Home >Alternative Rule Systems >Path of War >The Art of the Blade >

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:

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.
The Caged Sun Stance Turn your healing inwards to become a formidable warrior.
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.
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.
Healer’s Bane Strike Steal healing from others, dealing damage in the process.
Expose Weakness Boost A quick blow that exposes an enemy’s weakpoint.
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.
Lifeburst Strike Strike A strike that causes one’s essence to flair, healing all within range.
Disrupt Essence Strike A strike that inhibits the use of abilities.
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
Divide and Conquer Strike A blow that divides the enemy across the battlefield.
Decree of Purity Boost Immediately end an effect affecting you or an ally.
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.
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.
Karmic Strike Strike Heal allies and mark an enemy for retribution.
Table: 7th Level Radiant Dawn Maneuvers
Maneuver Type Description
Awaken the Sleeper Boost Embolden an ally for a brief moment.
Push the Advantage Counter An ally gains a standard action and heals after defeating a foe.
Harsh Light of Day Strike A strike that reveals an enemy’s true form.
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.

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.

Red Zephyr’s Strike

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

DESCRIPTION

With swiftness born of skill, a disciple of the Radiant Dawn learns how to move through the battlefield as lord among warriors. The disciple makes an attack against a foe, and if successful, he may make an immediate 10-ft. movement which does not provoke attacks of opportunity.

Scarlet Einhander

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

DESCRIPTION

By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and one- handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in one hand, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 shield bonus to his Armor Class and inflicts an additional 1d6 points of damage while in this stance. The shield bonus granted by this stance increases by +1 when the character’s initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.

Scything Strike

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

DESCRIPTION

The principles of the Radiant Dawn teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should be fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.

Garnet Lance

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

DESCRIPTION

With a sudden and powerful thrust, the disciple penetrates the defenses of his foe with devastating alacrity. The initiator makes a melee attack against a target creature, and if successful the attack inflicts an additional 2d6 points of damage and the attack automatically bypasses the target’s damage reduction.

Regal Blade

Discipline: Radiant Dawn (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

A disciple of the Radiant Dawn learns that in moments of precise focus, a single stroke of the blade can fell a potent enemy. The disciple may add a +2 insight bonus to his attack roll and +1d8 insight bonus to his damage roll on a single melee attack made during this turn.

Rising Zenith Strike

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

DESCRIPTION

With supreme focus, comes great insight into the workings of a foe’s defenses. When the moment is right, the disciple releases his attack in a vicious upward swing. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from his weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target’s armor class, the attack deals double damage. If this check does not meet or exceed the target’s armor class, then the attack fails and the disciple misses.

Sanguine Barrier

Discipline: Radiant Dawn (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

The focus required in battle allows the disciple to anticipate incoming attacks. The disciple makes a Sense Motive check and add a +2 competence bonus to the roll, opposing a single melee or non-spell or spell-like ability ranged attack. If successful, the disciple negates the attack.

Dazing Attack

Discipline: Radiant Dawn (Strike); Level: 3
Prerequisite(s): 1 Radiant Dawn maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant, or one round
Saving Throw: Fortitude partial

DESCRIPTION

The swiftness of the Radiant Dawn disciple’s blade is a thing of terrific power, and by initiating this strike he demonstrates this potency. The disciple makes a melee attack against a target which if successful inflicts an additional 3d6 points of damage and upon a failed Fortitude save (DC 13 + initiation modifier) dazes the opponent for one round.

Scarlet Eye’s Perception

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

DESCRIPTION

By watching his opponent’s defenses and waiting for the hole in them to open, the Radiant Dawn disciple strikes with the speed of the gods. The initiator’s next melee attack against that target is resolved as a touch attack.

Strike of Defeat

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

DESCRIPTION

‘A dead foe is a foe that can trouble you no more,’ is an old adage of the Radiant Dawn disciple. An injured foe is easy prey, but is still a foe nonetheless.

By utilizing this swift executioner’s strike, the Radiant Dawn disciple removes a potential threat and obstacle from his path. The disciple makes an attack against a foe which if successful deals additional damage determined by the state of the enemy’s hit points. If the enemy has more than 75% of his total hit points, this strike does no additional damage. If the foe has less than 75% hit points, this strike inflicts an additional 4d6 points of damage. If the foe has less than 25% of his total hit points, this strike inflicts an additional 8d6 points of damage.

Unfettered Movement

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

DESCRIPTION

The Radiant Dawn disciple is swift in battle and in his ability to go from one skirmish to the next to choose his next foe. By assuming this stance, the disciple gains a +10-ft. bonus to his base speed and gains a +4 dodge bonus to his armor class against attacks of opportunity.

Sanguine Perseverance

Discipline: Radiant Dawn (Counter); Level: 4
Prerequisite(s): 1 Radiant Dawn maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

The focus of battle that a disciple of Radiant Dawn has allows him to react to danger before he actively knows it is present, his senses acknowledging peril before his mind would know of it. A disciple may initiate this counter when required to make a saving throw. The disciple makes a Sense Motive check and uses the result of this check in place of his normal saving throw.

Noble Blade

Discipline: Radiant Dawn (Boost); Level: 4
Prerequisite(s): 1 Radiant Dawn maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

DESCRIPTION

Radiant Dawn practitioners who know the Noble Blade may use their battle focus to add additional force to their strikes. The disciple may add a +5 insight bonus to his attack roll and +2d8 insight bonus to his damage roll on a single melee attack made during this turn.

Red Zephyr’s Dance

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

DESCRIPTION

The Red Zephyr’s Dance allows the disciple to step confidently through a battlefield, his blade leading the way in decisive sweeps as a graceful as a ballroom dance. The disciple makes a melee attack at his full attack bonus against a target, and if successful, the disciple moves 10-ft. (no more or no less) and may make another attack at his next highest attack bonus. He may not make more attacks in a round than his maximum main-hand number of attacks, nor may he move farther than his normal maximum speed. For example, if a warlord with a base attack bonus of +13 initiated this maneuver, he would make one attack at +13, move 10-ft., make his second attack at +8, then move 10-ft. again, and make a final attack at +3.

Weeping Scarlet Razor

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

DESCRIPTION

Even the basest common soldier knows that there are places on a man’s body where if he were to be stabbed, then he would bleed out in minutes. The Radiant Dawn disciple takes this knowledge and arms himself with his superior skill to utilize this arterial strike against his foes. The initiator makes a melee attack against a target creature, and if successful, this attack inflicts an additional 4d6 points of damage and the target begins to bleed profusely, inflicting 4 points of bleed damage per round until a successful Heal check (DC 20) or a spell or effect that cures hit point damage has been administered to the target.

Riddle of Iron

Discipline: Radiant Dawn (Strike); Level: 5
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

With a flourishing of his blade, the Radiant Dawn disciple confuses the senses of his foe as he lands a strike from an unexpected angle. The initiator must make a melee attack against a foe, and if successful the strike inflicts an additional 5d6 points of damage and dazes the target for one round on a failed Will save (DC 15 + initiation modifier).

Ruby Zenith Strike

Discipline: Radiant Dawn (Strike); Level: 5
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The focus of battle teaches that in a single hair’s breadth of time, a warrior may strike down a foe in a single blow. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from his weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target’s armor class, the attack deals triple damage. If this check does not meet or exceed the target’s armor class, then the attack fails and the disciple misses.

Sanguine Perfection

Discipline: Radiant Dawn (Counter); Level: 5
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: A number of rounds equal to initiation modifier

DESCRIPTION

The supreme clarity of mind and focus of form allows a disciple of Radiant Dawn to simply overcome any obstacle placed before him, albeit for the short term. The disciple calls upon his supreme will and focus and may delay or stop a number of negative conditions placed upon him through the use of this maneuver for a number of rounds equal to the disciple’s initiation modifier. Conditions that are subjected to this maneuver are: blinded, confused, cowering, dazed, dazzled, deafened, disabled, dying (though he still suffers hit point damage each round), energy drained, exhausted, fascinated, fatigued, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, or unconscious. If the condition has a duration that would expire before the use of this maneuver, then the effect is negated. If the effect would have continue to have effect after the duration of this maneuver expires, then the subject suffers the remaining duration of that effect as normal after the maneuver ends.

Scarlet Riposte

Discipline: Radiant Dawn (Counter); Level: 5
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: One attack
Duration: Instant

DESCRIPTION

Within the focus of the disciple’s mind, pathways to victory form which he uses to sculpt and mold the outcome of the battle. When an enemy’s attack threatens to unravel these pathways, a supreme act of will can restore order to them. The disciple makes a Sense Motive check with a +4 competence bonus opposing his enemy’s melee attack roll. If successful, the attack is blocked and he may make an immediate counter attack against that opponent at his full attack bonus and inflict an additional 3d6 points of damage.

Blade of Perfection

Discipline: Radiant Dawn (Strike); Level: 6
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

In an instant of perfect clarity, the disciple finds his moment to strike true. The disciple simply strikes the opponent with deadly swiftness, penetrating defenses as if they were not even there. This attack automatically hits its target and ignores damage reduction. For the purposes of counters that have systems that oppose an attack roll, treat this attack as if the disciple had rolled a natural 20.

Final Blow

Discipline: Radiant Dawn (Strike); Level: 6
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Mercy has a place on the battlefield, a disciple of Radiant Dawn understands, as does the benefit of an honorable and swift death. By showing his enemy a merciful, swift death in battle, the disciple may continue to his next victory while letting both keep their honor. The disciple makes a melee attack against an injured foe, and if the attack is successful and the foe is under 25% of his maximum hit points, the attack is treated as a coup de grace that is performed as part of that attack action instead of the full-round action usually required. This does not provoke attacks of opportunity. The attack does damage as a critical hit, and the foe must make a Fortitude save with a DC equal to 10 + the damage inflicted or die. If the foe is above 25% of his maximum hit points, then this maneuver has no effect and normal damage is rolled. Disciples with this maneuver readied have a keen sense of their enemy’s condition, and may make a Sense Motive check as a free action (DC 20) to gauge if their opponent is eligible to be finished by this maneuver.

Red Zephyr’s Fleetness

Discipline: Radiant Dawn (Boost); Level: 6
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

DESCRIPTION

The combat focus of a Radiant Dawn disciple lends itself to the analogy of the coiled spring; when necessary, the spring can rapidly unfold and launch with incredible celerity. With this principle adapted to the royal court of battle, the disciple may launch himself with alacrity across the field. The disciple may add 30 ft. to his base speed until his next turn, and his opponents suffer a 50% miss chance when attacking him due to his incredible speed.

Scarlet Duelist Attitude

Discipline: Radiant Dawn (Stance); Level: 6
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The force of will that a disciple of Radiant Dawn possesses is enough to protect him and guide his steps through battle, and his battle focus allows him to anticipate danger before it happens. By adopting this stance, the disciple may add +5 insight bonus to his Armor Class, CMD, and to his Initiative score.

Royal Blade

Discipline: Radiant Dawn (Boost); Level: 7
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
Saving Throw: Will save negates

DESCRIPTION

As a true king of battle, the disciple brings his mastery of Radiant Dawn to the battlefield to the despair of his foes. By initiating this maneuver, his show of majestic force proves his claim to power. The disciple may add a +5 insight bonus to his attack roll and +5d8 insight bonus to his damage roll on a single melee attack made during this turn. Additionally targets who’ve been struck by an attack augmented with this boost must make a Will save (DC 17 + initiation modifier) or be left cowering for 1 round.

Ruby Battle Lord’s Strike

Discipline: Radiant Dawn (Strike); Level: 7
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Perfection in combat is the true goal of any disciple of Radiant Dawn, and to become a true master of this discipline is to know how to strike perfectly with each and every attack. The disciple initiating Ruby Battle Lord’s Strike must make a full attack against a target, each attack using his full base attack bonus with a +2 insight bonus instead of the normal -5 reduction of each consecutive attacks (i.e. an initiator with a base attack bonus of +16, who normally has four attacks in a full attack action, would make each attack using this maneuver using his full +16 base attack bonus with a +2 insight bonus in addition).

Sanguine Proclamation

Discipline: Radiant Dawn (Strike) [mind-affecting]; Level: 7
Prerequisite(s): 2 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Will negates

DESCRIPTION

With a mighty overhand swing the Radiant Dawn disciple puts his foe in their place; on their knees before the majesty of a prince of warriors. The initiator must make a melee attack against a target creature which if successful inflicts an additional 10d6 points of damage and the target must make a successful Will save (DC 17 + initiation modifier) to resist being driven to its knees, knocked prone.

Descending Sunset Strike

Discipline: Radiant Dawn (Strike); Level: 8
Prerequisite(s): 3 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With a downward swing of his blade, the Radiant Dawn adapt proves his mastery of the discipline by shattering the will of the enemy to fight. The disciple makes a Sense Motive check in place of his normal attack roll (he may add any enhancement bonus from his weapon or feats that apply from the use of his weapon to this Sense Motive check as well), and if this Sense Motive check equals or exceeds the target’s armor class, the attack deals quadruple damage. If this check does not meet or exceed the target’s armor class, then the attack fails and the disciple misses.

Riddle of Steel

Discipline: Radiant Dawn (Strike); Level: 8
Prerequisite(s): 3 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Will partial

DESCRIPTION

With a swift and deadly strike, the disciple is capable of disabling a foe’s senses for a few moments, effectively eliminating the threat. The disciple makes a melee attack against his opponent which if successful deals an additional 10d6 points of damage and stuns his opponent for 1d4 rounds on a failed Will save (DC 18 + initiation modifier).

Scarlet Majesty Stance

Discipline: Radiant Dawn (Stance) [mind-affecting]; Level: 8
Prerequisite(s): 3 Radiant Dawn maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The fearsome glory of a master disciple of the Radiant Dawn discipline causes him to appear as nothing less than a god of war incarnated in flesh and steel. While in this stance, any creature with an Intelligence of 1 or higher must make a Will save (DC 18 + initiation modifier) to make an attack against him. If this saving throw is a success, then it may proceed to attack him as normal. If the opponent fails, it may not attack the disciple on this round but its action is not wasted. Targets who have successfully struck the disciple for damage after a successful Will save acquire immunity to this effect for 24 hours. Should the target fail to hit the disciple after a successful Will save, it must make another Will save in subsequent rounds to attempt to attack the disciple. A single attempt to overcome the awe-inspiring presence of the Radiant Dawn disciple may be made per round by any one creature.

Heavenly Blade of the Radiant Dawn

Discipline: Radiant Dawn (Strike); Level: 9
Prerequisite(s): 4 Radiant Dawn maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Will partial

DESCRIPTION

The supreme technique of the Radiant Dawn, the disciple who knows of it is the lord of all battlefields and marks his name amongst the legends of war. The disciple makes a melee attack which if successful inflicts an additional 100 points of damage. The target must then make a Will save (DC 19 + initiation modifier) to resist becoming paralyzed for 1d4 rounds.