Hireling:Erythyn Veridyn
From DDO Compendium
Official Game Entry
Erythyn Veridyn
As a devout follower of the Sovereign Host, Erythyn seeks to defeat the forces of darkness that inhabit the land. (Casts: Cure Light Wounds, Cure Moderate Wounds, Aid, Deific Vengeance)

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| Cure Moderate Wounds | Positive 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). | |
| Deific Vengeance | The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 4 to 6 good damage for every two caster levels (up to a maximum of 30 damage at caster level 10) or 4 to 6 good damage per caster level (up to a max of 60 damage) if the target is undead. A successful Will save reduces this damage by half.\n\nD&D Dice: Deals 1d3+3 good damage per 2 caster level (max 5d3+15) or 1d3+3 good damage per caster level to undead (max 10d3+30). | |
| Cure Light Wounds | Positive 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). | |
| Aid | Adds 8 + 1 per caster level (max level 10) temporary hit points and +1 morale bonuses on attack rolls and saves against fear are granted to an ally. |

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| Wand of Cure Light Wounds | This hireling possesses wands of Cure Light Wounds | |
| Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. | |
| Heroic Durability | Increases your maximum hit points by 20. | |
| Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| Two Handed Fighting | Increases the damage of glancing blow attacks when wielding a two-handed weapon by 10% (from a base of 20% normal weapon damage). Also grants a 3% chance for weapon effects to trigger on glancing blows. | |
| Turn Undead | Activate 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 Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. | |
| Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. | |
| Proficiency: Dart | You do not suffer a -4 penalty on attack rolls when using a dart. | |
| Proficiency: Longsword | You do not suffer a -4 penalty on attack rolls when using a longsword. | |
| Proficiency: Greatsword | You do not suffer a -4 penalty on attack rolls when using a greatsword. | |
| Enchantment Save Bonus | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
| Elven Keen Senses | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
| Immunity to Sleep | Elves and Half-Elves are naturally immune to magical sleep effects. | |
| Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |

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| Elven Keen Eyes I |
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| Aerenal Elf Melee Damage I |
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| Elven Longsword Damage I |
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| Elven Rapier Damage I |
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| Cleric Wisdom I |
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| Cleric Energy of the Zealot I |
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| Cleric Divine Vitality I |
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| Follower of the Sovereign Host |
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| Dol Dorn's Champion |
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| Cure Moderate Wounds | Positive 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 Wounds | Positive 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 Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. |
Player Entry
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