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Hireling:Tobias

From DDO Compendium

Always willing to lend a hand, Tobias is willing to lend a hand when things get dangerous. (Casts: Cure Light Wounds, Nimbus of Light, Bless, Command)
 
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).
BlessYou and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane.
Nimbus of LightA glittering corona of light coalesces around your outstretched arm, dealing 5 to 8 points of light damage plus an additional 1 for every caster level This ray has double spell range.\n\nD&D Dice: Deals 1d4+4 light damage plus 1 additional damage for every caster level.
CommandAn enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.

 
Wand of Cure Light WoundsThis hireling possesses wands of Cure Light Wounds
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.
Magical TrainingIncreases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
Mental ToughnessIncreases your maximum spell points by 10 at first level, and 5 spell points 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)
Turn UndeadActivate this cleric ability to drive away undead. To turn undead you must make a turning check (roll 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 cleric level + 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.
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.
Empower Healing SpellWhile this metamagic feat is active, healing spells are 50% more effective, but they consume 10 additional spell points.
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Cleric Energy of the Zealot I
Grants a 20 point increase to spell points.
Cleric Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cleric Divine Vitality I
Activate this ability to restore 13 to 22 spellpoints to another character. Consumes a use of your turn undead ability.\n\nD&D Dice: Restores 3d4+10 sp to an ally.
Cleric Life Magic I
Grants a 10% increase to the effectiveness of your healing and negative energy spells.

 
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).

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