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Hireling:Azala Fireshaper

From DDO Compendium

'If applying more fire to a problem makes it cease to exist, it wasn't really a problem in the first place.' - Azala Fireshaper (Casts: Flaming Sphere, Scorching Ray, Fireball, Grease, Burning Hands, Repair Light Damage)
 
Scorching RayBlasts a target with fiery rays, each doing 16 to 24 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.\n\nD&D Dice: Each ray deals 4d3+12 fire damage (1 ray at caster level 3, 2 at level 7, 3 at level 11.)
FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 6 fire damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 10d3+30).
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.
DisplacementAn ally's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.

 
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.
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)
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.
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 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 Dexterity I
Grants a +1 increase to your Dexterity score. Half-Elves taking this enhancement will lock out Human Adaptability.
Sorcerer Charisma I
Grants a +1 increase to your Charisma score.
Sorcerer Charisma II
Grants an additional +1 to your Charisma score.
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 Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Sorcerer Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Sorcerer Wand Heightening I
You add +1 to the DC of your offensive wands.
Sorcerer Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.

 
FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 6 fire damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 10d3+30).
Scorching RayBlasts a target with fiery rays, each doing 16 to 24 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.\n\nD&D Dice: Each ray deals 4d3+12 fire damage (1 ray at caster level 3, 2 at level 7, 3 at level 11.)
Burning HandsA cone of searing flame shoots forth, damaging targets in the area of the flames for 3 to 4 fire damage per caster level (up to a max of 15 to 20 at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 fire damage per caster level (max 5d2+10).
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).
Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).

[[Category:Elf[v] Hirelings|Azala Fireshaper ]][[Category:Elf[v] Hirelings|Azala Fireshaper ]]

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