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Hireling:Erythyn Veridyn

From DDO Compendium

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)
 
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).
Deific VengeanceThe 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 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).
AidAdds 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.

 
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.
Two Handed FightingIncreases 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 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.
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.
Enchantment Save BonusElves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
Elven Keen SensesElves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
Immunity to SleepElves and Half-Elves are naturally immune to magical sleep effects.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Elven Keen Eyes I
Grants a +1 bonus to your Spot skill.
Aerenal Elf Melee Damage I
You gain an additional +1 bonus to damage rolls when using a longsword or rapier.
Grants: Elven Rapier Damage I, Elven Longsword Damage I
Elven Longsword Damage I
You gain an additional +1 bonus to damage rolls when using a longsword.
Elven Rapier Damage I
You gain an additional +1 bonus to damage rolls when using a rapier.
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 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.
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.

[[Category:Elf[v] Hirelings|Erythyn Veridyn ]][[Category:Elf[v] Hirelings|Erythyn Veridyn ]]

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