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Hireling:Mikayl the Pious

From DDO Compendium

Curiously religious for a man-at-arms with no divine ability, Mikayl is a righteous defender of good. (Abilities: Dragonmark Passage Lesser, Trip, Sunder, Intimidate)
 
Lesser Dragonmark of PassageActivate this ability to harness the bloodline of House Orien to cast Dimension Door two times per rest. Also allows you to use your Least Mark of Passage an extra time per rest.
TripUsing this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
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)

 
IntimidateAllows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you.

 
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.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point 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)
DodgeGrants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC. This will appear as a feat bonus on your character sheet.
Two Weapon DefenseGrants you a +1 bonus to your AC when you wield two weapons.
Two Weapon FightingReduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%.
Oversized Two Weapon FightingWhen wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand.
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.
Martial Weapon ProficiencyYou do not suffer an attack penalty for martial weapons.
Proficiency: Short SwordYou do not suffer a -4 penalty on attack rolls when using a short sword.
Proficiency: LongswordYou do not suffer a -4 penalty on attack rolls when using a longsword.
Proficiency: GreatswordYou do not suffer a -4 penalty on attack rolls when using a greatsword.
Proficiency: Throwing HammerYou do not suffer a -4 penalty on attack rolls when using a throwing hammer.
Proficiency: Bastard SwordYou do not suffer a -4 penalty on attack rolls when using a bastard sword. Bastard swords deal grazing hits as if they were a two handed weapon if they are the only weapon wielded by a proficient user. (Sword and shield or single weapon attack styles.)
Least Dragonmark of PassageThe bloodline of House Orien bestows on you a +2 bonus to your Balance skill. Activate this ability to cast Expeditious Retreat to increase your running speed by 25% for one minute per character level.
Lesser Dragonmark of PassageActivate this ability to harness the bloodline of House Orien to cast Dimension Door two times per rest. Also allows you to use your Least Mark of Passage an extra time per rest.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Extra Dragonmark Use I
You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Human Adaptability Strength I
Grants a +1 increase to your Strength score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Fighter Strength I
Grants a +1 increase to your Strength score.
Fighter Strength II
Grants an additional +1 to your Strength score.
Fighter Strength III
Grants an additional +1 to your Strength score.
Fighter Armored Agility I
Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn.
Fighter Armor Mastery I
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by +1. You may still be restricted by your tower shield's max Dex bonus.
Fighter Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Fighter Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Fighter Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Fighter Flanking Mastery I
You gain an additional +1 bonus to attack rolls when flanking an enemy, increasing your flanking bonus from the standard +2 to +3.
Fighter Strategy (Trip) I
Grants a +1 bonus to the DC of your Trip and Improved Trip feats.
Fighter Strategy (Trip) II
Grants an additional +1 bonus on the DC of your Trip and Improved Trip feats, bringing the total increase to 2.
Fighter Strategy (Trip) III
Grants an additional +1 bonus on the DC of your Trip and Improved Trip feats, bringing the total increase to 3.
Fighter Critical Accuracy I
Grants a +2 bonus to confirm critical hits.
Fighter Critical Accuracy II
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 4.
Fighter Critical Accuracy III
Grants an additional +2 bonus to confirm critical hits, bringing the total increase to 6.

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