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Hireling:Tempys Lorben

From DDO Compendium

Usually found in the middle of a swirling combat, Tempys is a quick witted, capable healer. (Casts: Heal, Cure Serious Wounds Mass, Divine Vitality III, Death Ward Mass, 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.
Extra TurningAllows you to turn undead four more times per rest period.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points for each additional level.
Improved Mental ToughnessIncreases 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)
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.
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.
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.
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 Charisma I
Grants a +1 increase to your Charisma score. You can only train one Human Adaptability enhancement at this level. Half-Elves taking this enhancement will lock out Elven Dexterity.
Human Greater Adaptability Wisdom I
Grants a +1 increase to your Wisdom score. You can only train one Human Adaptability enhancement at this level.
Cleric Wisdom I
Grants a +1 increase to your Wisdom score.
Cleric Wisdom II
Grants an additional +1 to your Wisdom score.
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Energy of the Zealot II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Cleric Energy of the Zealot III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Cleric Energy of the Zealot IV
Grants an additional 30 spell points, bringing your total increase to 110 points.
Cleric Charisma I
Grants a +1 increase to your Charisma score.
Cleric Charisma II
Grants an additional +1 to your Charisma score.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Extra Turning II
You gain 1 additional turn undead attempt per rest, bringing your total increase to 2.
Cleric Extra Turning III
You gain 1 additional turn undead attempt per rest, bringing your total increase to 3.
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 Life Magic I
Grants a 10% increase to the effectiveness of your healing and negative energy spells.
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.
Cleric Prayer of Incredible Life II
Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.

 
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 Serious Wounds, MassCasts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal serious wounds of allies or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 35. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 35).
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.

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