Hireling:Theilin Sindeirl
From DDO Compendium
Official Game Entry
Theilin Sindeirl
NEEDS DESCRIPTION (D N T)

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| 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. | |
| Draconic Vitality | Increases your maximum hit points by 10. | |
| Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| 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) | |
| 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. | |
| Proficiency: Short Sword | You do not suffer a -4 penalty on attack rolls when using a short sword. | |
| Enchantment Save Bonus | Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments. | |
| Elven Keen Senses | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | |
| Immunity to Sleep | Elves and Half-Elves are naturally immune to magical sleep effects. | |
| Drow Spell Resistance | Drow are naturally resistant to spells and magical effects. You have Spell Resistance equal to 10 plus your level, protecting you from many nondamaging spells and effects. | |
| Extend Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| Maximize Spell | While this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points. | |
| Heighten Spell | Requires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost. | |
| Spell Penetration | Adds +2 to your caster level check for defeating spell resistance. | |
| 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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| Elven Dexterity I |
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| Sorcerer Charisma I |
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| Sorcerer Charisma II |
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| Sorcerer Energy of the Dragonblooded I |
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| Sorcerer Energy of the Dragonblooded II |
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| Sorcerer Energy of the Dragonblooded III |
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| Sorcerer Energy of the Dragonblooded IV |
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| Sorcerer Improved Heightening I |
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| Sorcerer Improved Heightening II |
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| Sorcerer Improved Maximizing I |
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| Sorcerer Improved Maximizing II |
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| Sorcerer Improved Maximizing III |
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| Sorcerer Improved Spell Penetration I |
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| Sorcerer Improved Spell Penetration II |
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| Sorcerer Subtle Spellcasting I |
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| Acid Fog | A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2 to 12 acid damage every 2 seconds to targets within the cloud. Enemies within this cloud also suffer a -4 penalty to their armor class.\n\nD&D Dice: Deals 2d6 acid damage every 2 seconds. | |
| Chain Lightning | A powerful electrical discharge strikes a primary target for 4 to 6 electrical damage per caster level and then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level. | |
| Disintegrate | A sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 18 to 30. As a ray this spell has double normal range.\n\nD&D Dice: Deals 2d3+6 damage per caster level (max 40d3+120). | |
| Otiluke's Freezing Sphere | A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 4 to 6 cold damage per caster level (up to a max of 90 to 120 damage at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 20d6). | |
| Flesh to Stone | Turns a single fleshy target into a mindless, inert statue. If the statue resulting from the spell is broken or damaged, the subject has similar damage or deformities. In stone form, creatures are much more difficult to damage. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds + 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds. | |
| Mass Suggestion | Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level. A successful Will save negates this effect. | |
| Finger of Death | Attempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.\n\nD&D Dice: Slays one living enemy or deals 2d3+6 damage per caster level (max 50d3+150) if the target saves. | |
| Hold Person, Mass | Casts Hold Person on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | |
| Otto's Sphere of Dancing | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. | |
| Waves of Exhaustion | Waves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity. | |
| Repair Critical Damage | Transmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20). |
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