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Hireling:Kurgal Powermonger

From DDO Compendium

Kurgal has no time for things such as 'schooling' or 'plans'. To him, every obstacle can be overcome with more magic missiles. (Casts: Magic Missile, Burning Hands)
 
DiplomacyAllows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced.
BluffAllows you to bluff certain NPCs, draw monsters away from their group, or make an individual monster vulnerable to a sneak attack for six seconds. You also gain a decrease to threat generation for a short period of time after successfully using this ability.

 
Niac's Cold RayA ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray as double spell range. A successful Reflex save negates this effect.\n\nD&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25).
Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).

 
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.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
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.
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.

 
Burning HandsA cone of searing flame shoots forth, damaging targets in the area of the flames for 3 to 4 fire damage per caster level (up to a max of 15 to 20 at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 fire damage per caster level (max 5d2+10).
Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).
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).

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