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Hireling:Fayden Maeleth

From DDO Compendium

As a follower of the Undying Court, Fayden’s abilities are sought after by many potential clients. (Casts: Cure Critical Wounds, Cure Light Wounds Mass, Flamestrike, Turn Undead, Raise Dead)
 
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.

 
Cure Critical WoundsPositive energy is channeled to heal critical wounds of your target or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 4d6+8 hp plus 1 point per caster level (max 20).
Raise DeadResurrects the target, restores 10% of the target's hit points, and preserves current spell points.
Flame StrikeProduces a vertical column of divine fire roaring downward, dealing 2 to 6 damage per caster level (up to a max of 30 to 90 damage at caster level 15) to the target area. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3 fire damage and 1d3 divine damage per caster level (max 30d3).

 
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.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
Improved Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat)
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.
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.
Empower Healing SpellWhile this metamagic feat is active, healing spells are 50% more effective, but they consume 10 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
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 Dexterity I
Grants a +1 increase to your Dexterity score. Half-Elves taking this enhancement will lock out Human Adaptability.
Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cleric Wisdom II
Grants an additional +1 to your Wisdom score.
Cleric Wisdom III
Grants an additional +1 to your Wisdom score.
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Energy of the Zealot II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Cleric Energy of the Zealot III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Cleric Charisma I
Grants a +1 increase to your Charisma score.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Divine Cleansing I
Activate this ability to grant another character a +4 morale bonus to Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of your turn undead ability.
Cleric Divine Cleansing II
Activate this ability to grant another character a +6 morale bonus to Fortitude saves for a short time and remove any poison, disease, curse, or blindness effects. Consumes a use of your turn undead ability.
Cleric Life Magic I
Grants a 10% increase to the effectiveness of your healing and negative energy spells.
Cleric Life Magic II
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 20%.
Cleric Life Magic III
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 30%.
Follower of the Undying Court
High Elf or Half-Elf only. You are guided by the wisdom of the deathless of Aerenal, and are a true believer in the ways of the Undying Court. Existence is a spiritual journey requiring far longer than a single lifetime. Only the Undying can ever truly learn what great wonders lie at its end. Grants a +1 bonus to hit with scimitars, the favored weapon of the clergy of the Undying Court.
Grants: Champion of the Deathless
Champion of the Deathless
Activate this ability to grant weapon proficiency in scimitars to yourself or a friend until the target next rests. Consumes a use of turn undead.
Undying Call
You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.

 
Cure Critical WoundsPositive energy is channeled to heal critical wounds of your target or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 4d6+8 hp plus 1 point per caster level (max 20).
Cure Light Wounds, MassCasts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 25).
Raise DeadResurrects the target, restores 10% of the target's hit points, and preserves current spell points.
Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
Remove DiseaseCures all diseases on an ally. Does not prevent re-infection after a new exposure.
Remove BlindnessCures blindness in an ally.
RestorationCures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
Remove ParalysisFrees ally from paralysis and effects of a slow spell.
Neutralize PoisonDetoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
Break EnchantmentAffected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.

[[Category:Elf[v] Hirelings|Fayden Maeleth ]][[Category:Elf[v] Hirelings|Fayden Maeleth ]]

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