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Hireling:Natasha Thorston

From DDO Compendium

Despite her humble origins, Natasha is a renowned cleric of amazing ability. She is a gifted healer, and capable combatant. (Casts: Heal, Cure Critical Wounds Mass, Death Ward Mass, Divine Vitality III, Resurrection)
 
Cleric Divine Vitality III
Activate this ability to restore 17 to 38 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 7d4+10 sp to an ally.

 
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).
ResurrectionResurrects the target, restores half of the target's hit points, and preserves current spell points.
Death Ward, MassGrants multiple allies immunity to death spells and effects, energy drain, and negative energy effects.

 
Wand of Cure Light WoundsThis hireling possesses wands of Cure Light Wounds
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.
Draconic VitalityIncreases your maximum hit points by 10.
Magical TrainingIncreases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
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)
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.
Spell Focus: NecromancyYour spells from the Necromancy school of magic are harder to resist, receiving a +1 bonus on save DCs.
Greater Spell Focus: NecromancyYour spells from the Necromancy school of magic are harder to resist, receiving an additional +1 bonus on save DCs.
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.
Proficiency: LongswordYou do not suffer a -4 penalty on attack rolls when using a longsword.
Enchantment Save BonusElves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
Elven Keen SensesElves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
Immunity to SleepElves and Half-Elves are naturally immune to magical sleep effects.
Empower Healing SpellWhile this metamagic feat is active, healing spells are 50% more effective, but they consume 10 additional spell points.
Heighten SpellRequires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost.
Spell PenetrationAdds +2 to your caster level check for defeating spell resistance.
Greater Spell PenetrationAdds +2 to your caster level check for defeating spell resistance (in addition to the +2 from the Spell Penetration feat).
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Elven Dexterity I
Grants a +1 increase to your Dexterity score. Half-Elves taking this enhancement will lock out Human Adaptability.
Elven Dexterity II
Grants an additional +1 to your Dexterity score.
Elven Enchantment Resistance I
Grants a +1 bonus to saves against enchantments.
Aerenal Elf Melee Attack I
You gain an additional +1 bonus to attack rolls when using a longsword or rapier.
Grants: Elven Rapier Attack I, Elven Longsword Attack I
Elven Longsword Attack I
You gain an additional +1 bonus to attack rolls when using a longsword.
Elven Rapier Attack I
You gain an additional +1 bonus to attack rolls when using a rapier.
Aerenal Elf Melee Attack II
You gain an additional +1 bonus to attack rolls when using a longsword or rapier, bringing the total increase to 2.
Grants: Elven Rapier Attack II, Elven Longsword Attack II
Elven Longsword Attack II
You gain an additional +1 bonus to attack rolls when using a longsword.
Elven Rapier Attack II
You gain an additional +1 bonus to attack rolls when using a rapier.
Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cleric Wisdom II
Grants an additional +1 to your Wisdom score.
Cleric Wisdom III
Grants an additional +1 to your Wisdom score.
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Divine Vitality I
Activate this ability to restore 13 to 22 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 3d4+10 sp to an ally.
Cleric Divine Vitality II
Activate this ability to restore 15 to 30 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 5d4+10 sp to an ally.
Cleric Divine Vitality III
Activate this ability to restore 17 to 38 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 7d4+10 sp to an ally.
Cleric Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Cleric Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Cleric Improved Spell Penetration III
You add +3 to your level when attempting to overcome an enemy's SR.
Cleric Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Cleric Wand and Scroll Mastery II
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
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 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.
Follower of the Sovereign Host
You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host.
Grants: Dol Dorn's Champion
Dol Dorn's Champion
Activate this ability to grant weapon proficiency in longswords to yourself or a friend until the target next rests. Consumes a use of turn undead.

 
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).
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).
ResurrectionResurrects the target, restores half of the target's hit points, and preserves current spell points.
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.

[[Category:Elf[v] Hirelings|Natasha Thorston ]][[Category:Elf[v] Hirelings|Natasha Thorston ]]

ADDITIONAL INFO

DVs: She has 9 DVs

Evaluation: 85% - She is a good cleric.

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