Article
Discussion

Hireling:Castle

From DDO Compendium

Imposing and strong, Castle has a keen mind for battlefield tactics. (Abilities: Cleave, Great Cleave, Trip, Intimidate)
 
TripUsing this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)

 
IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.

 
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.
Mithral BodyMithral body counts as light armor and grants a +5 armor bonus, but also provides a 15% arcane spell failure chance, -2 armor check penalty to certain skills, and a +5 maximum Dex bonus.
Improved Damage ReductionYou gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine.
Light FortificationWarforged have a 25% immunity to critical hits and sneak attacks.
Power AttackWhile using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
CleaveActivate this ability to attack one or more enemies in an arc in front of you.
Great CleaveActivate this ability to attack one or more enemies in a wide arc in front of you.
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.
Improved Critical: Slashing WeaponsDoubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved Critical: GreataxeCritical hit chance is doubled when using a greataxe.
Improved Critical: ScimitarCritical hit chance is doubled when using a scimitar.
Improved Critical: Bastard SwordCritical hit chance is doubled when using a bastard sword.
Improved Critical: GreatswordCritical hit chance is doubled when using a greatsword.
Improved Critical: LongswordCritical hit chance is doubled when using a longsword.
Improved Critical: BattleaxeCritical hit chance is doubled when using a battleaxe.
Improved Critical: Dwarven WaraxeCritical hit chance is doubled when using a dwarven waraxe.
Improved Critical: KamaCritical hit chance is doubled when using a kama.
Improved Critical: KhopeshCritical hit chance is doubled when using a khopesh.
Improved Critical: FalchionCritical hit chance is doubled when using a falchion.
Improved Critical: KukriCritical hit chance is doubled when using a kukri.
Improved Critical: SickleCritical hit chance is doubled when using a sickle.
Improved Critical: HandaxeCritical hit chance is doubled when using a handaxe.
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.
Greater Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Focus: Longsword+1 bonus on attack rolls when using a longsword.
Greater Weapon Focus: Greatsword+1 bonus on attack rolls when using a greatsword.
Weapon Specialization: Longsword+2 bonus on damage rolls when using a longsword.
Weapon Specialization: Greatsword+2 bonus on damage rolls when using a greatsword.
Weapon Specialization: Bastard Sword+2 bonus on damage rolls when using a bastard sword.
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.
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 Healer's Friend I
You heal for 15% more any time you receive positive energy healing such as that from cure spells and cure potions.
Warforged Healer's Friend II
You heal for 20% more any time you receive positive energy healing such as that from cure spells and cure potions.
Warforged Constitution I
Grants a +1 increase to your Constitution score.
Warforged Constitution II
Grants an additional +1 to your Constitution score.
Warforged Damage Reduction I
You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine.
Warforged Damage Reduction II
You gain an additional point of damage reduction, improving your existing damage reduction by 1/adamantine.
Warforged Tactics I
Grants a +1 bonus on the DC of your combat feats, making it harder for enemies to resist your combat maneuvers such as Trip and Stunning Blow.
Fighter Strength I
Grants a +1 increase to your Strength score.
Fighter Strength II
Grants an additional +1 to your Strength score.
Fighter Item Defense I
You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
Fighter Item Defense II
You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
Fighter Strategy (Trip) I
Grants a +1 bonus to the DC of your Trip and Improved Trip feats.
Fighter Critical Accuracy I
Grants a +2 bonus to confirm critical hits.
Fighter Critical Accuracy II
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 4.
Fighter Critical Accuracy III
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 6.

You need JavaScript enabled for viewing comments