About Dhaunae Sunwake
Initiative+1, Senses Perception+18, low-light vision, darkvision 60’
AC 18(+1 Dex, +7 armor), Touch 11, Flat-Footed 17
Fort+18, Ref+11, Will+15
Melee Sunbolt +12 (1d8+6/x3)
Base Attack+5, CMB+2, CMD 14
Feats Chakra-Enhanced Fortitude (Akashic), Divine Essence (Akashic), Essence of the Immortal (Akashic), Extra Lineage Domain(Glory), Extra Lineage Domain(Protection), Life Bond(Akashic), Shape Veil(Angelic Wings), Shape Veil(Sword of Justice), Twin Veil(Hands), Veil-Woven Channel (Akashic).
Essence[b/]: 14, [b]Capacity: 4
Skills: Diplomacy+17, Fly+14, Heal+18, Knowledge(religion)+15, Perception+18, Sense Motive+18
Background Skills: Linguistics+15
Akashic Bond (Su): The radiant has the ability to unify itself with its allies by creating an akashic bond, a unique receptacle of akashic energy that can bind the radiant’s life force to the life force of others, allowing her to ease their wounds and draw their ailments upon herself. The radiant may invest and reclaim essence into and from an ally other than herself within 60 ft. just like a veil or other akashic receptacle. The ally only needs to be within 60 ft. when the essence is first invested; they may move outside of that area and retain any benefits for essence invested, but additional essence cannot be invested until they return within 60 feet. To reclaim essence from an ally who is more than 60 ft. away, the radiant must take a number of points of essence burn equal to the regained essence. For each point of essence invested in an ally in this manner, the ally gains 5 temporary hit points and a +1 insight bonus on saving throws. As long as essence is invested in the ally these temporary hit points do not expire and automatically restore themselves at a rate of 1 per minute. If an ally the radiant has invested essence into becomes diseased, poisoned, or fatigued, the radiant may draw this condition out of the ally and take it upon themselves by drawing the invested essence out of the ally (a swift action that can be taken as part of normally reassigning essence). If the condition originally allowed a saving throw, the radiant may make a new saving throw to resist the effect at its original DC.
Good Ascendancy (Su): Only godlings with a good alignment may select this ascendancy. The godling cannot cast spells with the evil descriptor. The godling may cast any spell that does not include her as a target and is from her godling spell list as a good spell. Such spells gain the [good] descriptor. Evil creatures suffer a –1 penalty to saving throws against spells the godling casts with the good descriptor.
The godling may imbue additional good into a spell with the [good] descriptor, causing it to have a secondary effect on one creature affected by the spell. The godling may do this a number of times per day equal to 3 + her spellcasting attribute modifier. If the good spell affects multiple targets, randomly select which one is targeted by the additional spell effect. The affected creature gains a +1 luck bonus to AC and saving throws for 1 round
Lineage Domain: The godling gains an additional lineage domain. (Lineage Domains are detailed below.) This ascendancy may be selected more than once. (Healing)
Talent for Mysticism (Su) : Your godling magic has expanded into other magic powers. You gain a bonus scion talent (or greater scion talent if you are at least 10th level). The talent must be a spell-like or supernatural ability. (You cannot use this to gain a scion talent that is an extraordinary ability or has no listed type) (Channel Energy)
Chakra Binds: At 3rd level and every three levels thereafter, the radiant gains the ability to bind veils directly to her chakra, unlocking potent new abilities. The radiant gains the ability to bind slots in the following order: Hands, Head, Headband, Neck, Belt, and Body.(Hands, Head, Headband)
Channel Energy (Su): You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice. (4/day)
Divine Portfolio I: The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed, Life mystery, Channel revelation, 6/day).
Divine Portfolio II: The godling gains a revelation granted by a mystery he selected with the divine portfolio I trait. This otherwise functions as divine portfolio I.(Enhanced Cures, add my level to cure spells.)
Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).
Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.
Legendary Beauty II (Ex): The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.
Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus.
Mystic Inheritance I: The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. If he selects an arcane school, he gains one power the arcane school grants at 1st level. The godling treats his godling level as his sorcerer or wizard level (as appropriate) for these powers. The godling may choose to have any of the ability’s calculations that are normally based on Int or Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed). (Celestial, using Wis).
This divine trait may be selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different bloodline or arcane school.
As a result of their divine bloodline, eldritch godlings gain access to the powers and spells of cleric domain. Once these domains are selected they cannot be changed. (While the player selects these domains, the godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses her class level for her effective cleric level. A godling uses her spellcasting attribute modifier (rather than her Wisdom modifier) to determine save DCs and uses/day of all her lineage domain powers.(Sun)
Martyr’s Renewal (Su): Starting at 3rd level, the radiant gains the ability to draw additional status effects out of her allies and cure certain status ailments automatically instead
3rd level: The radiant gains the ability to draw the shaken and sickened conditions out of her allies when reclaiming essence. Whenever the radiant draws the fatigued condition out of an ally, it is automatically cured and the radiant does not suffer its effects.
5th level: The radiant gains the ability to draw the dazed and staggered conditions out of her allies when reclaiming essence. Whenever the radiant draws the diseased condition out of an ally, it is automatically cured and the radiant does not suffer its effects.
7th level: The radiant gains the ability to draw the frightened and exhausted conditions out of her allies when reclaiming essence. Whenever the radiant draws the shaken or sickened conditions out of an ally, it is automatically cured and the radiant does not suffer its
9th level: The radiant gains the ability to draw the blinded and deafened conditions out of her allies when reclaiming essence. Whenever the radiant draws the poisoned condition out of an ally, it is automatically cured and the radiant does not suffer its effects.
Mind Over Matter: Beginning at 1st level, the radiant adds her Wisdom modifier to her Constitution modifier for Fortitude saving throws and when determining the total number of hit points gained each time she gains a level in the radiant class. In addition, she adds her Wisdom
Unwilling Bond (Su): Starting at 4th level, the radiant can attempt to force essence into an unwilling creature, turning it into a receptacle for the negative conditions inflicted upon her and her allies. The radiant may spend a standard action to attempt to invest essence into a single creature she can see within 60 ft.; the creature may make a Will saving throw to resist the effect, causing the radiant to take a point of essence burn on a successful save. Creatures who fail their save can be invested with essence just like a normal essence receptacle and take a—1 penalty to attack and damage rolls per point of essence invested. In addition, as long as the creature has at least 1 point of essence invested in them, the radiant can transfer any negative condition she could normally transfer into herself onto the target of her unwilling bond instead, forcing the target to suffer the condition’s effects as though they were the original target. If the effect allowed a saving throw, the target may attempt a new save at the original DC, though they take a penalty on this save equal to the number of points of essence currently invested in them.
Vivification (Su): Starting at 2nd level and every even level thereafter, the radiant may choose one vivification from the following list. Whenever the radiant invests essence into an ally with akashic bonds, she may grant them the benefits of one vivification she knows. For each
Durability: While this vivification is used on an ally, they gain a DR 1/–. This damage reduction increases by 1 for each additional point of essence used with this vivification.
Ferocity: While this vivification is used on an ally, they gain a +2 insight bonus
Might: While this vivification is used on an ally, they gain a +1 enhancement bonus to their Strength score, +1 for each additional point of essence used with this vivification.
Renewal: Each minute the ally spends with essence invested in them they heal 1 point of ability damage. For each additional point of essence used with this vivification, an additional point of ability damage is healed each minute. For every hour an ally spends with essence invested in them, 1 point of ability drain they are suffering is converted into a point of ability
Speed: While this vivification is used on an ally, they gain a +1 enhancement bonus to their Dexterity score, +1 for each additional point of essence used with this vivification.
Spellcasting & Domains:
Domains: Glory, Healing, Protection, Sun.
Spells per Day 1: 7, 2: 7, 3: 6, 4: 5, 5: 3
Spells Known:0 Create Water, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Resistance, Stabilize, Virtue. 1 Bless Water, cure light wounds(b), Embrace Destiny, endure elements(b), Moment of Greatness, Sanctify Corpse, sanctuary(b), shield of faith(b), Sun Metal. 2 bless weapon(b), Consecrate, cure moderate wounds(b), Divine Trident, heat metal(b), Sacred Space, shield other(b), Spear of Purity. 3 cure serious wounds(b), Daybreak Arrow, Light of Iomedae, protection from energy(b), searing light(b), Speak with Dead. 4: Crusader’s Edge, cure critical wounds(b), fire shield(b), holy smite(b), Lesser Planar Ally, spell immunity(b) 5 breath of life(b), flame strike(b), righteous might(b), Sacred Nimbus, spell resistance(b).
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.