Hireling:Therzith Gianthunter
From DDO Compendium
Official Game Entry
Therzith Gianthunter
Therzith seeks to improve the lot of his people, and has little patience for those that oppress the drow. (Casts: Ray of Enfeeblement, Scorching Ray, Mage Armor, Web, Repair Light Damage)

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| 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). | |
| Burning Hands | A cone of searing flame shoots forth, damaging targets in the area of the flames for 3 to 4 fire damage per caster level (up to a max of 15 to 20 at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 fire damage per caster level (max 5d2+10). | |
| 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). | |
| Glitterdust | A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell. |

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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. | |
| 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. | |
| Maximize Spell | While this metamagic feat is active, damage spells deal double damage, but they consume 25 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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| Sorcerer Charisma I |
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| Sorcerer Energy of the Dragonblooded I |
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| Sorcerer Improved Maximizing I |
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| Ray of Enfeeblement | A coruscating ray springs towards the target, inflicting a 1 to 6 point penalty to strength plus an additional 1 for every two caster levels up to caster level 8.\n\nD&D Dice: Inflicts a 1d6 Strength penalty plus 1 additional per 2 caster levels (max 1d6+5). This spell has double range. | |
| Scorching Ray | Blasts a target with fiery rays, each doing 16 to 24 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.\n\nD&D Dice: Each ray deals 4d3+12 fire damage (1 ray at caster level 3, 2 at level 7, 3 at level 11.) | |
| 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). | |
| 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). |
Player Entry
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