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- +1 Intelligence
- +2 Meters to Point Blank Shot Range
- +2 Meters to Ranged Attack Range
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| 1 | 2 | 1 |
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| | 1 | 1 | 3 |
- Character Level 7
- Sun Elf Intelligence
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- +1 Intelligence
- +2 Meters to Point Blank Shot Range
- +2 Meters to Ranged Attack Range
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| 1 | 2 | 4 |
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| | 1 | 1 | 6 |
- Character Level 16
- Sun Elf Intelligence
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| Cooldown: 3 Minutes |
Activate:
- Heals 10,000 Hit Point Damage
- Removes all:
- Ability Damage
- Death Penalty Effects
- Negative Levels
- Blindness
- Dazed
- Deafened
- Diseased
- Exhausted
- Fatigued
- Feebleminded
- Insanity
- Nauseated
- Poisoned
- Stunned
| Rank 1:
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| Rank 2:
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| 2 | 2 | 1 |
None |
| Rank 1:
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While using Turn Undead:
- +6d6 Light Damage to nearby undead
- +2 Levels Higher
- +2 Hit Dice
| Rank 2:
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- +12d6 Light Damage to nearby undead
- +4 Levels Higher
- +4 Hit Dice
| Rank 3:
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- +18d6 Light Damage to nearby undead
- +6 Levels Higher
- +6 Hit Dice
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| 3 | 1 | 1 |
None |
| Rank 1:
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- +1 Listen
- +1 Search
- +1 Spot
| Rank 2:
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- +2 Listen
- +2 Search
- +2 Spot
| Rank 3:
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- +3 Listen
- +3 Search
- +3 Spot
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| 3 | 1 | 1 |
None |
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- While wielding a Morningstar, Mace, or One-handed Hammer:
- While wielding a Maul:
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| 1 | 2 | 1 |
None |
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Arcane spell failure chance while wearing armor is decreased by: | Rank 1:
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| Rank 2:
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| Rank 3:
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This has no effect on arcane spell failure from shields |
| 3 | 1 | 1 |
None |
| Activation Cost: 1 Usage |
Gain the effects of all the following spells: | Rank 1:
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| Rank 2:
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| Rank 3:
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3 Uses |
| 3 | 2 | 5 |
None |
| Rank 1:
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| Rank 2:
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| Rank 3:
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- +6 Save vs. Enchantments
- +1 Enchantment DC
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| 3 | 1 | 5 |
None |
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Automatically perform a Search check to locate traps and secret doors when in Spot range. The Search check occurs with: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 5 |
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- While wielding a Morningstar, Mace, or One-handed Hammer:
- While wielding a Maul:
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| 1 | 2 | 5 |
- Morninglord Weapon Training (Tier 1)
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| Rank 1:
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- +25 Spell Points
- +1 Spell Penetration
| Rank 2:
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- +50 Spell Points
- +2 Spell Penetration
| Rank 3:
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- +100 Spell Points
- +3 Spell Penetration
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| 3 | 2 | 5 |
None |
| | 3 | 2 | 10 |
None |
| Activation Cost: 1 Hit Point | Cooldown: 2 Minutes |
Activate: All party members gain:
- Temporary Spell Points
- 10% Incorporeality
- -2 Will Save
- Lasts until Temporary Spell Points are Lost
| Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 10 |
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While above 100 Spell Points gain:
- Ability to see invisible creatures
- Ability to Pierce Illusions
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| 1 | 2 | 10 |
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- While wielding a Morningstar, Mace, or One-handed Hammer:
- While wielding a Maul:
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| 1 | 2 | 10 |
- Morninglord Weapon Training (Tier 2)
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| | 1 | 4 | 10 |
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| Spell-Like Ability: Sunburst Metamagic: Embolden, Empower, Enlarge, Eschew Materials, Heighten, Intensify, Maximize, Quicken Activation Cost: 25 Spell Points
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 and 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. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 15 |
- Light of the Sun God
- Aura of Radiance
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When attacked: | Rank 1:
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- +2d6 Light Damage to attacker
- When attacker is a shadow or undead:
- +3 Sacred bonus to Armor Class
| Rank 2:
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- +2d8 Light Damage to attacker
- When attacker is a shadow or undead:
- +6 Sacred bonus to Armor Class
| Rank 3:
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- +2d10 Light Damage to attacker
- When attacker is a shadow or undead:
- +9 Sacred bonus to Armor Class
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| 3 | 1 | 15 |
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While wielding a Morningstar, Mace, or Hammer:
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| 1 | 1 | 15 |
- Morninglord Weapon Training (Tier 4)
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- While wielding a Morningstar, Mace, or One-handed Hammer:
- While wielding a Maul:
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| 1 | 2 | 15 |
- Morninglord Weapon Training (Tier 3)
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- +3% Doublestrike
- +3% Doubleshot
- +3% Dodge
- +3% Dodge Bypass
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| 1 | 1 | 15 |
- Morninglord Weapon Training (Tier 4)
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