AncientSpirits
First Post
Version "T" is coming along very soon... Now is the time to add your say. Most of these changes are clarifications, added abilities that I've managed to squeeze in, or address niche situations. Comments welcome for next 72 hours...
"Radiance Players Guide"
Version T
ALMOST... FINAL... ERATTA
Page 17, the drack’s Dragon Breath is changed to exactly match the sorcerer’s Breath Weapon, and a drack that becomes a sorcerer gains a bonus sorcerer basic ability instead. As part of this, remove the drack’s Enlarged Dragon Breath and replace it with the following ability:
Empowered Breath Weapon: This improves Breath Weapon to deliver +5 damage.
Page 19, Drow multiclass options now read:
Multiclassing: Blackguard, rogue, and warlock, plus inquisitor or witch (females), or necromancer or shadowcaster (males). You may select 1 of these classes to pursue under the multiclass option.
Page 36, Under tiefling Racial Abilities, the Sneaky ability is renamed Secretive and moved to the correct alphabetic order.
Page 37, Warmech automatic languages now include Mechan.
Pages 44, 65, 93, 146, 260, 274, and 277, Diehard now reads:
Diehard: When you fall below 0 wound points, you are not unconscious. Instead you are conscious and can continue to take a single move or standard action each round until you die at your usual negative hit points.
Page 45, Delay Death now reads:
Delay Death: This improves Diehard such that you survive for 10 additional hit points (ex: down to -23 rather than -13).
Page 49 and page 77, the Flame Blade ability now inflicts 1d3 fire wound damage, not just 1 wound damage.
Page 47, add "Will resists if target not a person" under Hideous Laughter.
Page 54, under Shillelagh, the ability now clarifies to apply the druid’s Strength modifier.
Page 54, the druid gains a new basic ability option:
Thorn SprayM: Creatures within a 15-ft cone suffer 1d4 damage per level (max 5d4). Reflex resists for ½ damage. Costs 1 vitality.
Page 55, the druid gains 2 new intermediate ability options:
Thorn Hail: This improves Thorn Spray to inflict 1d6 damage per level (max 10d6) to creatures within a 30-ft cone. Costs 2 vitality.
Trackless Party: Improves Trackless Step to aid adjacent allies.
Pages 58 and 72, the fighter’s and monk’s Powerful Blow ability is clarified that it’s used “after you hit”.
Page 86, the sage class gains a new basic ability option, Epithet, which reads:
EpithetM: You utter the true name you learned of a foe within 15 ft, inflicting 1d2 wound damage. Will resists if level 5+. Costs 1 vitality.
Page 87, the Sage class gains a new intermediate ability option, Bookworm, which reads:
Bookworm: Boost Literacy checks by +10.
Page 89, modify Breath of Night to read:
Breath of NightM: You exhale an inky cloud that causes 1 living foe within 30 ft to fall unconscious for 1 hour, or be dazed for 1d4-1 rounds if Fortitude resists. Costs 5 vitality.
Page 98: Under the Witch core ability Curse, add the following line prior to the vitality cost:
"Foes level 5+ may resist using Will."
Page 105, the DC for ongoing Endurance checks changes from a static DC 15 to an ever-increasing "DC 15 + 1/extra round".
Page 144, under Not There, duration now reads "until the end of your next turn".
Page 156, under Medium Weapon, add bullet point: "If used in 2 hands, grant Strength x 1.5 to damage."
Pages 160 and 279, for Firearms, switch around the prices to better reflect their relative value:
Hunting Rifle = 750 gp
Musket = 400 gp
Pistol = 200 gp
Revolver = 450 gp
Shotgun = 500 gp
Page 255, under Profile of Travelers Lodge, paragraph 2, fixed to refer to pages where magical ships can be found (e.g. ships were not "at right"!)
Page 258, Table 13-9, percentages changed to reflect the general population and not just characters PCs will meet.
Page 260, the Barrister townie was slightly improved to grant it 9 design points (rather than 8, which was too little for a townie).
"Radiance Players Guide"
Version T
ALMOST... FINAL... ERATTA
Page 17, the drack’s Dragon Breath is changed to exactly match the sorcerer’s Breath Weapon, and a drack that becomes a sorcerer gains a bonus sorcerer basic ability instead. As part of this, remove the drack’s Enlarged Dragon Breath and replace it with the following ability:
Empowered Breath Weapon: This improves Breath Weapon to deliver +5 damage.
Page 19, Drow multiclass options now read:
Multiclassing: Blackguard, rogue, and warlock, plus inquisitor or witch (females), or necromancer or shadowcaster (males). You may select 1 of these classes to pursue under the multiclass option.
Page 36, Under tiefling Racial Abilities, the Sneaky ability is renamed Secretive and moved to the correct alphabetic order.
Page 37, Warmech automatic languages now include Mechan.
Pages 44, 65, 93, 146, 260, 274, and 277, Diehard now reads:
Diehard: When you fall below 0 wound points, you are not unconscious. Instead you are conscious and can continue to take a single move or standard action each round until you die at your usual negative hit points.
Page 45, Delay Death now reads:
Delay Death: This improves Diehard such that you survive for 10 additional hit points (ex: down to -23 rather than -13).
Page 49 and page 77, the Flame Blade ability now inflicts 1d3 fire wound damage, not just 1 wound damage.
Page 47, add "Will resists if target not a person" under Hideous Laughter.
Page 54, under Shillelagh, the ability now clarifies to apply the druid’s Strength modifier.
Page 54, the druid gains a new basic ability option:
Thorn SprayM: Creatures within a 15-ft cone suffer 1d4 damage per level (max 5d4). Reflex resists for ½ damage. Costs 1 vitality.
Page 55, the druid gains 2 new intermediate ability options:
Thorn Hail: This improves Thorn Spray to inflict 1d6 damage per level (max 10d6) to creatures within a 30-ft cone. Costs 2 vitality.
Trackless Party: Improves Trackless Step to aid adjacent allies.
Pages 58 and 72, the fighter’s and monk’s Powerful Blow ability is clarified that it’s used “after you hit”.
Page 86, the sage class gains a new basic ability option, Epithet, which reads:
EpithetM: You utter the true name you learned of a foe within 15 ft, inflicting 1d2 wound damage. Will resists if level 5+. Costs 1 vitality.
Page 87, the Sage class gains a new intermediate ability option, Bookworm, which reads:
Bookworm: Boost Literacy checks by +10.
Page 89, modify Breath of Night to read:
Breath of NightM: You exhale an inky cloud that causes 1 living foe within 30 ft to fall unconscious for 1 hour, or be dazed for 1d4-1 rounds if Fortitude resists. Costs 5 vitality.
Page 98: Under the Witch core ability Curse, add the following line prior to the vitality cost:
"Foes level 5+ may resist using Will."
Page 105, the DC for ongoing Endurance checks changes from a static DC 15 to an ever-increasing "DC 15 + 1/extra round".
Page 144, under Not There, duration now reads "until the end of your next turn".
Page 156, under Medium Weapon, add bullet point: "If used in 2 hands, grant Strength x 1.5 to damage."
Pages 160 and 279, for Firearms, switch around the prices to better reflect their relative value:
Hunting Rifle = 750 gp
Musket = 400 gp
Pistol = 200 gp
Revolver = 450 gp
Shotgun = 500 gp
Page 255, under Profile of Travelers Lodge, paragraph 2, fixed to refer to pages where magical ships can be found (e.g. ships were not "at right"!)
Page 258, Table 13-9, percentages changed to reflect the general population and not just characters PCs will meet.
Page 260, the Barrister townie was slightly improved to grant it 9 design points (rather than 8, which was too little for a townie).