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Hireling:Calleigh Hale

From DDO Compendium

Confident and righteous, Calleigh smites evil in the name of Dol Dorn, Champion of the Sovereign Host. (Abilities: Stunning Blow, Lay Hands, Virtue, Smite Evil)
 
Stunning BlowUsing this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Lay On HandsActivate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.

 
VirtueGrants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.

 
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.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level.
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)
Stunning BlowUsing this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Aura of GoodAn aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
Aura of CourageA feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
Divine GraceA paladin receives a bonus to saves, equal to his or her Charisma bonus.
Divine HealthA paladin is immune to all diseases.
Fear ImmunityA paladin is immune to fear effects.
Lay On HandsActivate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
Remove DiseaseActivate this paladin ability to cure one or more diseases in your target.
Turn UndeadActivate this paladin ability to drive away undead. To turn undead you must make a turning check (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 paladin level -3 + 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.
Martial Weapon ProficiencyYou do not suffer an attack penalty for martial weapons.
Proficiency: Short SwordYou do not suffer a -4 penalty on attack rolls when using a short sword.
Proficiency: LongswordYou do not suffer a -4 penalty on attack rolls when using a longsword.
Proficiency: GreatswordYou do not suffer a -4 penalty on attack rolls when using a greatsword.
Proficiency: Throwing HammerYou do not suffer a -4 penalty on attack rolls when using a throwing hammer.
Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon.
Weapon Focus: Longsword+1 bonus on attack rolls when using a longsword.
Weapon Focus: Greatsword+1 bonus on attack rolls when using a greatsword.
Power CriticalProvides a +4 bonus to confirm critical hits.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Human Adaptability Strength I
Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Human Improved Recovery I
You heal for 10% more any time you receive positive energy healing such as that from cure spells and cure potions.
Paladin Charisma I
Grants a +1 increase to your Charisma score.
Paladin Charisma II
Grants an additional +1 to your Charisma score.
Paladin Extra Lay on Hands I
You can call on your lay on hands ability 1 additional time per rest.
Paladin Extra Turning I
You gain 1 additional turn undead attempt per rest.
Paladin Improved Turning I
You add +1 to your paladin level when attempting to turn undead.
Paladin 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 + Paladin Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 6d6 light damage to undead.
Paladin Extra Smite Evil I
Increases your maximum Smite Evils by 1.
Paladin Extra Smite Evil II
Increases your maximum Smite Evils by 2.
Paladin Attack Boost I
Activate this ability to receive a +2 Action Boost bonus to attack for 20 seconds.
Paladin Devotion I
Grants a 10% increase to the effectiveness of your healing spells.
Paladin Devotion II
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 20%.
Paladin Devotion III
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 30%.
Paladin Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Paladin Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Paladin Energy of the Templar I
Grants a 20 point increase to spell points.
Paladin Bulwark of Good I
Your aura of good provides an additional +1 Armor Class bonus.
Paladin Bulwark of Good II
Your aura of good provides an additional +2 Armor Class bonus.
Paladin Courage of Good I
Your aura of courage provides an additional +2 bonus to saves against fear.

 
Cure Light WoundsPositive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
Divine FavorThe strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.
VirtueGrants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.

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