Heroic Deed: Show Your Specialization

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Available to Fighter or its subclasses where total core+subs=5+. Roll a Risk Die. If it doesn't come up '1', you have {5 + Risk Die Result + Strength modifier} (minimum 7) specialization points. If your Fighter core-class levels exceed your Strength modifier, substitute them for the Strength modifier. Use up and expend these specialization points in any amount desired to modify your to-hit rolls, armor class, and damage rolls during the current combat. This deed cannot be implemented outside of combat or without a weapon in hand(s). This deed takes no appreciable time to invoke, and is often the first declared action of combat for skilled fighters. Roll a d20. If the roll result is less than or equal to your Strength modifier, add one percentile point to your Strength score.

Heroic Deed: Righteous Fervor

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Available to anyone with at least one level in Paladin. Expend a Risk Die from your Risk Dice Pool by rolling it. Let Y equal the sum or your Wisdom and Charisma modifiers (if this results in a value less than 2, set X to 2). Let Z equal your total paladin levels. If you successfully activate this deed, deal an additional {Risk Die Result x (Y+Z)} points of radiant damage to the foe, and it receives a penalty of -{8 - Risk Die Result} on its very next attack roll or saving throw, whichever happens first. You may only use Righteous Fervor once in a given combat encounter. You may activate it after confirming that one of your melee attacks hits successfully. If you deal in excess of 99 damage on the attack to which Righteous Fervor is applied, automatically gain a percentile point in Wisdom. Otherwise, there is a (Y+Z)% chance of same.

Heroic Deed: Ridiculous Luck

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Available to Halfling or 8+ combo in THF and its subclasses. Roll a Risk Die. If it doesn't come up '1', you may roll a single attack roll, damage roll, saving throw, or skill check three times and choose which to use. If you invoke another heroic deed the round after successfully activating Ridiculous Luck, you have triple the usual chance of gaining a percentile point to a score.

Heroic Deed: Recharge Item

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Available to CLE/MAG 3+. After a long rest, and when you are not exhausted or under other debilitating status effects, you may concentrate for a single turn and add (X/2) rounded down charges to a magic item, up to and including its maximum charge capacity — where X is your total mage and cleric levels (and any subclass levels of those core classes). If you are an Enchanter, you may add one additional charge to the item — above and beyond the amount just calculated — per Enchanter level you possess. Unless a given magic item description says otherwise, you may only do this for charge-bearing magic items (wands, for instance) that you personally created. There is an X% chance you gain one percentile point to your Intelligence score, where X equals the number of charges you restored.

Heroic Deed: Stinging Second Attack

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Available to FGT 7+, THF 12+, CLE 17+, MAG 22+

Sacrifice a Risk Die. If it doesn't come up '1', you may make a second melee attack this round. If it hits, add {+Risk Die Result} to the damage on a single damage die. There is a {Risk Die Result}% chance you gain one percentile point to your Strength score. If you choose to sacrifice two Risk Dice for this deed, this second attack is made at a +4 bonus to-hit. The deed succeeds as long as one of the two Risk Dice isn't a '1', and the damage added to the second attack may be taken from either of the two Risk Dice results. When you succeed in invoking this heroic deed, you may remove one negative status or spell effect from your person and you regain a number of hit points equal to half those inflicted with your second attack. These cannot be gained as temporary hit points.

Heroic Deed: Rebuking Third Attack

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If you have already used the Stinging Second Attack Heroic Deed in the current round, sacrifice a Risk Die. If it doesn't come up '1', you may make a third melee attack at a -4 penalty on the to-hit roll. If it hits, add {(Risk Die Result)x3} to the damage on a single damage die. There's a {Risk Die Result}% chance you gain one percentile point to your Strength score. If you choose to sacrifice two Risk Dice for this deed, the level requirements are decreased by two. The deed succeeds as long as one of the two Risk Dice isn't a '1', and the damage added to the third attack may be calculated by using either of the two Risk Dice results.

Heroic Deed: Rapid Fire

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Available to RNG 3+, FGT 7+, GUN 4+, FGT subs 4+. Sacrifice a Risk Die by rolling it. Divide the result in half, rounded up, and assign it to variable N. If you succeed at a DC 9 Dexterity check, you're able to get off {1 + N} rapid shots with a bow (non-gunslingers) or revolvers (gunslingers only). The first attack is at your normal to-hit, and succeeding shots suffer a -1 cumulative to-hit penalty. You may divide these attacks among as many targets as desired. For the next N rounds, you cannot attempt Rapid Fire — it's a cool-down period. Rapid Fire is not usable in the same round that you use either Aim Carefully or Eagle Eye. Let X equal the number of shots that actually hit their target. There is an X% chance you gain one percentile point to your Dexterity score.

Heroic Deed: Rage of the Hero

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Available to BAR. A BAR 1+ who does not suffer a negative Intelligence modifier may voluntarily enter a Rage at will by sacrificing a Risk Die and succeeding at a DC 9 Constitution check. A BAR 3+ may, while Raging, expend a Risk Die by rolling it. If it doesn't come up '1', the Barbarian enjoys {Risk Die Result-2 (min. +1)} bonus to Constitution modifier. A BAR 5 while Raging, may expend a Risk Die by rolling it. If it doesn't come up '1', then the Barbarian enjoys a {Risk Die Result-2 (min. +1)} bonus to both Constitution and Strength modifiers.

Heroic Deed: Rally

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Available to PAL 1+/CLE 4+/RNG 2+/FGT 7+/SOH 1+. You can roll and sacrifice a Risk Die to choose one allied creature within 60 feet of you who can see and/or hear you. If deed activation succeeds, that ally regains hit points equal to the number rolled + your Charisma modifier, and gains your Charisma modifier as a bonus to its AC, saving throws, and to-hit rolls for the remainder of the round. You can't use this ability to heal a creature who has 0 hit points. There is a {your Charisma modifier}% chance that you gain one percentile point to your Charisma score (minimum 1% chance).

Heroic Deed: Prolonged Shapechange

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Available to DRU 2+. Expend a Risk Die from your Risk Dice Pool by rolling it. If the result does not come up '1' and you are currently in an animal form, you add +X minutes to the remaining duration of your shapechange, where X is the product of the Risk Die result and your Druid level. Once per long rest, when you prolong your shapechange, add one percentile point to your Wisdom score.

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