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Hireling:Pilus ir'Simon

From DDO Compendium

Pilus' skill with a blade exceeds his self control. (Abilities: Cleave, Great Cleave, Sunder, Intimidate)
 
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.
Power AttackWhile using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
CleaveActivate this ability to attack one or more enemies in an arc in front of you.
Great CleaveActivate this ability to attack one or more enemies in a wide arc in front of you.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level.
Two Handed FightingIncreases the damage of glancing blow attacks when wielding a two-handed weapon by 10% (from a base of 20% normal weapon damage). Also grants a 3% chance for weapon effects to trigger on glancing blows.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
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.
Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon.
Weapon Focus: Longsword+1 bonus on attack rolls when using a longsword.
Weapon Focus: Greatsword+1 bonus on attack rolls when using a greatsword.
Greater Weapon Focus: Slashing WeaponsProvides a +1 bonus to attack rolls when using a slashing weapon. This bonus stacks with the Weapon Focus feat.
Greater Weapon Focus: Longsword+1 bonus on attack rolls when using a longsword.
Greater Weapon Focus: Greatsword+1 bonus on attack rolls when using a greatsword.
Weapon Specialization: Longsword+2 bonus on damage rolls when using a longsword.
Weapon Specialization: Greatsword+2 bonus on damage rolls when using a greatsword.
Weapon Specialization: Bastard Sword+2 bonus on damage rolls when using a bastard sword.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
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.
Human Improved Recovery I
You heal for 10% more any time you receive positive energy healing such as that from cure spells and cure potions.
Fighter Strength I
Grants a +1 increase to your Strength score.
Fighter Attack Boost I
Activate this ability to receive a +2 Action Boost bonus to attack for 20 seconds.
Fighter Haste Boost I
Activate this ability to receive a 15% Action Boost attack speed bonus for 20 seconds.
Fighter Attack Boost II
Activate this ability to receive a +3 Action Boost bonus to attack for 20 seconds.
Fighter Haste Boost II
Activate this ability to receive a 20% Action Boost attack speed bonus for 20 seconds.
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 (Sunder) I
Grants a +1 bonus to the DC of your Sunder and Improved Sunder feats.
Fighter Strategy (Sunder) II
Grants an additional +1 bonus on the DC of your Sunder and Improved Sunder feats, bringing the total increase to 2.
Fighter Strategy (Sunder) III
Grants an additional +1 bonus on the DC of your Sunder and Improved Sunder 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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