted in Scarlet-Horizons by

Available to Magic-User 1+ and Bards 2+. A faintly-visible field forms around you and endures for the remainder of this round, plus the next X rounds where X is equal to your overall caster levels. Any corporeal melee or ranged attack that hits you for the duration has its incoming damage reduced by Y, where Y is equal to the sum of your Intelligence modifier and one other ability score's modifier of your choice (minimum '1' result). Exception: on the round in which the shield forms, it blocks (Y + Z) damage, where Z is the ability score modifier of a third Ability Score not yet selected (minimum Z value of 1). Each time the shield thus reduces incoming damage, there is a cumulative one-percent chance that you gain 1 percentile point to an Ability Score of your choice.

Heroic Deed: Murder-Hobo Madness

- Posted in Scarlet-Horizons by

Available to characters with 10+ collective levels in Fighter and fighter-subclasses, or in Thief and thief-subclasses. Target up to five foes, each of which is at least four or more levels or Hit Dice less powerful than you. They must all be within thirty feet of your position when you declare this heroic deed. Make an attack roll against each. If it hits, the target must make a successful Constitution check or die. If it succeeds at the Constitution check or doesn't have a CON score, it instead takes 5X damage, where X is your total Fighter and Thief (and their sublcasses) levels. You may not attempt this deed more than once on a given target during the same encounter.

Heroic Deed: Deft Blade

- Posted in Scarlet-Horizons by

Available to Fighter 1+. Let T equal the rolled result, and let D equal (8 minus T). Apply T as a bonus to your THAC0 this round of combat, and add (D + {your total Fighter and Fighter-subclass levels}) to your damage if you score a hit. You may declare a use of Deft Blade before or after making an attack in combat. If that attack hits, you are immune to all melee damage for the remainder of the round, so masterful is your bladework. When you successfully hit in combat in a round that you used Deft Blade, there is a 5% chance of gaining 5 percentile points to STR, CON, or DEX — determined randomly. A given character cannot use Deft Blade more than once per combat round.

Heroic Deed: Death Ward

- Posted in Scarlet-Horizons by

Available to Mage 3+. An invisible aura forms around you. This death ward persists for eight hours, until you dismiss it, or until it is dispelled or is triggered. If you are targeted with a Finger of Death or Disintegrate spell, or Death Word while protected in this fashion, your Death Ward defeats it (you do not need to make a saving throw), and is itself ended. You may instead opt to surrender your Death Ward when you take damage from a spell, weapon, fall, or trap. In this event, the ward winks out after preventing 3d8+X damage to your person — where X is your total caster levels.

Failure of Death Word

- Posted in Coding by

If the Risk Die comes up '1' when attempting Death Word, your attempt to draw upon the most fell of magical energies goes awry, and you suffer 1d4 HP of injury per level you hold in magic-user or a subclass of the same (and nothing, not even Death Ward can protect you from this harm) — and these dice explode. For each time beyond zero that you have already successfully employed Word of Death since your last long rest, increase the damage die type used on a failure (i.e., a '1' result on the Risk Die). If you've used it once before, and it failed on your second attempt, you'd suffer 1d6 HP of injury per level you hold in magic-user or a subclass. If two times earlier today, use d8s, etc.

Heroic Deed: Death Word

- Posted in Scarlet-Horizons by

Available to Mage 3+. Select one living creature within thirty feet of your position. That creature must make a DC 15 saving throw against your magic (or save vs Death, if using Moldvay saves), or else fall dead. If the creature is of higher level or has more hit dice than you have total levels, it gains a +1 bonus to its saving throw per level of difference that exists. If you are higher level, apply the difference as a penalty to the creature's saving throw. This deed can be thwarted by spell resistance. Adjust the target's SR appropriately, based on level difference between caster and target — not to fall below 5% and not to rise above 95%. It's important to be aware of the consequences of failure in using this heroic deed.

Dietary Index

- Posted in Dieting by
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Magen Eisenthrast

- Posted in Scarlet-Horizons by

Magen Eisenthrast — An accomplished mage who commands a position of respect in the Chapterhouse to which Auriochos and Matthias belong.

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