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Hireling:Theilin Sindeirl

From DDO Compendium

Theilin Sindeirl
NEEDS DESCRIPTION (D N T)
 
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.
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)
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.
Proficiency: Short SwordYou do not suffer a -4 penalty on attack rolls when using a short sword.
Enchantment Save BonusElves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
Elven Keen SensesElves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
Immunity to SleepElves and Half-Elves are naturally immune to magical sleep effects.
Drow Spell ResistanceDrow 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 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.
Heighten SpellRequires: 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 PenetrationAdds +2 to your caster level check for defeating spell resistance.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Elven Dexterity I
Grants a +1 increase to your Dexterity score. Half-Elves taking this enhancement will lock out Human Adaptability.
Sorcerer Charisma I
Grants a +1 increase to your Charisma score.
Sorcerer Charisma II
Grants an additional +1 to your Charisma score.
Sorcerer Energy of the Dragonblooded I
Grants a 30 point increase to spell points.
Sorcerer Energy of the Dragonblooded II
Grants an additional 40 spell points, bringing your total increase to 70 points.
Sorcerer Energy of the Dragonblooded III
Grants an additional 40 spell points, bringing your total increase to 110 points.
Sorcerer Energy of the Dragonblooded IV
Grants an additional 40 spell points, bringing your total increase to 150 points.
Sorcerer Improved Heightening I
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Sorcerer Improved Heightening II
Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
Sorcerer Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Sorcerer Improved Maximizing II
Using the Maximize Spell feat costs you 6 fewer spell points.
Sorcerer Improved Maximizing III
Using the Maximize Spell feat costs you 9 fewer spell points.
Sorcerer Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Sorcerer Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Sorcerer Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.

 
Acid FogA 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 LightningA 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.
DisintegrateA 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 SphereA 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 StoneTurns 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 SuggestionCasts 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 DeathAttempts 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, MassCasts 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 DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
Waves of ExhaustionWaves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.
Repair Critical DamageTransmutes 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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