Hireling:Fergus
From DDO Compendium
Official Game Entry
Fergus
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)

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| 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). | |
| Dispel Magic | Removes 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. | |
| Restoration | Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally. | |
| Summon Monster IV | This 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. |

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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. | |
| Sunder | Using 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 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. | |
| Halfling Bravery | Halflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear. | |
| Halfling Size Bonus | As Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. | |
| Halfling Luck | Halflings are surprisingly lucky and gain a +1 bonus to all saves. | |
| Halfling Agility | Halflings are agile and gain a +2 bonus to Jump and Move Silently checks. | |
| Halfling Keen Ears | Halflings have keen ears and gain a +2 bonus to Listen checks. | |
| Halfling Thrown Weapon Focus | Halflings 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 Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| Least Dragonmark of Healing | The 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 Healing | Activate 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 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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| Extra Dragonmark Use I |
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| Extra Dragonmark Use II |
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| Cleric Wisdom I |
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| Cleric Wisdom II |
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| Cleric Energy of the Zealot I |
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| Cleric Energy of the Zealot II |
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| Cleric Charisma I |
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| Cleric Extra Turning I |
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| Cleric Extra Turning II |
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| Cleric Divine Healing I |
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| Cleric Divine Vitality I |
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| Cleric Divine Vitality II |
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| Cleric Wand and Scroll Mastery I |
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| Cleric Life Magic I |
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| Cleric Life Magic II |
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| Cleric Prayer of Life I |
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| Cleric Prayer of Incredible Life I |
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| 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 Serious Wounds | Positive 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 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. |
Player Entry
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