Hireling:Aidren Rumrunner
From DDO Compendium
Official Game Entry
Aidren Rumrunner
Aidren hails from Three Barrel Cove and reflects the rowdy nature of the pirate haven in his personality. (Casts: Invisibility, Command Undead, Melfs Acid Arrow, Hypnotic Pattern, Magic Missile, Repair Light Damage)

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| Web | Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. | |
| Scorching Ray | Blasts a target with fiery rays, each doing 16 to 24 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.\n\nD&D Dice: Each ray deals 4d3+12 fire damage (1 ray at caster level 3, 2 at level 7, 3 at level 11.) | |
| Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles). | |
| Blur | An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking. |

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| Wand of Magic Missile | This hireling possesses wands of Magic Missile | |
| Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. | |
| Heroic Durability | Increases your maximum hit points by 20. | |
| Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| Combat Casting | You gain a +4 bonus on Concentration checks when your are being damaged in combat. You are less likely to have your spells interrupted by enemies. | |
| Inscribe Wizard Scroll | You are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll. | |
| Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. | |
| Halfling Bravery | Halflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear. | |
| Halfling Size Bonus | As Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. | |
| Halfling Luck | Halflings are surprisingly lucky and gain a +1 bonus to all saves. | |
| Halfling Agility | Halflings are agile and gain a +2 bonus to Jump and Move Silently checks. | |
| Halfling Keen Ears | Halflings have keen ears and gain a +2 bonus to Listen checks. | |
| Maximize Spell | While this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points. | |
| Least Dragonmark of Healing | The bloodline of House Jorasco bestows on you a +2 bonus to your Heal skill. Activate this ability to cast Cure Light Wounds three times per rest. | |
| Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |

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| Extra Dragonmark Use I |
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| Jorasco Healing I |
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| Halfling Thrown Weapon Damage I |
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| Halfling Throwing Dagger Damage I |
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| Halfling Throwing Axe Damage I |
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| Halfling Shuriken Damage I |
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| Halfling Dart Damage I |
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| Halfling Throwing Hammer Damage I |
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| Wizard Intelligence I |
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| Wizard Energy of the Scholar I |
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| Melf's Acid Arrow | Deals 2 to 8 acid damage +1 per 2 caster levels to a target with a magical arrow of acid for a duration of 12 seconds. The arrow has double spell range. \n\nD&D Dice: Deals 2d4+1 acid damage per 2 caster levels (max 2d4+10). | |
| Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles). | |
| Repair Light Damage | Transmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5). |
Player Entry
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