Radiant Dawn

Said to have been created by Solaron to protect his followers during a war in an ancient age, Radiant Dawn has been passed down almost unchanged for many generations. Though intended for war, this discipline focuses almost entirely on healing and supporting allies, directing them to seize victory while hindering the enemy’s abilities to shift the tide of battle into their favor. Regardless of what form it takes, practitioners of the Radiant Dawn strive to be like the sun itself, bringing the light of hope against darkness.

Knowledge of Radiant Dawn techniques grants one point of essence for each technique known, to a maximum of the highest level technique known. For example, if a character knows three 1st-level techniques, two 2nd-level techniques, and one 4th-level technique, he would gain 4 essence. Techniques from the Radiant Dawn discipline are imbued and enhanced with akashic energies; as such, they are supernatural abilities.

All Radiant Dawn techniques function as akashic receptacles, allowing essence to be invested into them. Essence can only be invested into stances and readied maneuvers. Essence invested into a maneuver becomes bound when that maneuver is expended. It cannot be recovered or reassigned to another receptacle until that maneuver is recovered.

Radiant Dawn techniques have the standard essence capacity for chakras-and-essence/#Akashic_Receptacles">akashic receptacles. The Enhanced Capacity feat may be applied to a Radiant Dawn technique.

Key Skill: Persuasion
Discipline Weapon Groups: Bow, Mace, Polearm, and the Sun’s Gleam ability.

Sun’s Gleam

When a disciple initiates a Radiant Dawn strike that includes a ranged weapon attack, he can choose to instead fire a ray of light as a ranged touch attack at a target within close range (25 feet + 5 feet per 2 initiator levels). 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 counts as a ranged weapon attack and deals force damage equal to 1d6 plus the initiator’s key initiator 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 a substitute for attacks granted by maneuvers; an initiator cannot attack with it otherwise and cannot channel uses of it through weapons with the conductive weapon special property, or similar abilities.

Radiant Dawn Techniques