Saijo Primer+Swift Actions

Every creature has a finite amount of essence in their being, referred to as an essence pool. While essence is not typically expended when veils or other akashic effects are activated, a given creature can only devote a certain amount of their essence to any particular function. This is done by investing the essence into the chosen receptacle, which could be a veil, akashic feat, or other ability. Unless otherwise noted, investing or reallocating essence to or from a valid receptacle is a swift action.


As a swift action, you can spend any number of spell points to gain half that many points of temporary essence (rounded down, minimum 0). You may only ever have a total amount of temporary essence using this ability at any time equal to your caster level with this sphere. These points of temporary essence persist until you rest to recover your spell points.

Additionally, as a swift action, you can choose to burn any number of points of temporary essence granted by this ability to gain a number of temporary spell points equal to the amount of temporary essence burned. These temporary spell points last for 1 minute.


Discipline: Spark of Battle (Stance)

Level: 1

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance

The initiator enters a near meditative state, becoming hyper-sensitive to the movements of battle while simultaneously unlocking his own hidden potential. While in this stance, the initiator increases their ability to spark, sparking strikes when they roll a 19 or 20 on their attack roll, boosts when they roll a 19 or 20 on a skill check, or counters when an enemy rolls a 1 or 2 on their attack against the initiator.


Discipline: Radiant Dawn (Stance); Level: 1

Initiation Action: 1 swift action

Range: Personal

Target: You

Duration: Stance


DESCRIPTION


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 being modified by the stance's effects). Each point of essence also increases your attack rolls, AC, and saves by 1.