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Hireling:Tesztra

From DDO Compendium

Only recently arriving in Xen'drik, Tesztra has yet to prove herself as a professional mercenary. (Casts: Web, Magic Missile, Hypnotism, Repair Light Damage, Shocking Grasp, Repair Light Damage)
 
Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).
WebCreates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs.
Electric LoopAn electrical discharge strikes a primary target for 4 to 6 per two caster levels electrical damage (max 20 to 30) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.\n\nD&D Dice: Deals 1d3+3 electric damage per two caster levels (max 5d3+15).
Mage ArmorAn invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC.

 
Wand of Magic MissileThis hireling possesses wands of Magic Missile
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)
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.
Enlarge SpellWhile this metamagic feat is active, spells have twice the range, but they consume 10 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 Versatility I
Activate this ability to receive a +2 Action Boost bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Grants: Human Versatility - Skills I, Human Versatility - Saves I, Human Versatility - Damage I, Human Versatility - Attack I, Human Versatility - Armor Class I
Human Versatility II
Activate this ability to receive a +3 Action Boost bonus to skills, damage, attack rolls, saves, or armor class for 20 seconds.
Grants: Human Versatility - Skills II, Human Versatility - Saves II, Human Versatility - Damage II, Human Versatility - Attack II, Human Versatility - Armor Class II
Human Versatility - Skills I
Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds.
Human Versatility - Skills II
Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds.
Human Versatility - Damage I
Activate this ability to receive a +2 Action Boost bonus to damage for 20 seconds.
Human Versatility - Damage II
Activate this ability to receive a +3 Action Boost bonus to damage for 20 seconds.
Human Versatility - Attack I
Activate this ability to receive a +2 Action Boost bonus to attack rolls for 20 seconds.
Human Versatility - Attack II
Activate this ability to receive a +3 Action Boost bonus to attack rolls for 20 seconds.
Human Versatility - Saves I
Activate this ability to receive a +2 Action Boost bonus to saves for 20 seconds.
Human Versatility - Saves II
Activate this ability to receive a +3 Action Boost bonus to saves for 20 seconds.
Human Versatility - Armor Class I
Activate this ability to receive a +2 Action Boost bonus to armor class for 20 seconds.
Human Versatility - Armor Class II
Activate this ability to receive a +3 Action Boost bonus to armor class for 20 seconds.
Sorcerer Charisma I
Grants a +1 increase to your Charisma score.
Sorcerer Energy of the Dragonblooded I
Grants a 30 point increase to spell points.
Sorcerer Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Sorcerer Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.

 
Shocking GraspDelivers a jolt of 4 to 6 electricity damage per caster level (up to a max of 20 to 30 damage at caster level 5) to any enemy you touch.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 5d3+15).
Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).
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).

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