Hireling:Zeran Hamsterherder
From DDO Compendium
Official Game Entry
Zeran Hamsterherder
A rare wizard from the Talanta plains, Zeran earned his epithet from a frustrated comment to his adventuring group that 'Keeping them together was like herding a bunch of hamsters'. He's since taken to hiring his services out to 'more reliable' groups. (Casts: Summon Monster II, Blur, Slow, Chain Missile, Scorching Ray, Repair Moderate Damage)

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| Haste | Quickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. | |
| Displacement | An ally's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. | |
| Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles). | |
| Acid Blast | Creates a gout of acid that explodes on impact, dealing 4 to 6 acid damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 acid damage per caster level (max 10d3+30). |

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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. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points 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. | |
| Halfling Bravery | Halflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear. | |
| Halfling Size Bonus | As Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. | |
| Halfling Luck | Halflings are surprisingly lucky and gain a +1 bonus to all saves. | |
| Halfling Agility | Halflings are agile and gain a +2 bonus to Jump and Move Silently checks. | |
| Halfling Keen Ears | Halflings have keen ears and gain a +2 bonus to Listen checks. | |
| Halfling Thrown Weapon Focus | Halflings 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. | |
| Quicken Spell | While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points. | |
| Eschew Materials | While this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points. | |
| Least Dragonmark of Healing | The bloodline of House Jorasco bestows on you a +2 bonus to your Heal skill. Activate this ability to cast Cure Light Wounds three times per rest. | |
| 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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| Extra Dragonmark Use I |
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| Wizard Intelligence I |
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| Wizard Energy of the Scholar I |
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| Wizard Wand and Scroll Mastery I |
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| Wizard Wand Heightening I |
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| Wizard Subtle Spellcasting I |
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| Chain Missiles | A missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first you gain an additional missile (up to 10 missiles) that, after striking your target, explode outwards, striking other creatures near the primary target.\n\nD&D Dice: Each missile deals 1d2+3 force damage. | |
| Scorching Ray | Blasts a target with fiery rays, each doing 16 to 24 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.\n\nD&D Dice: Each ray deals 4d3+12 fire damage (1 ray at caster level 3, 2 at level 7, 3 at level 11.) | |
| 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 Moderate Damage | Transmutes the structure of a living construct ally to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 10.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 10). |
Player Entry
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