Hireling:Molin Caskenflagon
From DDO Compendium
Official Game Entry
Molin Caskenflagon
Ever vigilant against the forces of evil, Molin is a devout follower of the Sovereign Host. (Casts: Cure Serious Wounds, Cure Moderate Wounds, Turn Undead, Dispel Magic, Blindness)

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| Turn Undead | Activate 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. |

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| Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15). | |
| Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | |
| Bless | You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane. |

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| Wand of Cure Light Wounds | This hireling possesses wands of Cure Light Wounds | |
| 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. | |
| Turn Undead | Activate 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 Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| 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. | |
| Extend Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| 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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| Dwarven Constitution I |
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| Dwarven Faith I |
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| Cleric Wisdom I |
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| Cleric Energy of the Zealot I |
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| Cleric Energy of the Zealot II |
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| Cleric Extra Turning I |
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| Cleric Life Magic I |
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| Cleric Life Magic II |
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| Cleric Smiting I |
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| Cleric Smiting II |
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| Follower of the Sovereign Host |
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| Dol Dorn's Champion |
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| Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15). | |
| Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10). | |
| Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. | |
| Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. | |
| Remove Blindness | Cures blindness in an ally. | |
| Lesser Restoration | Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue. |
Player Entry
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