Hireling:Tesztra
From DDO Compendium
Official Game Entry
Tesztra
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)

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| Magic Missile | A 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). | |
| Web | Creates 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 Loop | An 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 Armor | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC. |

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| Wand of Magic Missile | This hireling possesses wands of Magic Missile | |
| 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. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. | |
| 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) | |
| 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. | |
| Empower Spell | While this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points. | |
| Enlarge Spell | While this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points. | |
| 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 Versatility I |
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| Human Versatility II |
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| Human Versatility - Skills I |
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| Human Versatility - Skills II |
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| Human Versatility - Damage I |
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| Human Versatility - Damage II |
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| Human Versatility - Attack I |
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| Human Versatility - Attack II |
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| Human Versatility - Saves I |
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| Human Versatility - Saves II |
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| Human Versatility - Armor Class I |
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| Human Versatility - Armor Class II |
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| Sorcerer Charisma I |
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| Sorcerer Energy of the Dragonblooded I |
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| Sorcerer Improved Empowering I |
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| Sorcerer Wand and Scroll Mastery I |
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| Shocking Grasp | Delivers 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 Missile | A 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 Damage | Transmutes 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). |
Player Entry
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