Article
Discussion

Hireling:Full Metal

From DDO Compendium

Because nothing beats metal…well nothing that sounded cool. -Full Metal (Abilities: Lay Hands, Stunning Blow, Zeal, Smite Evil)
 
Lay On HandsActivate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
Stunning BlowUsing this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)

 
ZealGrants the caster a 10 percent sacred bonus to attack speed for a short duration.

 
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.
Adamantine BodyAdamantine body counts as heavy armor, grants a +8 armor bonus and damage reduction 2/adamantine, but also provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dex bonus.
Light FortificationWarforged have a 25% immunity to critical hits and sneak attacks.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level.
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)
Stunning BlowUsing this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Combat ExpertiseWhile using Combat Expertise mode, you trade up to 5 of your attack bonus for the same amount of extra AC. Spells cost double spell points to cast when this mode is active.
Aura of GoodAn aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
Aura of CourageA feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
Divine GraceA paladin receives a bonus to saves, equal to his or her Charisma bonus.
Divine HealthA paladin is immune to all diseases.
Fear ImmunityA paladin is immune to fear effects.
Lay On HandsActivate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
Remove DiseaseActivate this paladin ability to cure one or more diseases in your target.
Turn UndeadActivate this paladin ability to drive away undead. To turn undead you must make a turning check (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 paladin level -3 + 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.
Improved Critical: Slashing WeaponsDoubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved Critical: GreataxeCritical hit chance is doubled when using a greataxe.
Improved Critical: ScimitarCritical hit chance is doubled when using a scimitar.
Improved Critical: Bastard SwordCritical hit chance is doubled when using a bastard sword.
Improved Critical: GreatswordCritical hit chance is doubled when using a greatsword.
Improved Critical: LongswordCritical hit chance is doubled when using a longsword.
Improved Critical: BattleaxeCritical hit chance is doubled when using a battleaxe.
Improved Critical: Dwarven WaraxeCritical hit chance is doubled when using a dwarven waraxe.
Improved Critical: KamaCritical hit chance is doubled when using a kama.
Improved Critical: KhopeshCritical hit chance is doubled when using a khopesh.
Improved Critical: FalchionCritical hit chance is doubled when using a falchion.
Improved Critical: KukriCritical hit chance is doubled when using a kukri.
Improved Critical: SickleCritical hit chance is doubled when using a sickle.
Improved Critical: HandaxeCritical hit chance is doubled when using a handaxe.
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.
Martial Weapon ProficiencyYou do not suffer an attack penalty for martial weapons.
Proficiency: Short SwordYou do not suffer a -4 penalty on attack rolls when using a short sword.
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.
Proficiency: Throwing HammerYou do not suffer a -4 penalty on attack rolls when using a throwing hammer.
Warforged ImmunitiesWarforged are naturally immune to sleep, energy drain, nausea, sickness, exhaustion, poison, disease, and paralysis effects except those which physically hold them in place.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Warforged Healer's Friend I
You heal for 15% more any time you receive positive energy healing such as that from cure spells and cure potions.
Racial Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Racial Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Paladin Charisma I
Grants a +1 increase to your Charisma score.
Paladin Charisma II
Grants an additional +1 to your Charisma score.
Paladin Extra Lay on Hands I
You can call on your lay on hands ability 1 additional time per rest.
Paladin Extra Lay on Hands II
You can call on your lay on hands ability 1 additional time per rest, bringing your total increase to 2.
Paladin Extra Turning I
You gain 1 additional turn undead attempt per rest.
Paladin Improved Turning I
You add +1 to your paladin level when attempting to turn undead.
Paladin Improved Turning II
You add +2 to your paladin level when attempting to turn undead.
Paladin Divine Light I
Activate this ability to deal 6 to 36 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of your turn undead ability. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 6d6 light damage to undead.
Paladin Divine Light II
Activate this ability to deal 12 to 72 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 12d6 light damage to undead.
Paladin Divine Light III
Activate this ability to deal 18 to 108 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 18d6 light damage to undead.
Paladin Extra Smite Evil I
Increases your maximum Smite Evils by 1.
Paladin Extra Smite Evil II
Increases your maximum Smite Evils by 2.
Paladin Extra Smite Evil III
Increases your maximum Smite Evils by 3.
Paladin Attack Boost I
Activate this ability to receive a +2 Action Boost bonus to attack for 20 seconds.
Paladin Armor Class Boost I
Activate this ability to receive a +2 Action Boost bonus to Armor Class for 20 seconds.
Paladin Attack Boost II
Activate this ability to receive a +3 Action Boost bonus to attack for 20 seconds.
Paladin Armor Class Boost II
Activate this ability to receive a +3 Action Boost bonus to Armor Class for 20 seconds.
Paladin Attack Boost III
Activate this ability to receive a +4 Action Boost bonus to attack for 20 seconds.
Paladin Armor Class Boost III
Activate this ability to receive a +4 Action Boost bonus to Armor Class for 20 seconds.
Paladin Devotion I
Grants a 10% increase to the effectiveness of your healing spells.
Paladin Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Paladin Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Paladin Bulwark of Good I
Your aura of good provides an additional +1 Armor Class bonus.
Paladin Bulwark of Good II
Your aura of good provides an additional +2 Armor Class bonus.
Paladin Bulwark of Good III
Your aura of good provides an additional +3 Armor Class bonus.
Paladin Focus of Good I
Your aura of good provides a +3 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Paladin Focus of Good II
Your aura of good provides a +6 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Paladin Divine Sacrifice I
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5 to 30 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 5d6 light damage.
Paladin Divine Sacrifice II
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7 to 42 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 7d6 light damage.
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 a friend until the target next rests. Consumes a use of turn undead. This ability may not be activated until you have been granted the Turn Undead ability at Paladin Level 4 or Cleric Level 1.
Unyielding Sovereignty
You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targetted ally, remove ability damage, death penalty effects, negative levels, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
Paladin Hunter of the Dead I
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition all of your attacks are considered Ghost Touch, and ignore the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Lesser Restoration effect. You may possess only one prestige enhancement line at a time for each class.
Grants: Hunter of the Dead I: Lesser Restoration
Hunter of the Dead I: Lesser Restoration
You may expend a use of Paladin Remove Disease to produce a Lesser Restoration effect on yourself or an ally that dispels magical effects reducing damage to one ability score, eliminates fatigue, and improves exhaustion to fatigue.

 
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).
Divine FavorThe strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.
VirtueGrants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.

You need JavaScript enabled for viewing comments