House Rules: Path of War - Radiant Dawn

2nd Level


Healer’s Bane

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

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.

Critical Success: The amount healed to the original targets is doubled.
Success: The targets are healed normally.
Failure: The healing is stolen as described above.
Critical Failure: The pool of healing to allies is doubled.

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

4th Level


Decree of Silence

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

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 with your attack roll as the DC 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.

5th Level


Stance of the Sunlight Shield

Discipline: Radiant Dawn (Stance)
Prerequisite(s): Two Radiant Dawn maneuvers
Initiation: 1 simple
Range: close (25 ft. + 5 ft. / 2 levels)
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 existing at the same time 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 simple action.

When a creature in range is the target of an attack, spell, or caught in an area of effect, you may also create a sunlight shield as a reaction in between the source of the attack and its target, 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.

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