Hireling:Samuel Merrik
From DDO Compendium
Official Game Entry
Samuel Merrik
Samuel is a fervent follower of the Sovereign Host, seeking to help those in the greatest of need. (Casts: Cure Critical Wounds, Cure Light Wounds Mass, Raise Dead, Greater Command, Summon Monster V)

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| Cure Critical Wounds | Positive energy is channeled to heal critical wounds of your target or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. 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 20). | |
| Raise Dead | Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. | |
| Greater Command | Enemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect. | |
| Summon Monster V | This spell allows you to summon one of three different creatures: a medium earth elemental, a bearded devil, or an umbral worg. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. |

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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. | |
| Extra Turning | Allows you to turn undead four more times per rest period. | |
| Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. | |
| Improved Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat) | |
| Sunder | Using 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 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. | |
| Least Dragonmark of Passage | The bloodline of House Orien bestows on you a +2 bonus to your Balance skill. Activate this ability to cast Expeditious Retreat to increase your running speed by 25% for one minute per character level. | |
| 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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| Human Adaptability Wisdom I |
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| Human Improved Recovery I |
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| Cleric Wisdom I |
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| Cleric Wisdom II |
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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 Charisma I |
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| Cleric Extra Turning I |
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| Cleric Extra Turning II |
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| Cleric Extra Turning III |
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| Cleric Divine Healing I |
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| Cleric Divine Healing II |
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| Cleric Divine Vitality I |
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| Cleric Divine Vitality II |
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| Cleric Life Magic I |
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| Cure Critical Wounds | Positive energy is channeled to heal critical wounds of your target or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. 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 20). | |
| Cure Light Wounds, Mass | Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus 1 point per caster level (max 25). | |
| Raise Dead | Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. | |
| 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. | |
| Restoration | Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally. | |
| Remove Paralysis | Frees ally from paralysis and effects of a slow spell. | |
| Neutralize Poison | Detoxifies 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 Enchantment | Affected 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. |
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