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Morninglord

Morninglord Iconic

Favored class: Cleric
Str 0
Dex 0
Con -2
Int +2
Wis 0
Cha 0

Automatic Feats 8

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Elf
    You are considered an Elf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.
  • Proficiency: Longsword
    You do not suffer a -4 penalty on attack rolls when using a longsword.
  • Proficiency: Rapier
    You do not suffer a -4 penalty on attack rolls when using a rapier.
  • Proficiency: Longbow
    You do not suffer a -4 penalty on attack rolls when using a longbow.
  • Proficiency: Shortbow
    You do not suffer a -4 penalty on attack rolls when using a shortbow.
  • Elves and Half-Elves are naturally immune to magical sleep effects.
  • Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
  • Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.

Enhancements Full tree →

The Morninglord tree. Hover a cell for what it does; the full page has every rank and description.

Rejuvenation of Dawn 0/2
Rejuvenation of Dawn
Ranks: 2 Cost: 2 AP Requires: 1 AP
Activate: Heals 10000 hit point damage, and removes all ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.

This ability can be used once per rest.
Bane of the Restless 0/3
Bane of the Restless
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your Turn Undead ability now also deals 6d6 light damage to nearby undead (no save).

You also count as 2 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.

In addition, you add an additional 2 to the number of hit dice you can turn.
Keen Senses 0/3
Keen Senses
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, and Spot
Sun Elf Weapon Training 0/1
Sun Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
Elven Arcane Fluidity 0/3
Elven Arcane Fluidity
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your arcane spell failure chance while wearing armor is decreased by 5%. (This has no effect on arcane spell failure from shields.)
Blessing of Amaunator 0/3
Blessing of Amaunator
Ranks: 3 Cost: 2 AP Requires: 5 AP
Spell Like Ability: Amaunator blesses those in the area of effect with an Aid effect for 1 minute per caster level.

Aid: Grants 8 +1 per caster level (max level 15) temporary hit points and a +1 morale bonus to attack rolls and saves against fear.

This ability can be used three times per rest.
Enchantment Lore 0/3
Enchantment Lore
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 to saves vs. Enchantments.
Nothing is Hidden 0/3
Nothing is Hidden
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12 penalty.
Sun Elf Weapon Training 0/1
Sun Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
Elven Arcanum 0/3
Elven Arcanum
Ranks: 3 Cost: 2 AP Requires: 5 AP
+25 spell points and +1 spell penetration.
Light of the Sun God 0/3
Light of the Sun God
Ranks: 3 Cost: 2 AP Requires: 10 AP
Grants +10 Light spell power.
Fey Energy Tap 0/3
Fey Energy Tap
Ranks: 3 Cost: 1 AP Requires: 10 AP
Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used once per rest.
Fey Sight 0/1
Fey Sight
Ranks: 1 Cost: 2 AP Requires: 10 AP
While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
Sun Elf Weapon Training 0/1
Sun Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
Arcane Archer 0/1
Arcane Archer
Ranks: 1 Cost: 4 AP Requires: 10 AP
You gain access to the Arcane Archer enhancement tree. (The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
Amaunator's Brilliance 0/3
Amaunator's Brilliance
Ranks: 3 Cost: 1 AP Requires: 15 AP
Spell Like Ability: Sunburst: A globe of searing radiance explodes to blast targets for 5 to 10 of light damage per caster level in addition to blinding them for 5 seconds per caster level. Oozes and Undead take an additional 5 to 10 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.

D&D Dice: Deals 1d6+4 light damage per caster level and blinds, or deals twice that damage per caster level to undead and oozes.
Aura of Radiance 0/3
Aura of Radiance
Ranks: 3 Cost: 1 AP Requires: 15 AP
The light of Amaunator shines perpetually upon you, protecting you and damaging those who would do you harm.

You gain a light shield effect that deals 2d6 light damage to enemies each time they attack you in melee. This applies to enemy misses as well as hits. You also gain a +3 sacred bonus to Armor Class against attacks from shadows and other undead creatures.
Sun Elf Grace 0/1
Sun Elf Grace
Ranks: 1 Cost: 1 AP Requires: 15 AP
You may use your Dexterity modifier to determine the damage you deal with Morningstars, Maces, and Hammers.
Sun Elf Weapon Training 0/1
Sun Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 15 AP
+1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
Skill 0/1
Skill
Ranks: 1 Cost: 1 AP Requires: 15 AP
+3% Doublestrike
+3% Doubleshot
+3% dodge
You bypass +3% dodge.
Core Enhancements
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
Sun Elf Intelligence 0/1
Sun Elf Intelligence
Ranks: 1 Cost: 2 AP
+1 Intelligence
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks.
Sun Elf Intelligence 0/1
Sun Elf Intelligence
Ranks: 1 Cost: 2 AP
+1 Intelligence
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks.

Iconic Past Life

What a completed life as this iconic leaves behind. It stacks up to three times.

  • Iconic Past Life Stance: +10 Light (and Alignment) Spell Power per stack of this Past Life feat.

    Passive Bonus: +3 Positive Spell Power per stack of this Past Life feat. This feat can be stacked up to three times.