Heroic Deed: Staggering Strike

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Available to FGT 6+ class, and to THF or Subs 10+. When you make a successful weapon attack against a humanoid whose level or HD are less than your overall level, you can expend a Risk Die by rolling it. If it doesn't come up '1', you deal an additional die of weapon damage with the current attack, and with any future attacks you land of this particular foe in this particular combat encounter. At the end of the encounter, there is an X% chance that you gain one percentile point to your DEX, where X is the total number of attacks you landed on that foe.

Spell: Flamestrike

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Flamestrike (cleric 5th)

Flame Strike
Evocation [Fire]
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Moldvay vs spells
Spell Resistance: Yes

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

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.

Heroic Deed: Coordinated Strike

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Available to any character with one or more levels in Fighter, or with three or more levels in Thief or a Thief sub-class. Use this deed only when you and an ally have both successfully hit the same foe in melee in a given combat round. Your ally must also use Coordinated Strike this round.

Sacrifice a Risk Die by rolling it. Compare your Risk Die Result with that of your ally. Pick the higher result. This is the Preferred Risk Die Result. Choose the better damage result from your damage die/dice result and that of your ally. This is the Preferred Damage Result. Sum the two and apply it as damage to your mutual foe. If using Scarlet Heroes damage, add 1 additional HD of damage for every two full points that this sum is above "7". Example: 16 would resolve to 8 HD of damage dealt.

If the two of you would have dealt more damage without Coordinated Strike, apply uncoordinated damage instead. Both you and your ally who also activated this heroic deed gain a one percentile improvement to an Ability Score of your respective choice.