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Hireling:Vilgo Ghostbreaker

From DDO Compendium

Vilgo Ghostbreaker
A devout Hunter of the Dead, Vilgo Ghostbreaker is highly sought after by adventurers entering crypts and other places of the undead. (Abilities: Lay Hands, Divine Sacrifice III, Zeal, Greater Restoration)
 
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.

 
Paladin Divine Sacrifice III
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9 to 54 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 9d6 light damage.
Paladin Hunter of the Dead III
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition, all attacks you make (melee, ranged, or unarmed) have a chance of destroying undead instantly on a natural 20 attack roll followed by a critical hit confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects or save. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Greater Restoration effect.
Grants: Hunter of the Dead III: Greater Restoration

 
ZealGrants the caster a 10 percent sacred bonus to attack speed for a short duration.

 
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.
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)
Two Weapon FightingReduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%.
Improved Two Weapon FightingIncreases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 60%.
Oversized Two Weapon FightingWhen wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand.
Greater Two Weapon FightingIncreases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by an additional 20% to 80%.
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.

 
Halfling Dexterity I
Grants a +1 increase to your Dexterity score.
Halfling Cunning I
You gain an additional +1 bonus to attack rolls when flanking an enemy.
Halfling Guile I
You gain +2 to your sneak attack damage and +1 to bluff.
Paladin Charisma I
Grants a +1 increase to your Charisma score.
Paladin Charisma II
Grants an additional +1 to your Charisma score.
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 Extra Turning I
You gain 1 additional turn undead attempt per rest.
Paladin Extra Turning II
You gain 1 additional turn undead attempt per rest, bringing your total increase to 2.
Paladin Extra Turning III
You gain 1 additional turn undead attempt per rest, bringing your total increase to 3.
Paladin Improved Turning I
You add +1 to your paladin level when attempting to turn undead.
Paladin Improved Turning II
You add +2 to your paladin level when attempting to turn undead.
Paladin Improved Turning III
You add +3 to your paladin level when attempting to turn undead.
Paladin Extra Smite Evil I
Increases your maximum Smite Evils by 1.
Paladin Extra Smite Evil II
Increases your maximum Smite Evils by 2.
Paladin Extra Smite Evil III
Increases your maximum Smite Evils by 3.
Paladin Extra Smite Evil IV
Increases your maximum Smite Evils by 4.
Paladin Extra Remove Disease I
You can use your remove disease ability 2 additional time per rest.
Paladin Bulwark of Good I
Your aura of good provides an additional +1 Armor Class bonus.
Paladin Bulwark of Good II
Your aura of good provides an additional +2 Armor Class bonus.
Paladin Bulwark of Good III
Your aura of good provides an additional +3 Armor Class bonus.
Paladin Bulwark of Good IV
Your aura of good provides an additional +4 Armor Class bonus.
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 Resistance of Good III
Your aura of good provides a +3 bonus to all saves.
Paladin Divine Sacrifice I
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5 to 30 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 5d6 light damage.
Paladin Divine Sacrifice II
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7 to 42 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 7d6 light damage.
Paladin Divine Sacrifice III
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9 to 54 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 9d6 light damage.
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.
Paladin Hunter of the Dead I
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition all of your attacks are considered Ghost Touch, and ignore the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Lesser Restoration effect. You may possess only one prestige enhancement line at a time for each class.
Grants: Hunter of the Dead I: Lesser Restoration
Hunter of the Dead I: Lesser Restoration
You may expend a use of Paladin Remove Disease to produce a Lesser Restoration effect on yourself or an ally that dispels magical effects reducing damage to one ability score, eliminates fatigue, and improves exhaustion to fatigue.
Paladin Hunter of the Dead II
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition, your spirit is sealed - you are now immune to energy drain from any source. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Restoration effect.
Grants: Hunter of the Dead II: Restoration
Hunter of the Dead II: Restoration
You may expend a use of Paladin Remove Disease to produce a Restoration effect on yourself or an ally that cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion.
Paladin Hunter of the Dead III
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition, all attacks you make (melee, ranged, or unarmed) have a chance of destroying undead instantly on a natural 20 attack roll followed by a critical hit confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects or save. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Greater Restoration effect.
Grants: Hunter of the Dead III: Greater Restoration
Hunter of the Dead III: Greater Restoration
You may expend a use of Paladin Remove Disease to produce a Greater Restoration effect on yourself or an ally that cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity.
Paladin Weapons of Good
Any weapon you wield is considered Good aligned for the purpose of bypassing damage reduction, deals 1 to 6 additional holy damage against all evil opponents, and deals an additional 2 to 12 light damage against evil undead or evil outsiders.\n\nD&D Dice: Weapons you wield deal an extra 1d6 holy damage to evil opponents and deal 2d6 additional light damage against undead and evil outsiders.

 
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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