Agent of the Light

Unlike their brethren, agents of the light do not draw up scraps of vampiric might to fight darkness with darkness. They have become conduits of the sun’s own cleansing and life bringing light. Agents of the light can even use solar energies to counterfeit vampiric powers.

### **Reduced Base Attack Bonus**

An agent of the light has a medium base attack bonus progression like a rogue.

This ability alters the vampire hunter’s base attack bonus.

### **Maneuvers**

An agent of the light begins their career with knowledge of three martial maneuvers. The disciplines available to them are Radiant Dawn, Silver Crane, and Solar Wind.

The agent of the light learns additional maneuvers at higher levels, as indicated on **Table: Archetype Maneuver Progression**. The maximum level of maneuvers gained through agent of the light levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to their maneuvers known through other methods, such as prestige classes or the Advanced Study feat. An agent of the light must meet a maneuver’s prerequisite to learn it.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the agent of the light can choose to learn a new maneuver in place of one they already know. In effect, they lose the old maneuver in exchange for the new one. They can choose a new maneuver of any level they like, as long as they observe the restriction on the highest-level maneuvers they know; the agent of the light need not replace the old maneuver with a maneuver of the same level. They can swap only a single maneuver at any given level. An agent of the light’s initiation modifier is Wisdom, and each agent of the light level is counted as a full initiator level.

### **Maneuvers Readied**

An agent of the light can ready all three of their maneuvers known at 1st level, and as they advance in level and learn more maneuvers, they are able to ready more, but must still choose which maneuvers to ready. An agent of the light must always ready their maximum number of maneuvers readied.

They ready their maneuvers by meditating or observing their animal companion for ten minutes. The maneuvers they choose remain readied until they decide to practice again and change them. The agent of the light does not need to sleep or rest for any long period of time in order to ready their maneuvers; any time they spend ten minutes meditating, they can change their readied maneuvers.

An agent of the light begins an encounter with all their readied maneuvers unexpended, regardless of how many times they might have already used them since they chose them. When they initiate a maneuver, they expend it for the current encounter, so each of their readied maneuvers can be used once per encounter (unless they recover them, as described below).

In order for the agent of the light to recover maneuvers, they must share the sun's blessings with their allies as a full-round action. When they do so, they recover a number of expended maneuvers equal to their initiation modifier (minimum 2) and each ally within 30 feet gains damage reduction, and a sacred bonus to saving throws, equal to the agent of the light’s initiation modifier (minimum 1) for one round. Alternately, the agent of the light may focus inward and recover a single maneuver as a standard action.

### **Stances Known**

An agent of the light begins their career with knowledge of one stance from any discipline open to agents of the light. At 4th, 7th, 11th, and 13th levels, they can select an additional stance to learn. The maximum level of stances gained through agent of the light levels is limited by those listed in **Table: Archetype Maneuver Progression**. Unlike maneuvers, stances are not expended and the agent of the light does not have to ready them. All the stances they know are available to them at all times, and they can change the stance they are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, an agent of the light cannot learn a new stance at higher levels in place of one they already know.

This ability replaces spellcasting.

### **Solar Foci**

Though agents of the light mimic many vampiric powers, some are beyond what the sun's might can replicate. The following alternate vampiric focus abilities count as and use the normal rules for vampiric focus abilities, but replace the vampiric focus ability listed in their entry:

* **Solar Blessing (replaces Vampiric Heart):** The agent of the light gains energy resistance equal to half their level against cold and fire. Additionally, the agent of the light cannot be detected or tracked by scent. At 16th level, once per day the agent of the light can use the Day’s Resurgence domain power of the day subdomain.
* **Solar Grace (replaces Vampiric Call):** The agent of the light can call upon the life giving properties of the sun. Once during each activation of this focus, as an immediate action, the agent of the light can heal themself or a willing adjacent creature a number of points equal to their vampire hunter level. At 8th level, the agent of the light also gains DR 5/Cold Iron. At 16th level, the damage reduction becomes 10/ Adamantine.
* **Solar Sight (replaces Vampiric Sight):** The agent of the light gains low-light vision (if they already have low-light vision, they instead gain a +3 competence bonus on sight-based Perception checks in dim light). At 8th level, the agent of the light has their existing low-light vision enhanced so that they can see four times as far in conditions of dim light. At 16th level, the agent of the light also gains blindsense to a range of 30 feet.

### **Bless Light (Su)**

At 4th level, an agent of the light can consecrate mundane light with the properties of the sun. The light shed by non-magical light sources in the agent of the light’s possession (e.g. torches) counts as natural sunlight as long as they are in contact with the light source. As a standard action the agent of the light can touch a non-magical light source and expend 2 minutes worth of use from one of their vampiric focus abilities, to make light shed by that light source count as natural sunlight for the next 12 hours. Creatures harmed by natural sunlight are always aware of the properties of light affected by this ability.

This ability replaces stake.

### **Unfettered Agent**

Beginning at 7th level, an agent of the light learns that vampires and undead are not the only dark foes they must face. They can select a combat feat they meet the prerequisites for in place of the following vampire hunter class features: vampire tracker (7th), quarry (14th), and improved quarry (19th, must replace if quarry is replaced).

This replaces the vampire hunter class ability the agent of the light gives up for the combat feat.

### **Sun Blessed Mastery**

At 20th level, each day at dawn, instead of when they regain their spells per day, the agent of the light chooses one vampiric focus to be active on themself for the entire day.

This modifies but otherwise functions as master vampire hunter.