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Hireling:Fergus

From DDO Compendium

Normally found in the thick of the battle, Fergus has a good disposition and kind heart. (Casts: Cure Critical Wounds, Cure Serious Wounds, Summon Monster IV, Dispel Magic, Restoration)
 
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).
Dispel MagicRemoves ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
RestorationCures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
Summon Monster IVThis spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

 
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.
SunderUsing this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
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.
Halfling Thrown Weapon FocusHalflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon.
Halfling Focus: Dart+1 bonus on attack rolls when using a dart.
Halfling Focus: Shuriken+1 bonus on attack rolls when using a shuriken.
Halfling Focus: Throwing Axe+1 bonus on attack rolls when using a throwing axe.
Halfling Focus: Throwing Dagger+1 bonus on attack rolls when using a throwing dagger.
Halfling Focus: Throwing Hammer+1 bonus on attack rolls when using a throwing hammer.
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.
Lesser Dragonmark of HealingActivate this ability to harness the bloodline of House Jorasco to cast Cure Serious Wounds two times per rest. Also allows you to use your Least Mark of Healing an extra time 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.
Extra Dragonmark Use II
You gain 2 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cleric Wisdom II
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 Charisma I
Grants a +1 increase to your Charisma score.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Extra Turning II
You gain 1 additional turn undead attempt per rest, bringing your total increase to 2.
Cleric Divine Healing I
Activate this ability to give another character 1 to 3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 1d3 hp per 2 seconds for 30 seconds.
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.
Cleric Divine Vitality II
Activate this ability to restore 15 to 30 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 5d4+10 sp to an ally.
Cleric Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
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 Prayer of Life I
Grants a 3% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cleric Prayer of Incredible Life I
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.

 
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 Serious WoundsPositive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15).
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.

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