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Hireling:Ayron Staliya

From DDO Compendium

Ayron Staliya
Holy magic lights her path. (Casts: Heal, Heal Mass, Divine Vitality III, Resurrection)
 
Cleric Divine Vitality III
Activate this ability to restore 17 to 38 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 7d4+10 sp to an ally.

 
HealChannels 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).
Heal, MassCasts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 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).
ResurrectionResurrects the target, restores half of the target's hit points, and preserves current spell points.

 
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.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
Improved Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat)
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)
Turn UndeadActivate 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 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 Healing SpellWhile this metamagic feat is active, healing spells are 50% more effective, 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.
Quicken SpellWhile this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 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.

 
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Energy of the Zealot II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Cleric Energy of the Zealot III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Improved Empower Healing I
Using the Empower Healing Spell feat costs you 1 less spell point.
Cleric Improved Empower Healing II
Using the Empower Healing Spell feat costs you 2 fewer spell points.
Cleric Divine Light I
Activate this ability to deal 6 to 36 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of your turn undead ability. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 6d6 light damage to undead.
Cleric Divine Healing I
Activate this ability to give another character 1 to 3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 1d3 hp per 2 seconds for 30 seconds.
Cleric Divine Healing II
Activate this ability to give another character 2 to 6 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 2d3 hp per 2 seconds for 30 seconds.
Cleric Divine Healing III
Activate this ability to give another character 3 to 9 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 3d3 hp per 2 seconds for 30 seconds.
Cleric Divine Vitality I
Activate this ability to restore 13 to 22 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 3d4+10 sp to an ally.
Cleric Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Cleric Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Cleric Life Magic I
Grants a 10% increase to the effectiveness of your healing and negative energy spells.
Cleric Life Magic II
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 20%.
Cleric Life Magic III
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 30%.
Cleric Life Magic IV
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 40%.
Cleric Prayer of Life I
Grants a 3% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cleric Prayer of Life II
Grants a 6% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cleric Prayer of Life III
Grants a 9% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cleric Prayer of Incredible Life I
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cleric Prayer of Incredible Life II
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cleric Smiting I
Grants a 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells.
Cleric Smiting II
Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 20%.
Cleric Smiting III
Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 30%.
Cleric Prayer of Smiting I
Grants a 3% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cleric Prayer of Smiting II
Grants a 6% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage.
Cleric Prayer of Smiting III
Grants a 9% chance for your light and alignment based (good, evil, lawful, and chaotic) spells to generate a critical hit for 1.5 times normal damage.
Cleric Prayer of Incredible Smiting I
Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cleric Prayer of Incredible Smiting II
Your light and alignment based (good, evil, lawful, and chaotic) spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cleric Divine Vitality II
Activate this ability to restore 15 to 30 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 5d4+10 sp to an ally.
Cleric Divine Vitality III
Activate this ability to restore 17 to 38 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 7d4+10 sp to an ally.

 
ResurrectionResurrects the target, restores half of the target's hit points, and preserves current spell points.
Cure Critical Wounds, MassCasts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 40. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 4d6+8 hp plus 1 point per caster level (max 40).
HealChannels 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).
Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
Remove DiseaseCures all diseases on an ally. Does not prevent re-infection after a new exposure.
Remove BlindnessCures blindness in an ally.
RestorationCures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
Remove ParalysisFrees ally from paralysis and effects of a slow spell.
Neutralize PoisonDetoxifies 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 EnchantmentAffected 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.

[[Category:Elf[v] Hirelings|Ayron Staliya ]]

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