Article
Discussion

Hireling:Ulga

From DDO Compendium

More deadly then an exploding bag of ten ton bricks. (Casts: Meteorswarm, Hold Monster Mass, Energy Drain, Wail of the Banshees, Repair Critical Damage, Reconstruct)
 
SunburstA globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.\n\nD&D Dice: Deals 6d6 light damage and blinds or deals 1d3+3 light damage per caster level to undead and oozes.
Polar RayDeals 4 to 6 cold damage per caster level (up to a max of 100 to 150 at caster level 25) to an enemy with a powerful ray of freezing ice and air. Rays have double range.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 25d3+75).
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).
Wail of the BansheeEmits a terrible scream that kills living creatures who hear it. Even those who survive suffer horribly, taking 7 to 12 negative energy damage per caster level.\n\nD&D Dice: Slays multiple living enemies or deals 2d3+6 damage per caster level if they save.

 
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.
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)
Inscribe Wizard ScrollYou are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll.
Defensive FightingWhile using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Dismiss CharmActivate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
Spell Focus: ConjurationYour spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs.
Spell Focus: EnchantmentYour spells from the Enchantment school of magic are harder to resist, receiving a +1 bonus on save DCs.
Spell Focus: IllusionYour spells from the Illusion school of magic are harder to resist, receiving a +1 bonus on save DCs.
Spell Focus: NecromancyYour spells from the Necromancy school of magic are harder to resist, receiving a +1 bonus on save DCs.
Spell Focus: TransmutationYour spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs.
Proficiency: DaggerYou do not suffer a -4 penalty on attack rolls when using a dagger.
Dwarven StabilityDwarves naturally are able to keep their balance, receiving a +4 on their Balance skill.
Giant EvasionDwarves naturally are harder to hit by giants, receiving a +4 AC bonus when attacked by creatures of the giant type.
Orc and Goblin BonusDwarves get a +1 bonus to attack against orcs and goblins.
Poison Save BonusDwarves are naturally resistant to poison, receiving a +2 bonus to saves against poisons.
Dwarven StonecunningDwarves naturally are able to find secret doors more often, receiving a +2 bonus on their Search skill.
Spell Save BonusDwarves are naturally resistant to spells, receiving a +2 bonus to saves against spell effects.
Enlarge SpellWhile this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points.
Extend SpellWhile this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points.
Quicken SpellWhile this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, 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.
Greater Spell PenetrationAdds +2 to your caster level check for defeating spell resistance (in addition to the +2 from the Spell Penetration feat).
Hireling Trap ReflexesGrants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way.

 
Dwarven Constitution I
Grants a +1 increase to your Constitution score.
Wizard Intelligence I
Grants a +1 increase to your Intelligence score.
Wizard Intelligence II
Grants an additional +1 to your Intelligence score.
Wizard Energy of the Scholar I
Grants a 20 point increase to spell points.
Wizard Energy of the Scholar II
Grants an additional 30 spell points, bringing your total increase to 50 points.
Wizard Energy of the Scholar III
Grants an additional 30 spell points, bringing your total increase to 80 points.
Wizard Energy of the Scholar IV
Grants an additional 30 spell points, bringing your total increase to 110 points.
Wizard Improved Heightening I
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Wizard Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Wizard Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Wizard Improved Spell Penetration III
You add +3 to your level when attempting to overcome an enemy's SR.
Wizard Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.

 
Meteor SwarmCauses four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 24 to 36 fire damage (a successful Reflex save reduces the fire damage by half) and 8 to 12 bludgeoning damage (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range.\n\nD&D Dice: Each of four meteors deals 6d3+18 fire damage and 2d3+6 bludgeoning damage.
Energy DrainA black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2 to 8 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 2d4 negative levels.
Wail of the BansheeEmits a terrible scream that kills living creatures who hear it. Even those who survive suffer horribly, taking 7 to 12 negative energy damage per caster level.\n\nD&D Dice: Slays multiple living enemies or deals 2d3+6 damage per caster level if they save.
Repair Light DamageTransmutes 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 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).
ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).

You need JavaScript enabled for viewing comments