Heroic Deed: Holy Aura

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Available only to good-aligned PAL 1+/CLE 9+. Expend a Risk Die from your Risk Dice Pool. You draw down holy power to aid allies within thirty feet at the time of invocation. Allies gain 2 HP. For the remainder of this round and for the next ten rounds you gain an additional die of melee weapon damage, and those allies gain DR 2 against damage inflicted by evil foes. Whenever an ally is spared some damage by this DR, you have a 1% chance of gaining one percentile point to either your Wisdom or Charisma ability score.

Heroic Deed: Healing Surge

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Available only to Cleric 1+. When you succeed at a standard heroic deed activation, a healing surge radiates from you. It affects up to {Risk Die Result + 1} of your allies who are within thirty feet of you. Each of those allies is healed {8 - Risk Die Result + either Wis or Cha bonus} (to a minimum of 1) HP. You may instead choose to use this surge to damage undead — though they get a saving throw for half-damage. The cleric herself regains {Risk Die Result + either Wis or Cha bonus + 1 HP per two overall character levels} HP (minimum 1). When using a Healing Surge, you may not move further than five feet that round, but you may make a single melee attack. You cannot cast a spell or use your Fray die in the same round that you use Healing Surge. You cannot initiate more than one Healing surge per combat round. However, you and allies may benefit from more than a single Healing Surge in a given round if they originate from different individuals. For each Healing Surge recipient who was not at maximum Hit Points prior to the Healing Surge but is afterward, you have a cumulative 1% chance of gaining one percentile point to either Wisdom or Charisma (determine randomly).

Heroic Deed: Guidance

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Available to Bard 1. Expend a Risk Die from your Risk Dice Pool by rolling it. Unless it comes up '1', you confer a {2 + Risk Die Result} bonus to an attack, saving throw, or skill check that you or an ally makes this round — you may retroactively apply this bonus after learning the roll failed. Bards may not stack multiple Guidance effects. If the roll succeeds with this Guidance, the Bard gains one percentile point to an Ability Score of her choice.

Heroic Deed: Greater Communication

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Available to Druid 3+. Sacrifice a Risk Die by rolling it. If the die doesn't come up '1', a druid can communicate with any creature that matches the form that they are in for the remaining duration of their current use of Shapeshifting. The form this communication takes can be both verbal and telepathic (at the druids choosing, and they can alternate between the two), if the form taken is capable of communicating verbally; or, it is strictly telepathic if the form taken is not capable of communicating verbally. However, any monstrous creature being communicated with in this way doesn't automatically have a favorable reaction to the druid.

Heroic Deed: Flurry of Blows

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Available to anyone with at least one level in Monk. If you succeed in activating this deed, make three attacks, each with a +{Risk Die Result} bonus to-hit. You may target the three blows on any foe(s) within striking distance. Each blow deals 1d4 (if unarmed attacks) or appropriate weapon damage on a hit, and the monk adds either STR or DEX modifier to the damage — his choice. If all three blows land: you achieve momentary ki harmony, regaining 1 hit point. There is a five-percent chance of gaining one percentile point to DEX, STR, or CON — determine randomly. This heroic deed cannot be used when employing any weapon other than Unarmed Attack or a monk-specific weapon.

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.

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