Hireling:Toad
From DDO Compendium
Official Game Entry
With a face of a tarrasque and a personality to match, Toad is not a very likable wizard, but his arcane skills are fairly impressive. (Casts: Disintegrate, Acid Fog, Waves of Exhaustion, Feeble Mind, Shroud of Flame, Repair Critical Damage)

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| 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). | |
| 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. | |
| Wall of Fire | Creates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save for half.\n\nD&D Dice: Deals 2d6 fire damage plus 1 additional per caster level (max 15) to targets within the wall. Does an additional 2d6 damage vs undead. | |
| Stoneskin | Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level. |

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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. | |
| Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. | |
| Inscribe Wizard Scroll | You are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll. | |
| Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. | |
| Dwarven Stability | Dwarves naturally are able to keep their balance, receiving a +4 on their Balance skill. | |
| Giant Evasion | Dwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type. | |
| Orc and Goblin Bonus | Dwarves get a +1 bonus to attack against orcs and goblins. | |
| Poison Save Bonus | Dwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons. | |
| Dwarven Stonecunning | Dwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill. | |
| Spell Save Bonus | Dwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects. | |
| Empower Spell | While this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points. | |
| 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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| Racial Toughness I |
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| Wizard Intelligence I |
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| Wizard Intelligence II |
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| Wizard Intelligence III |
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| Wizard Energy of the Scholar I |
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| Wizard Energy of the Scholar II |
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| Wizard Improved Empowering I |
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| Wizard Improved Maximizing I |
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| Wizard Improved Spell Penetration I |
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| Wizard Improved Spell Penetration II |
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| Wizard Subtle Spellcasting I |
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| Wizard Subtle Spellcasting II |
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| 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). | |
| 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). | |
| 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). |
Player Entry
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