Reason to Keep Radiance


Rules Questions and Gameplay Discussion


So if you have a party without a melee character (i.e. no one proficient with weapons and the melee skill) is there a reason to keep Radiance? Running Harsk, Balazar and Shardra. For that party Radiance wouldn't be a good loot card to keep around but I wonder if there is a story reason to keep it around.

Thanks.


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Same reason you would have in a RPG : you don't know if you would need it later...
If you knew, that would be cheating no?


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I heard that it gets stronger later in the AP.

On another note, we discovered that it lacks the bludgeoning, slashing, or piercing traits. Apparently it shoots lasers? If so, it's got one up on the Master Sword because you don't need full health.


It has the slashing trait after this FAQ.


Oh. That's actually disappointing. I liked the idea of it shining light to do damage.


With no melee, probably not. Even with certain rumours floating around, Radiance will just take up a deck slot... in Harsk's deck, since the others can't carry weapons unless your Shardra has card-feated one.

While Harsk is proficient, he can't use his Fighter Power on melee weapons, only ranged.

Silver Crusade

I really wonder why the Radiance is so weak...

"Loot should be pretty darn awesome."
- Mike Selinker, Paizo Blog

Even the normal Cold Iron Longsword is better. Mike, what the heck?


It's not weak if you're a paladin.

Pathfinder ACG Developer

In the RPG, Radiance is actually nonmagical in the hands of anyone who isn't a paladin. In the hands of a paladin it is actually just like the Cold Iron Longsword.

So, from humble beginnings...


I always get disappointed if I have to leave Loot boons behind. Its killing me (Smalls) in Skull & Shackles especially, where Damiel, Jirelle, and Oloch want ALL THE LOOTS, but just can't justify giving up the other things in the deck that make them more efficient. I think I am about 50/50 for taking Loot at the end of AD4 *sadface*.


Pathfinder Adventure Path Subscriber
Greyhawke115 wrote:
I always get disappointed if I have to leave Loot boons behind. Its killing me (Smalls) in Skull & Shackles especially, where Damiel, Jirelle, and Oloch want ALL THE LOOTS, but just can't justify giving up the other things in the deck that make them more efficient. I think I am about 50/50 for taking Loot at the end of AD4 *sadface*.

I'm having plenty of trouble hording loot with just Damiel and Jirelle; as Jirelle I'm holding onto the Bucaneer's Breastplate even though I'm not proficient with it. All of my items are loot (maxed out items with my first two card feats) and I'm having to trade loot for other loot. It's sad; I want to hold onto the Sea Tyrant's Eyepatch but I don't know if it's worth ditching a loot.


Don't forget this hint from Paul Peterson in the Paizo blog:

Paul Peterson wrote:
In the adventure path, Radiance is just a simple sword that you find early on, but as you perform brave deeds, more of its abilities unlock, and it grows along with the characters. You'll see more about how we are doing this in a really cool way in adventure...

I'd be tempted to keep it just until I know what that is.


Yeah, this kind of stuff is why I love the temp-replace loot rule in organized play. I'm tempted to house rule it into my home games.

Grand Lodge

Yeah, I do love the idea of Loot as shared treasure that at the start of a scenario, the party can choose to swap in. That actually feels a bit more thematic to the RPG, as keeping specific gear for specific dangers in your back pocket is normal.

Sovereign Court

I prefer the swapping out loot as well, but as far as "keeping gear for specific dangers in your back pocket", loot doesn't do anything extra for that than Valeros running around with a club, two longswords, a mace, and a ranseur. We already carry gear for the occasion with or without loot.


Radiance is one of the main reasons I went with Seelah instead of Crowe or Alain in my party. Between that and her recently redeemed +3 mace she's a sword and board machine!


I sorta wish that Radiance had been a little more open to the character's who get the +1d4 bonus. I know the RPG probably treats it like a Holy Avenger (paladin specific) but in the card game making a cool loot item that is only optimized for one character kinda bums me out. I think the flavor could have been kept by making it characters with the divine skill rather than the paladin trait. A few more character would then be interested in it... especially if it becomes more important as the campaign continues.

Grand Lodge

As someone that ran the Adventure Path with no Paladins in the party, trust me, there will plenty of tears that Radiance wouldnt awaken for them.

However, I kept it as written because it is a very specific and iconic weapon wielded by one of the great Paladins, and it made sense lore-wise to keep it as is, which goes against my normal rule of adjusting loot for whatever party you have.

I like that Radiance maintains its Paladin anchor. It's still a good weapon for any melee class, as the Veteran bonus ensures it will continue to be a solid card.

To me, that's the same as complaining that certain monsters have specific "banish from your hand" powers that are obviously intended for only Balazar. While it leaves everyone else out, it also creates new gameplay opportunities for classes to shine at what they do. Summoners use monsters, and Paladins use holy swords.

Besides, while others can benefit from the Barding of Pleated Light, it's really only Alain that's going to be able to take advantage of that card in a meaningful way. I'm a fan of having Loot that is useful in general, while also providing an extra bonus for a specific class.

Scarab Sages

The paladins may be having their day right now. Other characters will be having their later. The nice thing about PACG is that each character type tends to have their moment to shine.

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