Article
Discussion

Hireling:K'zurth Qarab

From DDO Compendium

K'zurth keeps to himself and tries to stay out of trouble. (Casts: Fireball, Enervation, Phantasmal Killer, Haste, Repair Serious Damage)
 
EnervationA black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 1 to 4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 1d4 negative levels.
HasteQuickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves.
Wall of FireCreates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save for half.\n\nD&D Dice: Deals 2d6 fire damage plus 1 additional per caster level (max 15) to targets within the wall. Does an additional 2d6 damage vs undead.
Frost LanceShoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.\n\nD&D Dice: Deals 4d5+20 cold damage per lance.

 
Wand of Magic MissileThis hireling possesses wands of Magic Missile
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)
Inscribe Wizard ScrollYou are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Proficiency: Short SwordYou do not suffer a -4 penalty on attack rolls when using a short sword.
Enchantment Save BonusElves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
Elven Keen SensesElves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
Immunity to SleepElves and Half-Elves are naturally immune to magical sleep effects.
Drow Spell ResistanceDrow are naturally resistant to spells and magical effects. You have Spell Resistance equal to 10 plus your level, protecting you from many nondamaging spells and effects.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Heighten SpellRequires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost.
Spell PenetrationAdds +2 to your caster level check for defeating spell resistance.
Greater Spell PenetrationAdds +2 to your caster level check for defeating spell resistance (in addition to the +2 from the Spell Penetration feat).
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Elven Keen Eyes I
Grants a +1 bonus to your Spot skill.
Elven Perception I
Grants a +1 bonus to your Search skill.
Elven Perception II
Grants an additional +1 bonus to your Search skill, bringing the total increase to 2.
Elven Keen Hearing I
Grants a +1 bonus to your Listen skill.
Elven Enchantment Resistance I
Grants a +1 bonus to saves against enchantments.
Wizard Intelligence I
Grants a +1 increase to your Intelligence score.
Wizard Intelligence II
Grants an additional +1 to your Intelligence score.
Wizard Energy of the Scholar I
Grants a 20 point increase to spell points.
Wizard Energy of the Scholar II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Wizard Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Wizard Wand Heightening I
You add +1 to the DC of your offensive wands.
Wizard Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.

 
FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 6 fire damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 10d3+30).
EnervationA black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 1 to 4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 1d4 negative levels.
Repair Light DamageTransmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5).
Repair Serious DamageTransmutes the structure of a living construct ally to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 15.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 15).

You need JavaScript enabled for viewing comments