Hireling:Arkyn Shahrud
From DDO Compendium

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| Cleric Divine Vitality III |
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| Heal | Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 10 hp per caster level (max 150). | |
| Raise Dead | Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. | |
| Cure Moderate Wounds, Mass | Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. 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 30). |

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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. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. | |
| 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: Bastard Sword | You do not suffer a -4 penalty on attack rolls when using a bastard sword. Bastard swords deal grazing hits as if they were a two handed weapon if they are the only weapon wielded by a proficient user. (Sword and shield or single weapon attack styles.) | |
| Extend Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| Quicken Spell | While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, 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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| Human Adaptability Wisdom I |
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| Human Versatility I |
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| Human Versatility - Skills I |
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| Human Versatility - Damage I |
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| Human Versatility - Attack I |
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| Human Versatility - Saves I |
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| Human Versatility - Armor Class I |
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| Cleric Wisdom I |
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| Cleric Wisdom II |
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| Cleric Wisdom III |
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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 Extra Turning I |
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| Cleric Extra Turning II |
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| Cleric Extra Turning III |
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| Cleric Divine Healing I |
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| Cleric Divine Vitality I |
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| Cleric Divine Vitality II |
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| Cleric Divine Vitality III |
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| Cleric Wand and Scroll Mastery I |
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| Cleric Life Magic I |
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| Cleric Life Magic II |
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| Cleric Life Magic III |
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| Cleric Prayer of Life I |
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| Heal | Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 10 hp per caster level (max 150). | |
| Cure Moderate Wounds, Mass | Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. 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 30). | |
| Raise Dead | Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. | |
| 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. | |
| Restoration | Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally. | |
| Remove Paralysis | Frees ally from paralysis and effects of a slow spell. | |
| Neutralize Poison | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell. | |
| Break Enchantment | Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect. |
ADDITIONAL INFO:
Divine Vitality: 10 DVs III = ~280 mana
Rating: 4/5 - Very good cleric







