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Hireling:Nedry Smallfoot

From DDO Compendium

Nedry Smallfoot
Prof that little people can do big things. (Casts: Dominate Monster, Wail of the Banshees, Charm Monster Mass, Sunburst, Chain Lightning, Otto's Sphere of Dancing, Repair Critical Damage, Reconstruct)
 
Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
Wall of FireCreates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save for half.\n\nD&D Dice: Deals 2d6 fire damage plus 1 additional per caster level (max 15) to targets within the wall. Does an additional 2d6 damage vs undead.
ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).
Meteor SwarmCauses four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 24 to 36 fire damage (a successful Reflex save reduces the fire damage by half) and 8 to 12 bludgeoning damage (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range.\n\nD&D Dice: Each of four meteors deals 6d3+18 fire damage and 2d3+6 bludgeoning damage.

 
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.
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)
Insightful ReflexesAdds your Intelligence modifier to Reflex Saves instead of your Dexterity modifier.
Inscribe Wizard ScrollYou are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Dismiss CharmActivate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
Spell Focus: EvocationYour spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Greater Spell Focus: EvocationYour spells from the Evocation school of magic are harder to resist, receiving an additional +1 bonus on save DCs.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Halfling BraveryHalflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear.
Halfling Size BonusAs Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
Halfling LuckHalflings are surprisingly lucky and gain a +1 bonus to all saves.
Halfling AgilityHalflings are agile and gain a +2 bonus to Jump and Move Silently checks.
Halfling Keen EarsHalflings have keen ears and gain a +2 bonus to Listen checks.
Halfling Thrown Weapon FocusHalflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon.
Halfling Focus: Dart+1 bonus on attack rolls when using a dart.
Halfling Focus: Shuriken+1 bonus on attack rolls when using a shuriken.
Halfling Focus: Throwing Axe+1 bonus on attack rolls when using a throwing axe.
Halfling Focus: Throwing Dagger+1 bonus on attack rolls when using a throwing dagger.
Halfling Focus: Throwing Hammer+1 bonus on attack rolls when using a throwing hammer.
Empower SpellWhile this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Maximize SpellWhile this metamagic feat is active, damage spells deal double damage, but they consume 25 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.

 
Wizard Intelligence I
Grants a +1 increase to your Intelligence score.
Wizard Energy of the Scholar I
Grants a 20 point increase to spell points.
Wizard Energy of the Scholar II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Wizard Energy of the Scholar III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Wizard Energy of the Scholar IV
Grants an additional 30 spell points, bringing your total increase to 110 points.
Wizard Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Wizard Improved Heightening I
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Wizard Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Wizard Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Wizard Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.
Wizard Subtle Spellcasting II
Your damaging spells generate 20% less hate than they normally would, making enemies less likely to attack you.

 
SunburstA globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.\n\nD&D Dice: Deals 6d6 light damage and blinds or deals 1d3+3 light damage per caster level to undead and oozes.
Chain LightningA powerful electrical discharge strikes a primary target for 4 to 6 electrical damage per caster level and then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level.
Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
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).
Repair Critical DamageTransmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20).
ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).

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