Akasin

The akasin believes in becoming one with the forces of righteousness, harnessing the radiance of the universe to gain powers of light and healing.

Class Features

Weapon and Armor Proficiency

An Akasin gains proficiency with the following weapon groups: Bow, Heavy Blade, and Polearm.

Absorb Radiance

At 1st level, you can spend time meditating in an area of bright light to gain a pool of temporary essence points. When you stop meditating, you gain 1 temporary essence for every minute you spent in meditation up to a maximum of 1/2 your class level (minimum 1). These temporary essence points are always burned first when you activate your philosophy abilities and cannot be recovered through normal rest or meditation.

Whenever you take essence burn to activate an ability, you gain temporary hit points equal to 5 times the amount of essence burn taken. These temporary hit points stack with themselves and last for 1 minute per level.

In addition, you can take 1 point of essence Burn to cast veil of positive energy as a spell-like ability with a caster level equal to your total Hit Dice.

Luminosity

Starting at 4th level, you can restore light to those who have lost it. By taking 1 point of essence burn, you can cast remove blindness/deafness as a spell-like ability with a caster level equal to your class level but can only remove the blind condition (this has no effect on deafness).

Additionally, you can take 1 point of essence burn to fire a single potent ray of blinding energy at an enemy within 60 feet. This ray deals 1d4 damage per class level (1d6 vs. undead) and blinds the target for 1d6 rounds. A Reflex save (DC 10 + 1/2 your class level + your Wisdom modifier) halves the damage and negates the blindness effect.

Lambent Blades

At 7th level you can burn 1 point of essence as a swift action, transforming a philosophy weapon you wield into a weapon of pure light. This allows it to bypass shield bonuses to armor class and ignore the first two points of any armor bonus to armor class an opponent may have as it leaks through the cracks and seams of their protective gear. This ability lasts for 2 rounds, but can be sustained as a free action taken when it would expire by taking an additional point of essence burn.

This effect does not bypass bonuses granted by armor or shields with the mirrored special ability.

When this ability is active, you can spend 1 use of your Stunning Strike ability to grant the affected weapon the brilliant energy property for one round

Lucent Revivification

At 10th level, you can restore life to the dead by inundating their body in pure, holy light. Once per day, you can take 5 points of essence burn to cast breath of life or raise dead as a spell-like ability with a caster level equal to your class level. You must still provide all material components or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.

Scintillant Form

At 13th level, your body has begun its transformation into a vessel of pure light. You are now immune to the blinded and dazzled conditions. In addition, your body radiates a constant daylight effect (caster level equal to your class level) with an effective spell level equal to half your class level. This effect can be suppressed or resumed as a standard action.

Incandescent Strike

At 16th level, you may use a standard action to make an incandescent strike against an opponent with a philosophy weapon you wield. When you declare this attack you may take any amount of essence burn up to your class level, or however much essence you have available, whichever is less. If the attack hits, it deals additional damage equal to 5 × the number of essence burned. This damage is dealt as untyped radiant energy and is not subject to damage reduction or energy resistance.

Travel the Paths of Light

At 19th level, you can transport yourself instantly by becoming one with the light around you. As a move action, you gain the ability to travel between light sources as if by means of a teleport spell with a caster level equal to your class level. The magical transport must begin and end in an area with at least normal light and affects only you and items you carry up to your light load.