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Hireling:Hesha the Stern

From DDO Compendium

Hesha was the second in command of a small mercenary company before setting out to Xen'drik to find her own fortune. (Abilities: Cleave, Great Cleave, Sunder, Intimidate)
 
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)

 
IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.

 
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.
Power AttackWhile using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
CleaveActivate this ability to attack one or more enemies in an arc in front of you.
Great CleaveActivate this ability to attack one or more enemies in a wide arc in front of you.
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)
Two Weapon FightingReduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%.
Oversized Two Weapon FightingWhen wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand.
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.
Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon.
Weapon Focus: Longsword+1 bonus on attack rolls when using a longsword.
Weapon Focus: Greatsword+1 bonus on attack rolls when using a greatsword.
Greater Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Focus: Longsword+1 bonus on attack rolls when using a longsword.
Greater Weapon Focus: Greatsword+1 bonus on attack rolls when using a greatsword.
Weapon Specialization: Longsword+2 bonus on damage rolls when using a longsword.
Weapon Specialization: Greatsword+2 bonus on damage rolls when using a greatsword.
Weapon Specialization: Bastard Sword+2 bonus on damage rolls when using a bastard sword.
Power CriticalProvides a +4 bonus to confirm critical hits.
Dwarven StabilityDwarves naturally are able to keep their balance, receiving a +4 on their Balance skill.
Giant EvasionDwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type.
Orc and Goblin BonusDwarves get a +1 bonus to attack against orcs and goblins.
Poison Save BonusDwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons.
Dwarven StonecunningDwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill.
Spell Save BonusDwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Dwarven Constitution I
Grants a +1 increase to your Constitution score.
Dwarven Constitution II
Grants an additional +1 to your Constitution score.
Dwarven Axe Damage I
You gain an additional +1 bonus to damage rolls when using a battleaxe, throwing axe, handaxe, or dwarven axe, and an additional +2 bonus to damage rolls when using a greataxe.
Grants: Throwing Axe Damage I, Handaxe Damage I, Greataxe Damage I, Battleaxe Damage I, Dwarven Axe Damage I
Battleaxe Damage I
You gain an additional +1 bonus to damage rolls when using a battleaxe.
Throwing Axe Damage I
You gain an additional +1 bonus to damage rolls when using a throwing axe.
Dwarven Axe Damage I
You gain an additional +1 bonus to damage rolls when using a dwarven axe.
Greataxe Damage I
You gain an additional +2 bonus to damage rolls when using a greataxe.
Handaxe Damage I
You gain an additional +1 bonus to damage rolls when using a handaxe.
Dwarven Axe Attack I
You gain an additional +1 bonus to attack rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe.
Grants: Throwing Axe Attack I, Handaxe Attack I, Greataxe Attack I, Dwarven Axe Attack I, Battleaxe Attack I
Battleaxe Attack I
You gain an additional +1 bonus to attack rolls when using a battleaxe.
Throwing Axe Attack I
You gain an additional +1 bonus to attack rolls when using a throwing axe.
Dwarven Axe Attack I
You gain an additional +1 bonus to attack rolls when using a dwarven axe.
Greataxe Attack I
You gain an additional +1 bonus to attack rolls when using a greataxe.
Handaxe Attack I
You gain an additional +1 bonus to attack rolls when using a handaxe.
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.
Racial Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Fighter Strength I
Grants a +1 increase to your Strength score.
Fighter Strength II
Grants an additional +1 to your Strength score.
Fighter Strength III
Grants an additional +1 to your Strength score.
Fighter Item Defense I
You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
Fighter Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Fighter Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Fighter Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Fighter Toughness IV
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Fighter Critical Accuracy I
Grants a +2 bonus to confirm critical hits.
Fighter Critical Accuracy II
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 4.

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