Radiant Dawn Martial Discipline
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Divergent Paths: Rajah
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New Martial Tradition

Bank of the Sun

Alignment: Any non-chaotic.
Symbol: A golden coin with a sun embossed on one side.
Disciplines: Radiant Dawn
Oath: There are two types of individuals within the Bank. The most common amongst them are there to keep the day-to-day operations running smoothly, from tellers to the mercenaries that keep the caravans protected. Occasionally, one’s greed for coin and wealth, combined with their own unique strengths, rises above their peers, and they become selected by the inner ‘Elite’ of the bank. Lengthy background checks, mundane and magical, are performed, and if the candidate is approved by at least three-quarters of the existing Elite, then that individual is formally invited to join the ranks of the Elite. If they accept, they’re then saddled with an amount of paperwork that takes a solid week to fill out; mostly legally binding contracts that penalizes acting against the Bank or any operations that it has its fingers in. Once everything is filled out, a small party is thrown for the newcomer, and they can expect their token (a golden coin with a sun embossed on one side, and whatever they had requested with Form 5583b on the other), as well as their sign-on bonus, within two to ten business days.

Allegiance Benefit: An elite of the Bank of the Sun gains a +2 insight bonus on Appraise, Knowledge (local), and Sense Motive checks, as well as an amount of ‘loaned’ gold based on their level, according on the chart below.

Intentionally attacking the Bank, causing the Bank to lose profits, or otherwise hampering the Bank’s operations, will draw the ire of the elite, who will then take measure appropriately. The violator and her allies may find themselves shunned by shops (and maybe even some churches) in cities where the Bank has a presence, will no longer be able to request services through the Bank, will no longer receive ‘loans’ with each new level, and, in extreme circumstances, will have bounty hunters or other adventurers set upon them.

The following chart determines how much money an elite member of the bank gains at each level. This isn’t free money— it’s a loan—but so long as the elite remains amicable to the bank, it never has to be paid back. When gaining a level, subtract the difference between their previous level and current level to determine how much they gain.
Level Gold Amount Level Gold Amount
1st 450 gp 11th 16,850 gp
2nd 650 gp 12th 22,050 gp
3rd 1,050 gp 13th 28,450 gp
4th 1,650 gp 14th 37,450 gp
5th 2,550 gp 15th 48,450 gp
6th 3,650 gp 16th 63,450 gp
7th 5,150 gp 17th 82,450 gp
8th 7,050 gp 18th 106,450 gp
9th 9,650 gp 19th 137,450 gp
10th 12,850 gp 20th 176,450 gp

Description: The Bank of the Sun is a tradition that, surprisingly, has its roots in pirates, trading and love.

Its history aside, the Bank of the Sun is a now mostly-legitimate business that specializes in the trading and storing of goods, services, and money. It’s first and only primary directive is to make money: Whether that be from giving out loans to farmers, arranging trades between enemy nations, setting up mining operations, to anything else that could conceivably make coin. Rumors of illegal activity exist, but the Bank is quick to respond to and squash those rumors— with force, if needed.

While called a ‘Bank’, their primary source of income is actually trade—storage is something that happens on the side, and is mostly done by the bank itself to hold goods until the ships come in to bring it to its destination. The Bank also makes much use of convoys, and combined with its oversea routes, the Bank hires plenty of mercenaries to help protect the goods during their travels; or in some cases, enact revenge against those who’d pillage their trade routes.

These mercenaries, along with the sailors and convoy drivers, combine with merchants to constitute the majority of the numbers of the bank. The others, known simply as the ‘Elite’, actually drive the direction of the Bank; being the ones responsible for setting up new trade routes, expanding the Bank’s footprint, setting up harvesting operations with the local druids, and so on. Every year the Elite hold a get-together, an opulent week-long party at their headquarters to celebrate the money they’ve made in the past year, as well as discuss plans going forward in the next year. The Elite can invite friends along, as long as they’re well behaved, though they’re encouraged to pack warmly: The Bank’s headquarters exists in a very cold and mountainous snowy region, after all.

Common Tasks: The Bank of the Sun’s grand plan is simply to make more money. Adventuring is always considered a high risk, high reward effort, and as such, members who are adventurers don’t get called upon often to do other work. However, members are expected to complete their fair share of the paperwork, adventuring or not, as well as make actions that fill the coffers of the Bank, and not just line their own pockets. As such, adventurers may receive requests for geological surveys if they are explorers, or problems to be solved, magical or mundane, if they are intellectuals.

Those with a talent for people may also be called upon to help negotiate on the Bank’s behalf if they’re conveniently within the area that the Bank is looking to move into. If the Bank requires anything more than that, one can expect to be hired on, and paid handsomely for their directed efforts. Finally, they’re also expected to attend the bank’s annual gathering, or at least send a letter explaining why they couldn’t make it, at least two weeks in advance, or be fined thirty gold pieces for their share of the food and wine.

Available Services: The Bank of the Sun offers many services; as long as you’re willing to pay for them. For the most part, none of these pertain to adventuring, the main exception being their ability to bring goods in even the strangest of places. Mundane services can also be acquired, as well as other ‘elite benefits’ for businesses that work with the bank, such as being able to book the largest room in the tavern, priority on boarding ships for travel, or being able to obtain an invitation to a noble’s party (As long as you’re willing to help the bank out while you’re there, of course). They also can store money, goods, and other artifacts, provided that they aren’t too dangerous.


Radiant Dawn Martial 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 enemy’s 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 or maneuver 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.

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 follows 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.


Radiant Dawn Maneuvers List

1st Level

  • 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.

2nd Level

  • 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.

3rd Level

  • Armaments of the Empire: Stance – Improve you and your allies weapon 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.

4th Level

  • 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 causes healing in an area.
  • Shatter Spell: Strike – A strike with a veil of akasha that disrupts magic in place.
  • Sunstroke: Boost – You or an ally strike with an improved Sun’s Gleam.

5th Level

  • 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: Save an ally from certain death.
  • Stance of the Sunlight Shield: Stance – Create akashic shields to defend allies.

6th Level

  • 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.

7th Level

  • 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.

8th Level

  • 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.

9th Level

  • Judgement Day: Strike – Render judgement upon all within your presence.

Radiant Dawn Maneuvers

Special Note: Maneuvers from this discipline are imbued and enhanced with akashic energies. As such, they are supernatural abilities. Radiant Dawn maneuvers become essence receptacles as the initiator readies them, allowing them to invest essence much like in a veil or akashic feat. 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.

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: Instantaneous

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: 1 round or until discharged

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.

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

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.

The Caged Sun

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

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.

Spoils of War

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

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: Instantaneous

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.

2nd Level

Curate’s Strike

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

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, a single ally within close range may make a new saving throw against an ongoing effect that allows a save with a +2 bonus to that save.

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: Instantaneous (see text)

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.

Expose Weakness

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

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. This lasts for one round.

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: Instantaneous

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.

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: Instantaneous

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)
Prerequisites: One Radiant Dawn maneuver
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

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 10th and every five 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
Initiation Action: 1 swift action
Range: Melee or ranged attack
Target: One creature
Duration: 1 round

You single out a single target for execution. Make an attack. If it hits, the attack deals no damage. The next damaging attack 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)
Prerequisites: One Radiant Dawn maneuver
Level: 3
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous; see text

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)
Prerequisites: One Radiant Dawn maneuver
Level: 3
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

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 a saving throw to negate, 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 5 hit points. This healing is split up between targets normally.

4th Level

Decree of Silence

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

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. 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
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: 1 round

This maneuver imbues another to carry out your will. The target’s next attack that hits also 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)
Prerequisites: One Radiant Dawn maneuver
Level: 4
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

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

Your akasha shapes an attack into a powerful solar flare. Choose one ally within range. The next melee or ranged attack made by that ally can be made within long range (400 feet + 40 feet per initiator level) of that ally.

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.

5th Level

Decree of Purity

Discipline: Radiant Dawn (Boost)
Level: 5
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: Instantaneous

A single word and a wave of the hand purifies those who would stand before 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 a saving throw to negate, at the effect’s original DC. They gain a bonus on this saving throw equal to your initiation modifier (minimum 0). 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)
Prerequisites: Two Radiant Dawn maneuvers
Level: 5
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous; see text.

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
Initiation Action: 1 Free action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally (except the initiator)
Duration: Instantaneous

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 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.

Stance of the Sunlight Shield

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

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)
Prerequisites: Two Radiant Dawn maneuvers
Level: 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

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

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)
Prerequisites: Two Radiant Dawn maneuvers
Level: 6
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous; See text

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)
Prerequisites: Two Radiant Dawn maneuvers
Level: 6
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one ally
Duration: Instantaneous

Your faithful respond to your call for help. You may initiate this counter in response to being attacked. One willing ally (other than you) teleports to a space adjacent to you 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 yourself. After the attack is resolved, the ally teleported may make a single melee or ranged attack at their highest base attack bonus against the creature that attacked you. 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 that ally’s next attack by 1d6.

Path of the Sun

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

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

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)
Prerequisites: Three Radiant Dawn maneuvers
Level: 7
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature; see text
Duration: Instantaneous; See text

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
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: Instantaneous

With the enemy defeated, you spurn an ally towards further glory. You may initiate this counter when you or an ally defeats an enemy. 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)
Prerequisites: Three Radiant Dawn maneuvers
Level: 8
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous

You and your allies rise in revenge against your assailants. You may initiate this counter after an attack is made resolved against you or an ally within close range. You or another ally threatening (or within the first range increment of, if using a 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.heal eight times your initiation modifier hit points, divided as you choose amongst any number of allies within close range (25 feet + 5 feet per 2 initiator levels).

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 a single standard attack against the attacker. This healing is split up between targets normally.

Sun’s Zenith

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

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)
Prerequisites: Three Radiant Dawn maneuvers
Level: 8
Initiation Action: 1 standard action
Range: Melee or Ranged attack
Target: One creature
Duration: Instantaneous

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)
Prerequisites: Four Radiant Dawn maneuvers
Level: 9
Initiation Action: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels) range
Area: Burst centered on the initiator
Duration: Instantaneous

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 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.


Veilweaving
Akashic Mysteries by Dreamscarred Press Akashic Trinity by Lost Spheres Publishing
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