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Hireling:Elieri Thistledown

From DDO Compendium

Elieri is a young halfling woman that lends aid to her companions. (Casts: Cure Light Wounds, Cure Moderate Wounds, Command, Divine Vitality, Remove Paralysis)
 
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.

 
Cure Moderate WoundsPositive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
Remove ParalysisFrees ally from paralysis and effects of a slow spell.
CommandAn enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.

 
Wand of Cure Light WoundsThis hireling possesses wands of Cure Light Wounds
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.
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.
Halfling BraveryHalflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear.
Halfling Size BonusAs Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
Halfling LuckHalflings are surprisingly lucky and gain a +1 bonus to all saves.
Halfling AgilityHalflings are agile and gain a +2 bonus to Jump and Move Silently checks.
Halfling Keen EarsHalflings have keen ears and gain a +2 bonus to Listen checks.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Least Dragonmark of HealingThe bloodline of House Jorasco bestows on you a +2 bonus to your Heal skill. Activate this ability to cast Cure Light Wounds three times per rest.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Extra Dragonmark Use I
You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Halfling Dexterity I
Grants a +1 increase to your Dexterity score.
Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Life Magic I
Grants a 10% increase to the effectiveness of your healing and negative energy spells.
Follower of the Sovereign Host
You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host.
Grants: Dol Dorn's Champion
Dol Dorn's Champion
Activate this ability to grant weapon proficiency in longswords to yourself or a friend until the target next rests. Consumes a use of turn undead.

 
Cure Moderate WoundsPositive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
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).
Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.

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