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    Radiance Master's Guide

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    Robyo

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    Radiance Master's Guide

    Post  Robyo on Fri Mar 14, 2014 5:23 pm

    This thread will include things that are found in the GM's guide.
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    Re: Radiance Master's Guide

    Post  Robyo on Fri Mar 14, 2014 5:28 pm

    Crafting Rules:
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    [Only admins are allowed to see this image]

    [Only admins are allowed to see this image]
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    Re: Radiance Master's Guide

    Post  Robyo on Fri Mar 14, 2014 5:33 pm

    Warhorse:
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    Robyo

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    Re: Radiance Master's Guide

    Post  Robyo on Fri Mar 14, 2014 5:53 pm

    If JP came back as a bear, he might look like:
    [Only admins are allowed to see this image][Only admins are allowed to see this image]" />
    [Only admins are allowed to see this image][Only admins are allowed to see this image]" />
    (As a PC, vitality would be lower and more skills, of course)
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    Re: Radiance Master's Guide

    Post  Robyo on Fri May 09, 2014 2:05 pm

    This is the most-recently compiled errata for the Radiance Player's Guide:


    ERRATA – March 13, 2013

    The following updates advance you from version "L" to version "S" of "Radiance Players Guide". The majority of these are already in the most common versions, "M" and “R”. Ideally, “S” is the final version. But in fact, there will be a version "T" to take care of all remaining issues.


    Updated for “M”

    Page 50: The Sanctuary ability now reads:
    SanctuaryM: As a move action, the next foe that directly targets you before your next turn must resist using Will or not do so and take a different action. Your attacking ends the effect. Costs 1 vitality.

    The ability is also updated on page 134 (for Esmariah) and on page 262 (for the Deacon townie).

    Pages 50-51: Due to added space, the cleric gained 2 new abilities: Healer and Gods Lore.


    Updated for “N”

    Pages 54, 136, and 199: Call Lightning affords a save using Fortitude except when used outdoors.

    Page 58: The Push Back ability is renamed Bull Rush.

    Page 65: The inquisitor's Intense Pain ability now requires 5 vitality.

    Page 70: Under the Medicant, the text now reads:
    Inflict Wounds(M): One adjacent target suffers 1d3 acid wound damage as you twist its flesh and bones. Fortitude resists. Requires Cure Wounds. Costs 1 vitality.

    Page 91: Under Voodoo Doll, the shaman can no longer heal vitality through the doll, and the various actions on the doll are clearly limited to once daily.

    Page 170: Under Mimetic Skin, added a sentence: "Attacking disrupts the flow and ends the invisibility effect."

    Page 229: The "Napping" rule is simplified and improved to restore 1 vitality per level.

    Page 255: The Special entry under Titan League now only grants "1 basic ability for which you qualify".


    Updated for “P”

    Page 71: Skinned Alive costs 5 vitality to use.

    The entry is also updated on page 148. Due to added space, Thulzuur offers 1 more boon.

    Page 73: Deflect Arrows is an immediate action.

    Page 136: Noble Beauty no longer affects ageing though it retains its other benefit. Moreover, due to added space, there a new paragon ability called Ageless that now belays aging instead.


    Updated for “Q”

    Page 13: The Comeliness entry now ends with the following sentence:
    Comeliness can impact social encounters (Table 12-3, page 233).

    Page 42: The Craft Magic Item ability is tweaked to set cost by item tier rather than ability tier.
    The ability is similarly updated on page 110 under the Arcanist.

    Page 48: The blackguard's Vile Smite ability now only applies to nonperson foes.

    Page 54: Under the Druid's "Special" section, the text is clarified to say:
    "You cannot use class magic abilities when you are non-neutral. You must not use metal armaments (except dagger and scimitar) or harm nature, and when you do so, you cannot use class magic abilities for 24 hours...."

    Page 58: Hustle is now limited to 1/round.
    All other instances of Hustle, on pages 33, 52, 60, 62, 72, and 259 are similarly limited.

    Page 58: Spirited Charge is nerfed to align with the principle of not damage multipliers in the game. It now reads:
    Spirited Charge: When mounted, apply +5 damage with a melee weapon. You must move at least 10 ft just prior to using this ability. Requires Mounted Combat.
    Also changes on page 121 under Rider and page 261 under the cavalier townie profession.

    Page 60: Bully the Bully is fixed to read:
    Bully the Bully: As an immediate action, a foe that is targeting you with Intimidate, Bully, Humiliate or Torment automatically fails and is shaken for 1 round, or 5 minutes if you beat its Will.

    Page 68: Vicious Strike is clarified to say that damaged voluntarily suffered by the wielder bypasses DR.
    Also update the Vicious Blade on page 193.

    Page 76: The paladin's Holy Smite ability now only applies to nonperson foes.

    Page 84: A rogue’s Sneak Attack now also works against dazed foes.

    Page 89: Shade Rider is clarified. It now reads:
    Shade RiderM: You merge with the natural shadow of an adjacent creature or object for up to 4 hours + 1 hour per level, vanishing from sight and remaining undetectable by any physical means. You see and hear in this form but cannot move on your own or use abilities except to end the effect as a move action. Costs 5 vitality.

    Page 122: Admiring Patron is replaced with the following new ability.
    Acquire Lover: You gain a romantic partner as a follower. The lover is the same alignment as you, starts with the paramour townie profession (page 268), and improves in levels as you do to always be ½ your level. The lover has attributes suitable for a character (page 10) and may advance in a class for which he qualifies. The chance your lover happily honors any given request equals 70% + 1% per level. If you lose the lover or treat him badly and cause him to flee, then you can attract a replacement after 1 year. The lover costs you 15 gp weekly in upkeep.

    Page 138: Implement Mastery is reworded to match the Arcanist ability of the same name. It how reads:
    Implement Mastery: When you use an ability that requires an implement, you may forego the implement without penalty. Conversely, when you use the implement, you enjoy a +1 bonus on your attack roll for magic abilities that rely on the implement.

    Page 171: Under Grove/Vineyard, an orchard produces 5 tons of fruit per year (not 100 pounds).
    An orchard acre of costs 100 gp yearly to maintain and produces 5 tons of fruit per year.

    Page 190: The Reusable Magic Items section is updated to match the revised Craft Magic Item on page 42.

    Page 206: The benefit of Prestidigitator’s Wand now reads:
    Benefit: Whenever you use the wand as part of activating a magical ability, you can expend a move action to focus and apply either a +1 bonus to your attack roll or +½ vitality damage per level to 1 target of the ability, if the ability delivers damage. Your class must have Intelligence as its prime attribute to benefit from the wand.

    Also, Implement Mastery entry under the Archmage's Wand on page 219 now matches this wand.

    Page 225: Under Swift Action, the 2nd sentence now reads:
    Once per round, a character may forfeit 1 standard action or 1 move action to gain 3 additional swift actions.

    Page 226: The Invisibility condition is clarified to read:
    Invisible: An invisible creature enjoys concealment. Thus, attackers have a 50% chance to miss it. Also, it gains a +5 bonus on attacks versus Reflex of sighted foes that cannot see it, attackers lack line of sight to it, and it enjoys a +10 bonus on Stealth checks.

    Page 233: Comeliness may now impact social situations, if the GM desires. The * section under Table 12-3 on page 233 is modified to read:
    Also, when appropriate, apply a character’s Comeliness modifier to the check.

    Page 237: Any references to a DC 15 Reflex check should be read as a DC 15 Acrobatics check.

    Page 245: The ergo's statistics block is tweaked to match the style of the ergo entry in the Radiance Masters Guide. There is no statistical change to the ergo itself.

    Page 246-247: The rules for creating creatures are updated under "DC" and "Q&D" to reflect the style in the Radiance Masters Guide.

    Other #1: All references to full, partial, and total concealment are handled as generic "concealment".

    Other #2: All references to Holy Circle can consistently state that the circle is stationary.


    Updated for “R”

    Other #1: When using poison, the chance to harm oneself accidentally equals 5%.

    Page 50: Religious Study now explicitly states that it allows the cleric to read scrolls.

    Page 91: The Tap Astral Realm ability gets “M” for magic rather than “C” for craft.

    Pages 105, 106, and 107: Under Craft, Mechanics, and Warcraft skills, the craft time for mundane objects is 1 day per 100 gp unless stated otherwise.
    Page 133: Under Summon Fey Lover, if you lose the fey, you can replace it after 1 month.

    Page 145: Under the Illumination ability, its duration is unlimited but you are limited to 1 light at a time.

    Page 150: Under Clear the Way, the second option is fixed to read 10-ft wide x 30-ft long path.

    Page 166: Multiple uses of the same drug or poison don’t stack.


    Updated for “S”

    Page 42: Fire Trap is revised. Each trap delivers max 5d4 damage and costs 1 vitality to implement. Similarly changed on page 273.

    Page 42: Shrink Item now states the target must be "either unattended or in your possession".

    Page 44: Bonus Rage is removed. It is replaced by Totemic Heart, which grants a +5 bonus on Heal and Religion checks.

    Page 44, and other locations: Sunder now costs 2 vitality to use and doesn’t affect magic weapons.

    Page 45: Added new, intermediate tier ability.
    Greater Bull Rush: This improves Bull Rush, such that you inflict damage equal to 2d6 + 1 per level and knock back your target by 1d6 x 5 ft if it is your size or smaller.

    Page 45: Instances of Favorite Weapon here and elsewhere are now called Favored Weapon if they offer +2/+5 bonuses and Trusted Weapon if they offer +1/+2 bonuses.

    Page 49: Flame Blade now works like the paladin's Flame Blade on page 77. The blackguard also gains a new advanced ability called Blazing Blade that works like the paladin’s ability of the same name.

    Page 54: The Entangle ability is changed here and on page 275 to now read:
    EntangleM: You evoke and animate plant life in a 15-ft radius around a point up to 90 ft away. Each round, creatures in the area must resist using Reflex. Those that fail are held tightly for that turn, unable to move, limited to a single action, and suffering a -2 penalty on d20 rolls. Those that save move at ½ speed. The effect lasts 5 minutes. This only works outdoors or underground. Costs 2 vitality.

    Page 56: The Flash Freeze ability now reads.
    Flash FreezeM: You project a blue ray out to 90 ft that blossoms into a ball of freezing cold. The target suffers 1d8 cold damage + 1 point per level and is encased in ice if you beat its Reflex. An affected creature is encased for 2 minutes and cannot move. A successful DC 20 Athletics check by the target or its allies ends encasement. Affected objects cannot be picked up or moved until similarly freed. Magical fire applied to an affected target immediately ends the effect, with the encased creature or object taking no damage. Costs 2 vitality.

    Page 57: Elemental Immunity is clarified to read:
    Elemental ImmunityM: You are immune to 1 energy type for 24 hours. Requires Resist Energy. Costs 5 vitality.

    Page 61: For White Rose, the last line is amended to read, "...every 24 hours. You can only affect 1 person at a time."

    Page 75: Enervation damage equals 1d4 + 1/2 your level in wound damage.

    Page 76: Here and for all other instances of Lay on Hands, the amount healed is now capped. The damage reads:
    “1d8 + your level (max +5)”. See other instances for inquisitor, paladin, deacon townie, and life-giver townie.

    Page 79: Ignore Death now reads:
    Ignore Death: Once daily as an immediate action you ignore a single attack or harmful consequence by causing something odd or absurd to deflect the attack. Requires Ignore Damage.

    Page 82: Here and on page 260, Rapid Shot has the following extra caveat: "Cannot be used with firearms."

    Page 86: Forget Truename is merged into Learn Truename. Also, the sage gains 2 new basic tier abilities: Creative and Gifted Speaker.

    Page 89: For Whispers and Silhouettes reduce the skill boost to +2 and requires Night Lore.

    Page 89: Breath of Night targets 1 creature only within the area.

    Page 124: Ability Boost's description is clarified to avoid confusion. The second sentence now reads:
    "You enjoy a +2 bonus on attack rolls when targeting with that ability or use the ability as if you were 2 levels higher, as you decide when taking this award."

    Page 124: Ability Matrix now only works 1/day and you cannot merge abilities such as Rapid Attack that already give multiple attacks.

    Page 227: Added the following line under Wounds in order to replicate similar text on page 9:
    "When first taking wound damage, a character is dazed for the remainder of the round."

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