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Hireling:Kaylen

From DDO Compendium

Calm and collected Kaylen is hard to shake (Casts: Horrid Wilting, Charm Monster Mass, Wail of the Banshees, Dominate Monster, Energy Drain, Control Undead, Repair Critical Damage, Reconstruct)
 
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.
Greater HeroismImbues a single ally with great bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
DisplacementAn ally's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.
Finger of DeathAttempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.\n\nD&D Dice: Slays one living enemy or deals 2d3+6 damage per caster level (max 50d3+150) if the target saves.

 
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.
Combat CastingYou gain a +4 bonus on Concentration checks when your are being damaged in combat. You are less likely to have your spells interrupted by enemies.
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)
Force of PersonalityAdds your Charisma modifier to your Will Saves instead of your Wisdom modifier.
Mobile SpellcastingYou now move at nearly standard movement speed when casting spells.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Dismiss CharmActivate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
Spell Focus: EvocationYour spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
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.
Proficiency: LongswordYou do not suffer a -4 penalty on attack rolls when using a longsword.
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.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points.
Spell PenetrationAdds +2 to your caster level check for defeating spell resistance.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Sorcerer Charisma I
Grants a +1 increase to your Charisma score.
Sorcerer Charisma II
Grants an additional +1 to your Charisma score.
Sorcerer Charisma III
Grants an additional +1 to your Charisma score.
Sorcerer Energy of the Dragonblooded I
Grants a 30 point increase to spell points.
Sorcerer Energy of the Dragonblooded II
Grants an additional 40 spell points, bringing your total increase to 70 points.
Sorcerer Energy of the Dragonblooded III
Grants an additional 40 spell points, bringing your total increase to 110 points.
Sorcerer Energy of the Dragonblooded IV
Grants an additional 40 spell points, bringing your total increase to 150 points.
Sorcerer Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Sorcerer Improved Heightening I
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Sorcerer Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Sorcerer Improved Enlarge I
Using the Enlarge Spell feat costs you 1 less spell point.
Sorcerer Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Sorcerer Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Sorcerer Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.
Sorcerer Subtle Spellcasting II
Your damaging spells generate 20% less hate than they normally would, making enemies less likely to attack you.

 
Energy DrainA black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2 to 8 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 2d4 negative levels.
Wail of the BansheeEmits a terrible scream that kills living creatures who hear it. Even those who survive suffer horribly, taking 7 to 12 negative energy damage per caster level.\n\nD&D Dice: Slays multiple living enemies or deals 2d3+6 damage per caster level if they save.
Horrid WiltingDeals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to living targets by evaporating moisture from their bodies. Deals 5 to 8 damage per caster level (max 100 to 160) to water type outsiders and plants.\n\nD&D Dice: Deals 1d3+3 damage per caster level (max 20d3+60). Deals 1d4+4 damage per caster level against water type outsiders and plants (max 20d4+80).
Control UndeadControl is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional save every 2 minutes. A successful Will save negates this effect.
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 Critical DamageTransmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20).
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).
ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).

[[Category:Elf[v] Hirelings|Kaylen ]]

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