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Hireling:Algaur Forestfriend

From DDO Compendium

A charismatic sorcerer that urges care be taken to balance civilization's spread and the sanctity of the wild. (Casts: Lightningbolt, Icestorm, Fireshield Cold, Haste, Repair Serious Damage)
 
Ball LightningFills an area with deadly energy that does 4 to 6 electrical damage per caster level (up to a max of 60 to 90 damage at caster level 15). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 15d3+45).
StoneskinWards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level.
Force MissilesA powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 10 to 14 points of force damage. You gain one missile for every four caster levels.\n\nD&D Dice: Each missile deals 2d3+8 force damage.
HasteQuickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves.

 
Wand of Burning HandsThis hireling possesses wands of Burning Hands
Wand of Scorching RayThis hireling possesses wands of Scorching Ray
AttackYour basic attack. When activated, you will continue attacking until your target is defeated.
SneakUses your Move Silently and Hide in Shadows skills to stealth through dungeons.
Heroic DurabilityIncreases your maximum hit points by 20.
Magical TrainingIncreases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level.
SunderUsing this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Simple Weapon ProficiencyYou do not suffer an attack penalty for simple weapons.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Proficiency: DartYou do not suffer a -4 penalty on attack rolls when using a dart.
Proficiency: LongswordYou do not suffer a -4 penalty on attack rolls when using a longsword.
Enchantment Save BonusElves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
Elven Keen SensesElves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
Immunity to SleepElves and Half-Elves are naturally immune to magical sleep effects.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Elven Keen Eyes I
Grants a +1 bonus to your Spot skill.
Elven Perception I
Grants a +1 bonus to your Search skill.
Elven Dexterity I
Grants a +1 increase to your Dexterity score. Half-Elves taking this enhancement will lock out Human Adaptability.
Elven Enchantment Resistance I
Grants a +1 bonus to saves against enchantments.
Elven Ranged Damage I
You gain an additional +1 bonus to damage rolls when using a longbow or shortbow.
Grants: Elven Shortbow Damage I, Elven Longbow Damage I
Elven Longbow Damage I
You gain an additional +1 bonus to damage rolls when using a longbow.
Elven Shortbow Damage I
You gain an additional +1 bonus to damage rolls when using a shortbow.
Elven Arcane Fluidity I
Your arcane spell failure chance while wearing light armor is decreased by 5%
Elven Arcane Fluidity II
Your arcane spell failure chance while wearing light armor decreased by 10%, and your arcane spell failure chance while wearing medium armor is decreased by 5%.
Sorcerer Energy of the Dragonblooded I
Grants a 30 point increase to spell points.
Sorcerer Energy of the Dragonblooded II
Grants an additional 40 spell points, bringing your total increase to 70 points.

 
Lightning BoltA powerful stroke of electrical energy deals 4 to 6 electricity damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 10d3+30).
Repair Light DamageTransmutes 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).
Repair Serious DamageTransmutes the structure of a living construct ally to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 15.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 15).
Repair Moderate DamageTransmutes the structure of a living construct ally to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 10.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 10).

[[Category:Elf[v] Hirelings|Algaur Forestfriend ]][[Category:Elf[v] Hirelings|Algaur Forestfriend ]]


Active Spellcasting


When set to Active, this hireling will cast Repair on warforged without being instructed to do so

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