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Hireling:Klin Stegen

From DDO Compendium

Klin's holy rage is ledgendary. (Casts: Heal, Heal Mass, Summon Monster IX, True Resurrection)
 
HealChannels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 10 hp per caster level (max 150).
Heal, MassCasts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 10 hp per caster level (max 150).
Summon Monster IXThis spell allows you to summon one of three different creatures: a hezrou, an elder fire elemental, or an eladrin ghaele. 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.
True ResurrectionResurrects the target, restores all of the target's hit points, and preserves current spell points.

 
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.
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.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points 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)
Turn UndeadActivate 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 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.
Halfling BraveryHalflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear.
Halfling Size BonusAs Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
Halfling LuckHalflings are surprisingly lucky and gain a +1 bonus to all saves.
Halfling AgilityHalflings are agile and gain a +2 bonus to Jump and Move Silently checks.
Halfling Keen EarsHalflings have keen ears and gain a +2 bonus to Listen checks.
Halfling Thrown Weapon FocusHalflings 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.
Empower Healing SpellWhile this metamagic feat is active, healing spells are 50% more effective, but they consume 10 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Quicken SpellWhile this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Energy of the Zealot II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Cleric Energy of the Zealot III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Cleric Energy of the Zealot IV
Grants an additional 30 spell points, bringing your total increase to 110 points.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Extra Turning II
You gain 1 additional turn undead attempt per rest, bringing your total increase to 2.
Cleric Improved Empower Healing I
Using the Empower Healing Spell feat costs you 1 less spell point.
Cleric Improved Empower Healing II
Using the Empower Healing Spell feat costs you 2 fewer spell points.
Cleric Improved Empower Healing III
Using the Empower Healing Spell feat costs you 4 fewer spell points.
Cleric 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 + Cleric Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 6d6 light damage to undead.
Cleric 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 + Cleric Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 12d6 light damage to undead.
Cleric 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 + Cleric Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 18d6 light damage to undead.
Cleric Divine Healing I
Activate this ability to give another character 1 to 3 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 1d3 hp per 2 seconds for 30 seconds.
Cleric Divine Healing II
Activate this ability to give another character 2 to 6 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 2d3 hp per 2 seconds for 30 seconds.
Cleric Divine Healing III
Activate this ability to give another character 3 to 9 healing every 2 seconds for 30 seconds. Consumes a use of your turn undead ability.\n\nD&D Dice: Heals 3d3 hp per 2 seconds for 30 seconds.
Cleric Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Cleric Life Magic I
Grants a 10% increase to the effectiveness of your healing and negative energy spells.
Cleric Life Magic II
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 20%.
Cleric Life Magic III
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 30%.
Cleric Life Magic IV
Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 40%.
Cleric Prayer of Life I
Grants a 3% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
Cleric Prayer of Life II
Grants a 6% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cleric Prayer of Life III
Grants a 9% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cleric Prayer of Incredible Life I
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
Cleric Prayer of Incredible Life II
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
Cleric Prayer of Incredible Life III
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.

 
ResurrectionResurrects the target, restores half of the target's hit points, and preserves current spell points.
Cure Critical Wounds, MassCasts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 40. 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 40).
HealChannels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 10 hp per caster level (max 150).
Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
Remove DiseaseCures all diseases on an ally. Does not prevent re-infection after a new exposure.
Remove BlindnessCures blindness in an ally.
RestorationCures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
Remove ParalysisFrees ally from paralysis and effects of a slow spell.
Neutralize PoisonDetoxifies 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.
Break EnchantmentAffected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.

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