Hireling:Kurgal Powermonger
From DDO Compendium
Official Game Entry
Kurgal Powermonger
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)

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| Diplomacy | Allows 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. | |
| Bluff | Allows 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. |

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| Niac's Cold Ray | A 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 Missile | A 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). |

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| Wand of Magic Missile | This hireling possesses wands of Magic Missile | |
| Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. | |
| Heroic Durability | Increases your maximum hit points by 20. | |
| Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. | |
| Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. | |
| Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. | |
| Proficiency: Dart | You do not suffer a -4 penalty on attack rolls when using a dart. | |
| Dwarven Stability | Dwarves naturally are able to keep their balance, receiving a +4 on their Balance skill. | |
| Giant Evasion | Dwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type. | |
| Orc and Goblin Bonus | Dwarves get a +1 bonus to attack against orcs and goblins. | |
| Poison Save Bonus | Dwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons. | |
| Dwarven Stonecunning | Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill. | |
| Spell Save Bonus | Dwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects. | |
| Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |

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| Burning Hands | A 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 Missile | A 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 Damage | Transmutes 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). |
Player Entry
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