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Hireling:Antonio Craft

From DDO Compendium

Craft weaves spells of the utmost quality (Casts: Meteor Swarm, Power Word Blind, Summon Monster VIII, Charm Monster Mass, Globe of Invulnerability, Repair Critical Damage, Reconstruct)
 
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.
Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
Polar RayDeals 4 to 6 cold damage per caster level (up to a max of 100 to 150 at caster level 25) to an enemy with a powerful ray of freezing ice and air. Rays have double range.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 25d3+75).
Finger of DeathAttempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.\n\nD&D Dice: Slays one living enemy or deals 2d3+6 damage per caster level (max 50d3+150) if the target saves.

 
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.
DiehardYou automatically stabilize when incapacitated.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points 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)
Force of PersonalityAdds your Charisma modifier to your Will Saves instead of your Wisdom modifier.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Dismiss CharmActivate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
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.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Enlarge SpellWhile this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points.
Spell PenetrationAdds +2 to your caster level check for defeating spell resistance.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Human Adaptability Intelligence I
Grants a +1 increase to your Intelligence score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
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.
Sorcerer Energy of the Dragonblooded III
Grants an additional 40 spell points, bringing your total increase to 110 points.
Sorcerer Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Sorcerer Improved Empowering II
Using the Empower Spell feat costs you 4 fewer spell points.
Sorcerer Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Sorcerer Improved Maximizing II
Using the Maximize Spell feat costs you 6 fewer spell points.
Sorcerer Improved Enlarge I
Using the Enlarge Spell feat costs you 1 less spell point.
Sorcerer Improved Enlarge II
Using the Enlarge Spell feat costs you 2 fewer spell points.
Sorcerer Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Sorcerer Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.
Sorcerer Subtle Spellcasting II
Your damaging spells generate 20% less hate than they normally would, making enemies less likely to attack you.

 
Meteor SwarmCauses four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 24 to 36 fire damage (a successful Reflex save reduces the fire damage by half) and 8 to 12 bludgeoning damage (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range.\n\nD&D Dice: Each of four meteors deals 6d3+18 fire damage and 2d3+6 bludgeoning damage.
Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
Power Word: BlindA single word of power is uttered, causing your target to become blinded. Creatures with 150 or fewer current HP are permanently blinded, creatures with 151 to 300 HP are blinded for 1 to 5 minutes, and creatures above 301 hp are blinded for 10 to 30 seconds.
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 Critical DamageTransmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20).
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).
ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).

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