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Hireling:Barrage

From DDO Compendium

Barrage enjoys long walks on the beach, tasty ham oil, and blowing things up. (Casts: Delayed Blast Fireball, Disintegrate, Chain Lightning, Greater Heroism, Acid Fog, Summon Monster VII, 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.
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).
Wall of FireCreates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save for half.\n\nD&D Dice: Deals 2d6 fire damage plus 1 additional per caster level (max 15) to targets within the wall. Does an additional 2d6 damage vs undead.
Greater HeroismImbues a single ally with great bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.

 
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.
Composite PlatingWarforged plating counts as light armor and grants a +2 armor bonus, but also provides a 5% arcane spell failure chance.
Light FortificationWarforged have a 25% immunity to critical hits and sneak attacks.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level.
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)
Inscribe Wizard ScrollYou are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Warforged ImmunitiesWarforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 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.
Heighten SpellRequires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost.
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.

 
Warforged Inscribed Armor I
Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 10% and the Adamantine Body Feat to 30%.
Warforged Constitution I
Grants a +1 increase to your Constitution score.
Warforged Constitution II
Grants an additional +1 to your Constitution score.
Wizard Intelligence I
Grants a +1 increase to your Intelligence score.
Wizard Intelligence II
Grants an additional +1 to your Intelligence score.
Wizard Intelligence III
Grants an additional +1 to your Intelligence score.
Wizard Energy of the Scholar I
Grants a 20 point increase to spell points.
Wizard Energy of the Scholar II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Wizard Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Wizard Improved Empowering II
Using the Empower Spell feat costs you 4 fewer spell points.
Wizard Improved Heightening I
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Wizard Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Wizard Improved Maximizing II
Using the Maximize Spell feat costs you 6 fewer spell points.
Wizard Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.

 
DisintegrateA sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 18 to 30. As a ray this spell has double normal range.\n\nD&D Dice: Deals 2d3+6 damage per caster level (max 40d3+120).
Chain LightningA powerful electrical discharge strikes a primary target for 4 to 6 electrical damage per caster level and then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level.
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).
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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