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Hireling:Tini Brightlight

From DDO Compendium

Tini's personality makes her hard to miss. (Abilities: Lay Hands, Stunning Blow, Divine Favor, Smite Evil)
 
Lay On HandsActivate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
Stunning BlowUsing this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)

 
Divine FavorThe strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.

 
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.
Power AttackWhile using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage.
CleaveActivate this ability to attack one or more enemies in an arc in front of you.
Great CleaveActivate this ability to attack one or more enemies in a wide arc in front of you.
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point 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)
Stunning BlowUsing this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
Aura of GoodAn aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
Aura of CourageA feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
Divine GraceA paladin receives a bonus to saves, equal to his or her Charisma bonus.
Divine HealthA paladin is immune to all diseases.
Fear ImmunityA paladin is immune to fear effects.
Lay On HandsActivate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
Remove DiseaseActivate this paladin ability to cure one or more diseases in your target.
Turn UndeadActivate this paladin ability to drive away undead. To turn undead you must make a turning check (1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your paladin level -3 + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Improved Critical: Slashing WeaponsDoubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact.
Improved Critical: GreataxeCritical hit chance is doubled when using a greataxe.
Improved Critical: ScimitarCritical hit chance is doubled when using a scimitar.
Improved Critical: Bastard SwordCritical hit chance is doubled when using a bastard sword.
Improved Critical: GreatswordCritical hit chance is doubled when using a greatsword.
Improved Critical: LongswordCritical hit chance is doubled when using a longsword.
Improved Critical: BattleaxeCritical hit chance is doubled when using a battleaxe.
Improved Critical: Dwarven WaraxeCritical hit chance is doubled when using a dwarven waraxe.
Improved Critical: KamaCritical hit chance is doubled when using a kama.
Improved Critical: KhopeshCritical hit chance is doubled when using a khopesh.
Improved Critical: FalchionCritical hit chance is doubled when using a falchion.
Improved Critical: KukriCritical hit chance is doubled when using a kukri.
Improved Critical: SickleCritical hit chance is doubled when using a sickle.
Improved Critical: HandaxeCritical hit chance is doubled when using a handaxe.
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.
Martial Weapon ProficiencyYou do not suffer an attack penalty for martial weapons.
Proficiency: Short SwordYou do not suffer a -4 penalty on attack rolls when using a short sword.
Proficiency: LongswordYou do not suffer a -4 penalty on attack rolls when using a longsword.
Proficiency: GreatswordYou do not suffer a -4 penalty on attack rolls when using a greatsword.
Proficiency: Throwing HammerYou do not suffer a -4 penalty on attack rolls when using a throwing hammer.
Halfling BraveryHalflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear.
Halfling Size BonusAs Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
Halfling LuckHalflings are surprisingly lucky and gain a +1 bonus to all saves.
Halfling AgilityHalflings are agile and gain a +2 bonus to Jump and Move Silently checks.
Halfling Keen EarsHalflings have keen ears and gain a +2 bonus to Listen checks.
Halfling Thrown Weapon FocusHalflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon.
Halfling Focus: Dart+1 bonus on attack rolls when using a dart.
Halfling Focus: Shuriken+1 bonus on attack rolls when using a shuriken.
Halfling Focus: Throwing Axe+1 bonus on attack rolls when using a throwing axe.
Halfling Focus: Throwing Dagger+1 bonus on attack rolls when using a throwing dagger.
Halfling Focus: Throwing Hammer+1 bonus on attack rolls when using a throwing hammer.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Racial Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Racial Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Halfling Hero's Companion I
Grant one of your companions a short-term +2 bonus to damage and saves while he or she is by your side.
Paladin Extra Lay on Hands I
You can call on your lay on hands ability 1 additional time per rest.
Paladin Extra Lay on Hands II
You can call on your lay on hands ability 1 additional time per rest, bringing your total increase to 2.
Paladin Extra Lay on Hands III
You can call on your lay on hands ability 1 additional time per rest, bringing your total increase to 3.
Paladin Armor Class Boost I
Activate this ability to receive a +2 Action Boost bonus to Armor Class for 20 seconds.
Paladin Devotion I
Grants a 10% increase to the effectiveness of your healing spells.
Paladin Devotion II
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 20%.
Paladin Devotion III
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 30%.
Paladin Devotion IV
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 40%.
Paladin Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Paladin Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Paladin Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Paladin Toughness IV
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Paladin Energy of the Templar I
Grants a 20 point increase to spell points.
Paladin Energy of the Templar II
Grants an additional 20 spell points, bringing your total increase to 40 points.
Paladin Energy of the Templar III
Grants an additional 20 spell points, bringing your total increase to 60 points.
Paladin Resistance of Good I
Your aura of good provides a +1 bonus to all saves.
Paladin Resistance of Good II
Your aura of good provides a +2 bonus to all saves.
Paladin Focus of Good I
Your aura of good provides a +3 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Paladin Focus of Good II
Your aura of good provides a +6 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Paladin Focus of Good III
Your aura of good provides a +9 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Follower of the Sovereign Host
You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host.
Grants: Dol Dorn's Champion
Dol Dorn's Champion
Activate this ability to grant weapon proficiency in longswords to a friend until the target next rests. Consumes a use of turn undead. This ability may not be activated until you have been granted the Turn Undead ability at Paladin Level 4 or Cleric Level 1.
Unyielding Sovereignty
You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targetted ally, remove ability damage, death penalty effects, negative levels, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.

 
Cure Light WoundsPositive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5).
Divine FavorThe strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.
VirtueGrants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.

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