Hireling:Arias Oreth
From DDO Compendium
Official Game Entry
Arias Oreth
Quick to anger, Arias is confident man that uses his divine abilities to destroy those that would oppose him. (Casts: Cure Serious Wounds, Cure Moderate Wounds, Sound Burst, Divine Vitality II)

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| Cleric Divine Vitality II |
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| Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15). | |
| Soundburst | Blasts an area with a tremendous cacophony, doing 1 to 8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun.\n\nD&D Dice: Deals 1d8 sonic damage and stuns enemies for 6 seconds. | |
| Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10). |

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| Wand of Cure Light Wounds | This hireling possesses wands of Cure Light Wounds | |
| 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. | |
| Extra Turning | Allows you to turn undead four more times per rest period. | |
| Sunder | Using 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) | |
| Turn Undead | Activate this cleric ability to drive away undead. To turn undead you must make a turning check (roll 1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your cleric level + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn. | |
| Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. | |
| Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. | |
| Proficiency: Dart | You do not suffer a -4 penalty on attack rolls when using a dart. | |
| Proficiency: Short Sword | You do not suffer a -4 penalty on attack rolls when using a short sword. | |
| Enchantment Save Bonus | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
| Elven Keen Senses | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
| Immunity to Sleep | Elves and Half-Elves are naturally immune to magical sleep effects. | |
| Drow Spell Resistance | Drow are naturally resistant to spells and magical effects. You have Spell Resistance equal to 10 plus your level, protecting you from many nondamaging spells and effects. | |
| Empower Healing Spell | While this metamagic feat is active, healing spells are 50% more effective, but they consume 10 additional spell points. | |
| Extend Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| 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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| Elven Dexterity I |
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| Cleric Wisdom I |
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| Cleric Energy of the Zealot I |
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| Cleric Energy of the Zealot II |
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| Cleric Charisma I |
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| Cleric Extra Turning I |
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| Cleric Improved Empower Healing I |
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| Cleric Divine Vitality I |
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| Cleric Divine Vitality II |
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| Cleric Life Magic I |
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| Cleric Life Magic II |
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| Cleric Prayer of Life I |
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| Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15). | |
| Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10). | |
| Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. | |
| Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. | |
| Remove Blindness | Cures blindness in an ally. | |
| Lesser Restoration | Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue. |
Player Entry
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