Radiant Dawn

Brought forth by the desire to rule, and shaped on the battlefield through ages of conflict, Radiant Dawn is a discipline that is steeped in blood and akasha. In ages where conflict and war are common, those with this discipline watch over the battlefield like the sun in the sky, directing allies to seize victory, while hindering enemies powerful abilities to shift the tide of battle into their favor. In ages where conflict has been distant, Radiant Dawn has existed as an akashic meditative exercise amongst rulers and nobility. Regardless of what form it takes, practitioners of the Radiant Dawn strive to be like the sun itself: Above all.

Knowledge of Radiant Dawn maneuvers grants Essence equal to the number of maneuvers and stances known, to a maximum of the highest level Radiant Dawn maneuver or stance they know.

Maneuvers from the Radiant Dawn discipline are imbued and enhanced with akashic energies; as such, they are supernatural abilities. Radiant Dawn’s associated skill is Diplomacy, and its associated weapon groups are bows, flails, hammers, polearms, and the Sun’s Gleam ability.

Essence: Every creature has a finite amount of essence in their being, referred to as an essence pool. While essence is not typically expended when maneuvers or other akashic effects are activated, a given creature can only devote a certain amount of essence to any particular maneuver. This is done by investing the essence into the chosen receptacle, which could be a Radiant Dawn maneuver, akashic feat, or other ability. Investing essence or changing where essence is invested is a swift action. 

Essence invested into a maneuver is temporarily bound when that maneuver is expended, and cannot be recovered or reassigned to another receptacle until that maneuver is recovered.

Essence Capacity: However large your Essence pool is, you can only invest a certain amount of Essence into any one Veil, feat, class feature, magic item, or other Akashic receptacle. Your character level determines this Essence capacity as shown below, though some feats, class features, magic items, or other abilities or effects may modify your base capacity:

Table: Character Level and Essence Capacity
Character Level Essence Capacity
1st-5th 1
6th-11th 2
12th-17th 3
18th-20th 4

Sun’s Gleam (Su): A Radiant Dawn disciple can choose to fire a ray of light as a ranged touch attack at a target within close range (25 feet + 5 feet per 2 initiator levels) in place of making a ranged weapon attack as part of initiating a strike from a maneuver the initiator could invest essence into. This does not require a free hand. The initiator can choose to use their Strength modifier in place of their Dexterity modifier when firing a ray in this fashion. The ray of light deals force damage equal to 1d6 plus the initiator’s initiation modifier on a hit, plus any effects of the strike (such as additional damage or conditions). The disciple may choose to deal nonlethal damage with this attack at no penalty. As Sun’s Gleam can only be used as substitutes for attacks granted by maneuvers, an initiator cannot channel uses of it through weapons with the conductive weapon special property, or similar abilities.

Access to the Discipline: Akasha is a somewhat simplistic form of magic, generated by mixing life energy, called essence, with the small amounts of raw magic that suffuse all things and shaping them into rough physical forms. Radiant Dawn disciples follow much the same path as akashic veilweaver; but where veilweavers imbue their life energy with raw magic to give them physical form, Radiant Dawn replaces that arcane power with martial forms and prowess. Once the basics are learned, essence can easily be shifted around within the body for each form and attack with ease. As such, any character of any class can access the Radiant Dawn discipline by trading one of their available disciplines for it. If they do, they gain Diplomacy as a class skill.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Table: 1st Level Radiant Dawn Maneuvers
Maneuver Type Description
Bolster Counter Ally gains DR for one round.
Decree of Mercy Counter Cause an attack to become nonlethal.
Dismiss Strike An attack that knocks down and knocks back a foe.
Spoils of War Stance  Heals your allies when they attack your enemies.
Staunching Strike Strike A strike that draws from an enemy’s akasha to heal another.
The Caged Sun Stance Turn your healing inwards to become a formidable warrior.
Table: 2nd Level Radiant Dawn Maneuvers
Maneuver Type Description
Curate’s Strike Strike An akashic arrow that causes the target to leak essence, healing allies.
Decree of Torment Strike Unbalance an enemy to set them up for failure.
Expose Weakness Boost A quick blow that exposes an enemy’s weakpoint.
Healer’s Bane Counter Steal healing from others, dealing damage in the process.
Witness to Glory Counter Grant a bonus to initiative and temporary HP.
Table: 3rd Level Radiant Dawn Maneuvers
Maneuver Type Description
Armaments of the Empire Stance Improve you and your allies weapons with a veil of akasha.
Decree of Death Boost An opponent becomes vulnerable to one attack.
Disrupt Essence Strike A strike that inhibits the use of abilities.
Lifeburst Strike Strike A strike that causes one’s essence to flair, healing all within range.
Table: 4th Level Radiant Dawn Maneuvers
Maneuver Type Description
Decree of Silence Counter Force a caster to make a concentration check as if they had taken damage.
Lifeburst Imbuement Boost Your or your allies attack causes healing in an area.
Shatter Spell Strike A strike with a veil of akasha that disrupts magic in place.
Sunstroke Boost Yours or an ally’s attack becomes a powerful beam of light.
Table: 5th Level Radiant Dawn Maneuvers
Maneuver Type Description
Decree of Purity Boost Immediately end an effect affecting you or an ally.
Divide and Conquer Strike A blow that divides the enemy across the battlefield.
Noblesse Oblige Counter? Save an ally from certain death.
Stance of the Sunlight Shield Stance Create akashic shields to defend allies.
Table: 6th Level Radiant Dawn Maneuvers
Maneuver Type Description
Battle Against the Sun Stance Become like the sun and strike down foes with solar flares.
Decree of Freedom Boost Allow you or an ally to move unhindered for 1 round.
Karmic Strike Strike Heal allies and mark an enemy for retribution.
King’s Castle Counter Instantly draw an ally to your side to absorb a hit and retaliate.
Path of the Sun Strike Fire off a beam of sunlight, then allow allies to traverse the area instantly.
Table: 7th Level Radiant Dawn Maneuvers
Maneuver Type Description
Awaken the Sleeper Boost Embolden an ally for a brief moment.
Harsh Light of Day Strike A strike that reveals an enemy’s true form.
Push the Advantage Counter An ally gains a standard action and heals after defeating a foe.
Table: 8th Level Radiant Dawn Maneuvers
Maneuver Type Description
Decree of Vengeance Counter You or an ally may initiate a strike against a target who has attacked you, healing in the process.
Sun’s Zenith Stance Lose ability to invest essence in maneuvers, but gain scaling essence to maneuvers as you expend maneuvers.
Tyrant’s End Strike A blow that crushes all defenses.
Table: 9th Level Radiant Dawn Maneuvers
Maneuver Type Description
Judgement Day Strike Render judgement upon all within your presence.

The Radiant Dawn Discipline

Brought forth by the desire to rule, and shaped on the battlefield through ages of conflict, Radiant Dawn is a discipline that is steeped in blood and akasha. In ages where conflict and war are common, those with this discipline watch over the battlefield like the sun in the sky, directing allies to seize victory, while hindering enemies powerful abilities to shift the tide of battle into their favor. In ages where conflict has been distant, Radiant Dawn has existed as an akashic meditative exercise amongst rulers and nobility. Regardless of what form it takes, practitioners of the Radiant Dawn strive to be like the sun itself: Above all.

1st Level

Bolster

Discipline: Radiant Dawn (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: Instant

DESCRIPTION

You fortify an ally with akasha, hardening their skin like the scales of a dragon. You can initiate this counter in response to a melee or ranged attack hitting an ally within close range (25 feet + 5 feet per 2 initiator levels). That ally gains DR/– equal to your initiation modifier for 1 round.

Essence: For each point of essence invested into this counter, the damage reduction granted increases by 1. 

Decree of Mercy

Discipline: Radiant Dawn (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous

DESCRIPTION

A simple look and gesture can weaken one’s resolve to kill. You can initiate this counter in response to a creature making any action within close range (25 feet + 5 feet per 2 initiator levels). The next time the target uses an effect which deals hit point damage, the damage is nonlethal. If the effect targets or includes a target that is immune to nonlethal, the effect instead deals half damage to that target.

Essence: Each point of essence invested into this counter causes another instance of damage from your target to deal nonlethal damage.

Dismiss

Discipline: Radiant Dawn (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

This attack ‘softly’ removes an enemy from your presence. Make an attack. If it hits, you deal damage as normal, and you can make a trip attempt against the target. If your trip attempt succeeds, the target is also pushed away as if you had successfully bull rushed them, using the same result as your trip attempt. You may not move with the target with this bull rush. Neither the trip attempt nor the target’s movement during the bull rush provoke attacks of opportunity. When determining your combat maneuver bonus for this strike, you may use your initiator level in place of your base attack bonus, and may choose to use your Dexterity or initiation modifier in place of your Strength modifier.

Essence: For each point of essence invested into this strike, you gain a cumulative +2 bonus to this maneuver’s trip attempt.

Spoils of War

Discipline: Radiant Dawn (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

Might makes right. While you maintain this stance, allies within close range (25 feet + 5 feet per 2 initiator levels) heal 3 hit points whenever they hit with an attack. At 5th level, this healing increases to your initiation modifier plus 3. At 10th level, this healing increases to be equal to twice your initiation modifier plus 3. This effect can only trigger once per round per ally.

Essence: Each point of essence invested into this stance increases the amount of healing done by this stance by 1. At 5th level, each point of essence instead increases healing done by 2. At 10th level, each point of essence instead increases healing done by 3.

Staunching Strike

Discipline: Radiant Dawn (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

To help your allies and harm your enemies is the most basic tenet of the Radiant Dawn discipline. Make an attack. If it hits, it deals weapon damage as normal, and you can heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to your initiation modifier, divided as you choose between you and your allies.

Essence: Each point of essence invested into this strike increases the total amount of healing done by 3 hit points. This healing is split up between targets normally.

The Caged Sun

Discipline: Radiant Dawn (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

If you have 50% or fewer hit points, entering this stance can be done as a free action instead of a swift.

While you maintain this stance, you cannot heal creatures other than yourself, but any healing you receive is increased by 50%. If you would be healed for more than your maximum amount of hit points, you instead gain an amount of temporary hit points equal to the excess healing. These temporary hit points stack with other temporary hit points granted by you, up to a maximum of your maximum hit points, and last for one minute, until initiative is rolled, or you abandon this stance.

Essence: Each point of essence invested into this stance increases the amount of healing you receive by 2 (before modified by the stances effects). Each point of essence also increases your attack, AC, and saves by 1.

2nd Level

Curate’s Strike

Discipline: Radiant Dawn (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack or ranged attacks
Target: One creature
Duration: Instant

DESCRIPTION

This strike was created by a kobold leader to fight both controlling magics and vicious wounds. Make an attack. If it hits, it deals weapon damage as normal, and you can heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to twice your initiation modifier, divided as you choose between you and your allies. Alternatively, you may choose to grant a single ally within close range a saving throw against an ongoing effect on them that offers multiple saving throws over time to negate, or has its duration measured in rounds at the effect’s original DC, at the effect’s original DC. If it succeeds, the effect ends. This does not progress poison, diseases, or similar effects on a failed saving throw.

Essence: Each point of essence invested into this strike increases the total amount of healing done by 4 hit points. This healing is split up between targets normally.

Decree of Torment

Discipline: Radiant Dawn (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant (see text)

DESCRIPTION

You strike with an akashic brand that imbalances a creature. Make an attack. If it hits, it deals weapon damage as normal and the target becomes branded with a number of akashic brands equal to your initiation modifier. These brands last for one minute or until otherwise consumed.

When a creature attacks another creature that has been branded this way, they may remove one of the brands as a part of the attack to attempt a combat maneuver of their choice against the branded creature. Ranged attackers may not choose to grapple or move with the target if the combat maneuver would normally allow it (such as if using a bull rush), but may otherwise freely select combat maneuvers. When determining their combat maneuver bonus for this strike, creatures may use your initiator level in place of their base attack bonus, and may choose to use your initiation modifier in place of their Strength modifier. Each creature may remove only one brand per round. These combat maneuvers do not provoke an attack of opportunity.

Essence: Each point of essence invested into this strike lowers the branded creature’s CMD by 1 for a number of rounds equal to your initiation modifier.

Healer’s Bane

Discipline: Radiant Dawn (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instant

DESCRIPTION

Made to combat other practitioners of the Radiant Dawn discipline, this maneuver hijacks healing for one’s own purpose. You may initiate this counter in response to a target within range healing hit point damage. The target must make a will save (DC 12 + initiation modifier) or have their healing stolen. Instead of the target (and any other creatures affected by that instance of the effect) being healed, you draw the total amount of healing done into a pool, and may redistribute this pool of healing to allies within close range (25 feet + 5 feet per 2 initiator levels), divided as you choose between you and your allies. Targets that would have been healed by the healing then take damage equal to half of the healing stolen.

Essence: Each point of essence invested into this counter increases the DC by 2, and the healing and damage done by your initiation modifier.

Expose Weakness

Discipline: Radiant Dawn (Boost); Level: 2
Initiation Action: 1 swift action
Range: Melee or ranged attack
Target: One creature
Duration: 1 round

DESCRIPTION

You strike with a weak, but swift, attack that hampers an opponent. Make an attack. If it hits, it deals no damage, and the target becomes flat-footed for 1 round.

Essence: Each point of essence invested into this boost also lower the target’s AC by 2 on a successful hit. This lasts for one round.

Witness to Glory

Discipline: Radiant Dawn (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: Instant

DESCRIPTION

With a surge of akasha, you spur an ally into battle. You may activate this counter when initiative is rolled, after the results are revealed, even if you are flat-footed. One ally within range gains a bonus on their initiative check equal to your initiation modifier, and also gains a number of temporary hit points equal to your initiator level. These temporary hit points last for 1 minute per initiator level or until used.

Essence: Each point of essence invested into this counter increases the bonus to initiative by 1 and the temporary hit points granted by 2.

3rd Level

Armaments of the Empire

Discipline: Radiant Dawn (Stance); Level: 3
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

A thin layer of akasha flows forth from you and covers your and your allies’ weapons. While you maintain this stance, you empower a number of weapons (including natural weapons) within close range (25 feet + 5 feet per 2 initiator levels) up to your initiation modifier. Each empowered weapon gains the benefit of a weapon special ability with a market price of “+1 bonus”. This ability must be chosen from the list of weapon special abilities you could normally place on a mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics). At initiator level 10 and every five initiator levels thereafter, the market price of the weapon special ability you can grant a weapon increases (to “+2 bonus”, then “+3 bonus”, and so on). A weapon can only gain a single ability through this stance, though you need not grant the same ability to each affected weapon. A weapon retains its new ability for as long as it remains within close range. You choose which weapons are empowered when you enter this stance, and you can change which weapons within range are empowered as a swift action or as part of reallocating essence.

Essence: For each point of essence invested into this stance, creatures wielding weapons you have empowered gain a cumulative +1 bonus to their CMD.

Decree of Death

Discipline: Radiant Dawn (Boost); Level: 3
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: 1 round

DESCRIPTION

You single out a target for execution. Make an attack. If it hits, the attack deals no damage. The next damaging attack, spell, or power made against the target by the initiator or her allies within 1 round deals 50% additional damage, applied after all other effects (such as damage reduction and energy resistance).

Essence: The first attack made against the target within 1 round deals an additional 2 points of damage for each point of essence invested into this boost. This damage is eligible to be increased by the effect of the boost.

Disrupt Essence

Discipline: Radiant Dawn (Strike); Level: 3
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant; see text

DESCRIPTION

A powerful blow that disrupts one’s essence, inhibiting the use of abilities. Make an attack. If it hits, the target must make a Will save (DC 10 + ½ your initiation level + your initiation modifier) or have a single Extraordinary (Ex) or supernatural (Su) ability that requires an action to activate, special sense, or special movement type of your choice disabled for rounds equal to your initiation modifier. You must be aware of the ability in order to disable it (Such as a successful knowledge check, or having seen it in action).

Essence: Each point of essence invested into this strike increases the DC by 1 and the number of rounds an ability is disabled by 1. At two essence, and every two essence thereafter, you may choose an additional ability to disable.

Lifeburst Strike

Discipline: Radiant Dawn (Strike); Level: 3
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

You strike out with a simple blow with an uncanny power to heal and harm. Make an attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage, and you can heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to three times your initiation modifier, divided as you choose between you and your allies. Alternatively, you may choose to grant a single ally within close range a saving throw against an ongoing effect on them that offers multiple saving throws over time to negate, or has its duration measured in rounds at the effect’s original DC, at the effect’s original DC.. They gain a +2 bonus on this saving throw. If it succeeds, the effect ends. This does not progress poison, diseases, or similar effects on a failed saving throw.

Essence: Each point of essence invested into this strike increases the total amount of healing done by 5 hit points. This healing is split up between targets normally.

4th Level

Decree of Silence

Discipline: Radiant Dawn (Counter); Level: 4
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One casting or manifesting creature within range
Duration: Instant

DESCRIPTION

Your presence demands silence. Only those who you allow to speak may do so. You may initiate this counter in response to a creature within close range (25 feet + 5 feet per 2 initiator levels) manifesting a power, casting a spell, or using a spell-like or psi-like ability that targets or includes you or an ally within close range. Roll damage as if you’d made a successful attack with a weapon you’re wielding; you don’t deal this damage, but the target of this counter must succeed at a concentration check (DC 10 + damage that would be dealt by this attack + the level of the spell being cast or power being manifested) or lose the power, psi-like ability, spell, or spell-like ability as if it had been disrupted.

Essence: Each point of essence invested into this counter increases the DC of the concentration check by 1.

Lifeburst Imbuement

Discipline: Radiant Dawn (Boost); Level: 4
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)k
Target: One ally
Duration: 1 round

DESCRIPTION

This maneuver imbues another to carry out your will. The target’s next attack that hits deals an additional 2d6 points of damage. When this attack hits, you can also heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to four times your initiation modifier, divided as you choose between you and your allies.

Essence: Each point of essence invested into this boost increases the total amount of healing done by 6 hit points. This healing is split up between targets normally.

Shatter Spell

Discipline: Radiant Dawn (Strike); Level: 4
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

A maneuver whose origins did not come from the disciples of the Radiant Dawn, but was quickly adopted and adapted to deal with spellcasters on the battlefield. Make an attack or touch a willing target. If the attack hits, it deals weapon damage as normal plus an additional 2d6 points of damage (A willing target does not take damage from this strike). Either way, the target is affected by a targeted dispel magic as if you had cast it, using your initiator level as your caster level. This strike can also dispel curses as if using remove curse.

Essence: Each point of essence invested into this strike increases the result of the caster level check by 2.

Sunstroke

Discipline: Radiant Dawn (Boost); Level: 4
Prerequisite(s): One Radiant Dawn maneuver
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: 1 round or until discharged

DESCRIPTION

Your akasha shapes an attack into a powerful solar flare. Choose one ally within range. The next melee or ranged weapon attack made by that ally can be made at any target within long range (400 feet + 40 feet per initiator level) of that ally. When this maneuver is initiated, the initiator may choose to treat the amount of essence invested in this maneuver as any amount of essence equal to or less than the amount of essence invested in this maneuver (minimum 0) for determining the effects of its essence augmentation.

Essence: Each point of essence invested into this boost increases the minimum area of the chosen ally’s attack — while at least one point of essence is invested, the attack becomes a burst with a radius of 5 feet per point of essence invested. A single attack roll is made for the attack, and compared against all creatures within the burst, and any damage the attack does is halved. If the attack allows for a save, creatures caught within the burst may roll twice and take the better result.

5th Level

Decree of Purity

Discipline: Radiant Dawn (Boost); Level: 5
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: Instant

DESCRIPTION

A single word and a wave of the hand purifies those who would stand with you. When you initiate this maneuver, you may choose to grant a single ally within close range (25 feet + 5 feet per 2 initiator levels) a saving throw against an ongoing effect on them that offers multiple saving throws over time to negate, or has its duration measured in rounds at the effect’s original DC. They gain a bonus on this saving throw equal to your initiation modifier (minimum 2). If it succeeds, the effect ends. This does not progress poison, diseases, or similar effects on a failed saving throw. In addition, you may heal yourself and allies within close range for a total number of hit points equal to five times your initiation modifier, divided as you choose between you and your allies.

Essence: Each point of essence invested into this boost increases the total amount of healing done by 7 hit points. This healing is split up between targets normally.

Divide and Conquer

Discipline: Radiant Dawn (Strike); Level: 5
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant; see text

DESCRIPTION

This strike pulls essence from the target, creating an effigy of the creature. When the essence returns to its creature, it brings its wounds with it. Make an attack. If it hits, it deals an additional 3d6 points of damage, and the target must make a Will save (DC 15 + initiation modifier) or have its essence drawn into one effigy until the end of your next turn. This translucent effigy appears within close range (25 feet plus 5 feet per 2 levels) of you. The effigy is the size of the target of this maneuver, but otherwise does not block movement or occupy spaces, and may be targeted by attacks, spells, or other abilities. Any attack, spell, or other ability used against the effigy (or including it in its affected area) is redirected against the target of this maneuver as if they were the original target regardless of range, and the target may defend themselves normally against these attacks.

Essence: Each point of essence invested into this strike increase amount of effigies created by 1 and the save DC of the strike by 1.

Noblesse Oblige

Discipline: Radiant Dawn; Level: 5
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally (except the initiator)
Duration: Instant

DESCRIPTION

When all else fails, your allies turn to you to save them. Whenever an ally within close range would die or be destroyed, you may initiate this maneuver, even if it is not your turn. That ally’s hit points becomes 1. Then, you may make a melee or ranged attack against an enemy. If it hits, it deals an additional 3d6 points of damage and you also heal the ally subject to this maneuver by an amount equal to the damage dealt by this attack. A creature may only benefit from this maneuver once, and must experience sunrise (or wait 24 hours, whichever comes first) before they can gain its benefit again.

Essence: The ally is also healed for 7 hit points per point of essence invested into this maneuver after the attack is made.

Stand of the Sunlight Shield

Discipline: Radiant Dawn (Stance); Level: 5
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

This stance sits halfway between martial form and magic prowess, conjuring shields of light to defend yourself and others. While you maintain this stance, you may create sunlight shields. Creating a single sunlight shield is done as free action that can be done once per round, and is done automatically when you enter this stance. A sunlight shield can be created anywhere within close range (25 feet plus 5 feet per 2 levels) of you (to include in the air, where they float until destroyed, dismissed, or removed). Treat a sunlight shield as a 10ft by 10ft by 1 inch thick wall of force, but with hardness equal to your initiator level plus your initiation modifier, and 1 hit point. They may be made smaller at the initiator’s discretion. You may have a number of sunlight shields equal to your initiation modifier, and these shields last indefinitely, or until they are no longer within close range of you, you dismiss them as a free action, or you leave this stance. These sunlight shields can be made at any angle, and are treated as normal terrain when stepped on. You may command these shields to fly an amount of feet equal to your movement speed as a move action.

You may also create a sunlight shield as an immediate action, but doing so is dangerous as the hasty construction leaves your essence tied to it. Until the start of your next turn, any damage that the shield takes (before hardness is taken into account), or any spell that would fail because of the shield’s sudden appearance between its caster and its target is also inflicted on you, regardless of distance.

Creatures can attack other creatures on the other side of these shields, dealing damage to the shield first. If an attack would break the shield, the remainder of the damage is dealt to the creature if the original attack would have hit. When you enter this stance, you may designate any number of allies. These allies’ attacks and abilities are not impeded by your sunlight shields.

Essence: Each point of essence invested into this stance increases the hardness of the sunlight shields by 3, the number of sunlight shields you create when entering this stance by 1, and the number of sunlight shields you can possess at one time by 2.

6th Level

Battle Against the Sun

Discipline: Radiant Dawn (Stance); Level: 6
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

To challenge you is to challenge the sun itself: An exercise in futility. While you maintain this stance, you shed bright light, as if by a daylight spell, out to close range (25 feet + 5 feet per 2 levels). Once per round, as a free action that can be taken at any time (including when it is not your turn), you may create a line with a length of 20 feet that originates anywhere within this light. Unlike normal line attacks, this line attack does not need to fire away from you; it may travel in any direction so long as the origin point is within your daylight range. Enemies within the area take damage equal to your initiator level. A successful Reflex save (DC 16 + initiation modifier) halves this damage. Allies caught within the line are instead healed for a number of hit points equal to your initiator level.

Essence: Each point of essence invested in this stance allows you to affect one additional target adjacent to the line and increases the DC of the Reflex save by 1.

Decree of Freedom

Discipline: Radiant Dawn (Boost); Level: 6
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Close range (25 ft. + 5 ft./2 levels)
Target: You or one ally within close range
Duration: 1 round

DESCRIPTION

With a gesture and a single word, you cause a target’s essence to flare, freeing them from their bonds. The target of this boost can move and attack normally for the duration of the boost, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The maneuver also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than thrown.

Essence: Each essence invested into this boost increases the duration by 1 round.

Karmic Strike

Discipline: Radiant Dawn (Strike); Level: 6
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant; see text

DESCRIPTION

This blow marks an enemy with a simple brand that burrows into their essence. As they do harm, the brand sees to it that they are harmed as well. Make an attack. If it hits, it deals an extra 4d6 points of damage, you may heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to six times your initiation modifier, divided as you choose between you and your allies.

The target must also make a Will save (DC 16 + Initiation modifier) or have a brand placed upon them for one minute. Whenever the target would deal damage, as a free action that can be done on any turn, the creature that took damage may remove the brand, and only take half of the damage that they would have taken from the attack. The branded creature then takes half of the damage mitigated this way.

Essence: Each point of essence invested in this maneuver increases the healing done by 8 points and the number of brands placed on the creature after a failed will save by 1.

King’s Castle

Discipline: Radiant Dawn (Counter) [Teleportation]; Level: 6
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 immediate action
Range: Close range (25 ft. + 5 ft./2 levels)
Target: Two allies
Duration: Instant

DESCRIPTION

Your faithful respond to your call for help. You may initiate this counter in response to you or an ally within range being attacked. One willing ally teleports to a space adjacent to the target of the counter and gains temporary hit points equal to your initiator level, as well as DR/– equal to your initiation modifier, both of which last for 1 round. Resolve the attack against the teleported ally instead of the target of the counter. After the attack is resolved, the ally teleported may make a single melee or ranged attack at their highest base attack bonus against the attacking creature. This attack does not provoke attacks of opportunity.

Essence: Each point of essence invested into this maneuver increases the temporary hit points granted by this maneuver by 6, the damage reduction by 1, and the damage made by the teleporting ally’s next attack by 1d6.

Path of the Sun

Discipline: Radiant Dawn (Strike); Level: 6
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Close range foot line
Target: One or more creatures
Duration: Instant; see text

DESCRIPTION

Coalesce the power of the sun into a powerful beam that washes over enemies and allies alike, leaving behind thousands of motes of light. Allies of the initiator may traverse these motes as if they were light themselves. When you initiate this maneuver, you create a close range (25 feet + 5 feet per 2 levels) foot line of light. Enemies caught within this line take damage equal to your initiator level plus your initiation modifier, and must make a Reflex save (DC 16 + initiation modifier) or be Blinded for rounds equal to your half your initiation modifier.

This line persists as a field of golden motes for rounds equal to your initiation modifier. Enemies who enter the line or start their turn within the area take damage and must make a save as if they were struck by this maneuver. Allies do not provoke attack of opportunities when entering or moving through these squares, and can enter or move through these squares as free actions on their turn. Treat creatures within these squares as being exposed to direct sunlight.

Essence: Each point invested increases the DC and duration of this maneuver by 1.

7th Level

Awaken the Sleeper

Discipline: Radiant Dawn (Boost); Level: 7
Prerequisite(s): Three Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: 1 round; see text

DESCRIPTION

It’s said that the soul of a mortal contains power that can rival the gods, and this maneuver awakens a fraction of that power for a brief moment. When you initiate this maneuver, choose one ally within close range other than yourself. That ally gains a maneuver known by you of 6th or lower level, readied and unexpended for the duration of this maneuver. An ally may choose to use your initiation modifier and initiator level in place of their own (if any) for this granted maneuvers. Additionally, the ally may may roll twice for any attack, saving throw, damage roll, or any skill check made as part of a maneuver they make during that round. Finally, that ally also gains temporary hit points equal to half of their maximum hit points. These temporary hit points last for 1 round.

Essence: Each point of essence invested into this maneuver increases the target’s movement speeds by 15 feet.

Harsh Light of Day

Discipline: Radiant Dawn (Strike); Level: 7
Prerequisite(s): Three Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature; see text
Duration: Instant; see text

DESCRIPTION

This attack brings with it a blast of light, forcing enemies to reveal their true selves. Make an attack. This attack ignores miss chance (such as granted by concealment, or spells) and attempts at redirection (Such as Mirror Image), and if it hits, you deal weapon damage as normal plus an additional 5d6 points of damage. The target must then make a Will save (DC 17 + Initiation modifier) or have all illusions and polymorph effects you choose dispelled from them. Additionally, if they fail this will save, the target loses the ability to benefit from miss chance for rounds equal to your initiation modifier.

You may attack an empty space with this maneuver. If you do so, the attack automatically veers towards the nearest enemy to the targeted space within 10ft of it, even enemies that you are unaware of or cannot see, and affects them as if they were the original target of this maneuver, even if they are out of range of the original attack. Creatures you are completely unaware of count as enemies if their attitude to you is unfriendly or worse, or if they have used a harmful ability on you or your allies within the last minute.

Essence: Each point of essence invested in this veil increases the save DC and the duration of this maneuver by 1, and increase the seeking radius of an attack aimed at an empty square by 5 feet.

Push the Advantage

Discipline: Radiant Dawn (Counter); Level: 7
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: Instant

DESCRIPTION

With the enemy defeated, you spur an ally towards further glory. You may initiate this counter when you or an ally kills or destroys an enemy, or knocks an enemy unconcious. That ally may immediately take a standard action, and you may also heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to seven times your initiation modifier, divided as you choose between you and your allies.

Essence: Each point of essence invested into this counter increases the total amount of healing done by 9 hit points, and while essence is invested into this counter, the target gains the option to move up to 5 feet per point of essence invested after this maneuver is initiated, provoking attacks of opportunity as normal. This healing is split up between targets normally.

8th Level

Decree of Vengeance

Discipline: Radiant Dawn (Counter); Level: 8
Prerequisite(s): Three Radiant Dawn maneuvers
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instant

DESCRIPTION

You and your allies rise in revenge against your assailants. You may initiate this counter after an attack is resolved against you or an ally within close range. You or another ally threatening the attacker (or with the attacker within the first range increment of a ready ranged weapon) may perform an attack action to make a single attack or initiate a strike with an initiation action of 1 standard action against that attacker. Your ally may use your Sun’s Gleam ability in place of this attack, using your abilities in place of their own score modifiers if they so wish.

You also heal yourself and allies within close range (25 feet + 5 feet per 2 initiator levels) for a total number of hit points equal to eight times your initiation modifier, divided as you choose between you and your allies.

Essence: Each point of essence invested into this counter increases the total amount of healing done by 10 hit points, and allows another ally within range to perform an attack action or initiate a standard-action strike against the attacker. This healing is split up between targets normally.

Sun’s Zenith

Discipline: Radiant Dawn (Stance); Level: 8
Prerequisite(s): Three Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

You mimic the eternal dance of the sun across the sky with this stance. When you assume this stance, any essence you currently have invested in maneuvers becomes uninvested (reducing their totals to 0). Essence bound into an expended maneuver remains invested until that maneuver is recovered. While you maintain this stance, you cannot invest essence into maneuvers. This does not prevent you from using Sun’s Gleam. Each of your unexpended maneuvers and stances is treated as though it had essence invested in it equal to the number of maneuvers you’ve expended from this stance’s source, to a maximum of ½ your initiator level (This essence can exceed the maneuver’s essence cap). Only maneuvers from the class (not feats) that granted this stance are counted towards this.

Unlike other Radiant Dawn stances, essence may not be invested into this stance.

Tyrant’s End

Discipline: Radiant Dawn (Strike); Level: 8
Prerequisite(s): Three Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

This powerful blow brings the end to tyrant’s reigns. Make an attack. If it hits, you deal weapon damage as normal plus an additional 6d6 points of damage, and the target has their spell resistance, power resistance, damage reduction, energy resistance, and immunities suppressed for one round, becoming Vulnerable to all damage for 1 round. A successful Will save (DC 18 + initiation modifier) negates the Vulnerability.

Essence: Each point of essence invested into this strike reduces the target’s AC by 4 for 1 round.

9th Level

Judgement Day

Discipline: Radiant Dawn (Strike); Level: 9
Prerequisite(s): Four Radiant Dawn maneuvers
Initiation Action: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Burst centered on the initiator
Duration: Instant

DESCRIPTION

All enemies within the area are consumed by pure akashic flame, taking 50 points of untyped damage. A successful Reflex save (DC 19 + initiation modifier) halves this damage. Allies within range are healed for 50 points of damage. This healing acts like that of a breath of life spell, with the exception that it isn’t positive energy-based, and it may revive targets that have died since the last sunrise. Allies slain by death effects can attempt another saving throw against that death effect with a bonus equal to your initiation modifier. If this save is successful, they are revived with hit points equal to amount of healing done by this maneuver.

A creature may only benefit from the breath of life effect of this maneuver once, and must experience sunrise (or wait 24 hours, whichever comes first) before they can gain its benefit again, though it still benefits from this maneuver’s healing normally.

Essence: Each point of essence invested into this maneuver increases the healing and damage done by 15 points each, the DC by 1, and the results of new saving throws against death effects by 2.

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