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Hireling:Quintesia Velassa

From DDO Compendium

Eager to explore the ruins of Xen'drik, Quintesia is an intellectual fighter quite sure of her abilities. (Abilities: Combat Expertise, Improved Trip, Sunder, Intimidate)
 
Combat ExpertiseWhile using Combat Expertise mode, you trade up to 5 of your attack bonus for the same amount of extra AC. Spells cost double spell points to cast when this mode is active.
Improved TripUsing this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 14 + 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.
Draconic VitalityIncreases your maximum hit points by 10.
Spring AttackYou suffer no penalty to your attack roll when moving and attacking.
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)
MobilityIncreases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling.
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.
Combat ExpertiseWhile using Combat Expertise mode, you trade up to 5 of your attack bonus for the same amount of extra AC. Spells cost double spell points to cast when this mode is active.
Iron WillGrants you a +2 bonus on your Will saves.
Shield MasteryYou are skilled with the use of a shield, and your physical damage vulnerability is decreased by 10% when using a buckler or small shield, 15% when using a large shield, or 20% when using a tower shield.
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.
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.
Greater Weapon Specialization: Slashing WeaponsProvides a +2 bonus to damage rolls when using a slashing weapon. This bonus stacks with the Weapon Specialization feat.
Power CriticalProvides a +4 bonus to confirm critical hits.
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.
Luck of HeroesYou survive when no one expects you to come through. You receive a +1 to all saves.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Aerenal Elf Melee Damage I
You gain an additional +1 bonus to damage rolls when using a longsword or rapier.
Grants: Elven Rapier Damage I, Elven Longsword Damage I
Elven Longsword Damage I
You gain an additional +1 bonus to damage rolls when using a longsword.
Elven Rapier Damage I
You gain an additional +1 bonus to damage rolls when using a rapier.
Aerenal Elf Melee Damage II
You gain an additional +1 bonus to damage rolls when using a longsword or rapier, bringing the total increase to 2.
Grants: Elven Rapier Damage II, Elven Longsword Damage II
Elven Longsword Damage II
You gain an additional +1 bonus to damage rolls when using a longsword.
Elven Rapier Damage II
You gain an additional +1 bonus to damage rolls when using a rapier.
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.
Fighter Strength I
Grants a +1 increase to your Strength score.
Fighter Strength II
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 Armor Mastery II
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by an additional +1. You may still be restricted by your tower shield's max Dex bonus.
Fighter Armor Mastery III
Gives you the ability to move better in armor, increasing the Maximum Dexterity Bonus on your armor by an additional +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 Toughness IV
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Fighter Tower Shield Mastery I
Gives you the ability to move better with a tower shield, increasing the Maximum Dexterity Bonus on your tower shield by +1. You may still be restricted by your armor's max Dex bonus.
Fighter Tower Shield Mastery II
Gives you the ability to move better with a tower shield, increasing the Maximum Dexterity Bonus on your tower shield by an additional +1. You may still be restricted by your armor's max Dex bonus.
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 Strategy (Trip) IV
Grants an additional +1 bonus on the DC of your Trip and Improved Trip feats, bringing the total increase to 4.
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.

[[Category:Elf[v] Hirelings|Quintesia Velassa ]][[Category:Elf[v] Hirelings|Quintesia Velassa ]]

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