Hireling:Fayden Maeleth
From DDO Compendium
Official Game Entry
Fayden Maeleth
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 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. |

![]() |
![]() |
|
|---|---|---|
| Cure Critical Wounds | Positive 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 Dead | Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. | |
| Flame Strike | Produces 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 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. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. | |
| Improved Mental Toughness | Increases 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 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. | |
| 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. | |
| Empower Healing Spell | While this metamagic feat is active, healing spells are 50% more effective, but they consume 10 additional spell points. | |
| Extend Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| 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. |

![]() |
![]() |
||||
|---|---|---|---|---|---|
| Elven Dexterity I |
|
||||
| Cleric Wisdom I |
|
||||
| Cleric Wisdom II |
|
||||
| Cleric Wisdom III |
|
||||
| Cleric Energy of the Zealot I |
|
||||
| Cleric Energy of the Zealot II |
|
||||
| Cleric Energy of the Zealot III |
|
||||
| Cleric Charisma I |
|
||||
| Cleric Extra Turning I |
|
||||
| Cleric Divine Cleansing I |
|
||||
| Cleric Divine Cleansing II |
|
||||
| Cleric Life Magic I |
|
||||
| Cleric Life Magic II |
|
||||
| Cleric Life Magic III |
|
||||
| Follower of the Undying Court |
|
||||
| Champion of the Deathless |
|
||||
| Undying Call |
|

![]() |
![]() |
|
|---|---|---|
| Cure Critical Wounds | Positive 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, Mass | Casts 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 Dead | Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. | |
| Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. | |
| Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. | |
| Remove Blindness | Cures blindness in an ally. | |
| Restoration | Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally. | |
| Remove Paralysis | Frees ally from paralysis and effects of a slow spell. | |
| Neutralize Poison | Detoxifies 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 Enchantment | Affected 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. |
Player Entry
You need JavaScript enabled for viewing comments







