編集する キャラクター一覧    D&D総合コミュニティ D&D4E キャラクターデータベース(安定版)表示フォーム
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めたB
キャラクター名
シャードル・マーン
属性
無属性
プレイヤー名
めたB
最終更新
2019/10/18 12:53
レベル
15
クラス
 
神格
 
伝説の道
 
神話の運命
 
種族
 
サイズ
中型
年齢
 
性別
 
身長
'" cm
体重
lb. kg
パーティ・所属
 
メモ欄
 

イニシアチブ

イニシアチブ 【敏】 レベルの
1/2
その他
7
0
7
 
状況による修正
 

防御値

AC 10+
LV1/2
防具/
能力値
クラス 特技 その他 その他
27
17
10
 
 
 
 
状況ボーナス
 

移動速度

移動速度(マス) 基本 防具 アイテム その他
5
5
0
 
 
特殊な移動
 

能力値

現在値 能力値 能力値
修正
修正値+
レベルの1/2
12
【筋】
【筋力】
+1
8
16
【耐】
【耐久力】
+3
10
頑健 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
26
17
3
1
 
4
1
 
状況ボーナス
 

感覚

受動感覚   基本 SKILL
23
受動〈看破〉   10+
13
28
受動〈知覚〉   10+
18
特殊な感覚
Low-light
11
【敏】
【敏捷力】
 
7
20
【知】
【知力】
+5
12
反応 10+
LV1/2
盾/
能力値
クラス 特技 強化 その他 その他
28
17
5
 
 
4
1
1
状況ボーナス
 

基本近接攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
8
1
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
22
【判】
【判断力】
+6
13
9
【魅】
【魅力】
-1
6
意志 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
32
17
6
1
3
4
1
 
状況ボーナス
 

ヒットポイント

最大HP 重傷値
=hpの1/2
回復力値
=hpの1/4
回復力使用回数/日
98
49
27
12
hp現在値 回復力使用済み回数
 
 
底力 1回/遭遇 使用済み:□
一時的hp
 
死亡セーヴィング・スロー失敗回数:□/□/□
セーヴィング・スロー修正値
 
抵抗
 
現在の状態と効果
 

アクション・ポイント

アクション・ポイント マイル
ストーン
アクション
ポイント
 
 
 
アクション・ポイントによる追加効果
 

種族特徴

Cast-Iron Stomach:
You have a +5 racial bonus to saving throws against poison.

Dwarven Resilience:
You have the dwarven resilience power.

Dwarven Weapon Proficiency:
You gain proficiency with the throwing hammer and the warhammer.

Encumbered Speed:
You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.

Stand Your Ground:
When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

基本遠隔攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
8
1
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
 
攻撃(予備)
 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
8
1
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
  追加効果・範囲など クリティカル
対象
 
 
 
技能
ボーナス 技能名   能力
+LV1/2
習得済
(+5)
防具
ペナ
その他
8
〈威圧〉 【魅】
6
 
なし
2
15
〈運動〉 【筋】
8
+5
0
2
7
〈隠密〉 【敏】
7
 
0
 
7
〈軽業〉 【敏】
7
 
0
 
13
〈看破〉 【判】
13
 
なし
 
6
〈交渉〉 【魅】
6
 
なし
 
14
〈持久力〉 【耐】
10
 
0
4
6
〈事情通〉 【魅】
6
 
なし
 
18
〈自然〉 【判】
13
+5
なし
 
12
〈宗教〉 【知】
12
 
なし
 
18
〈知覚〉 【判】
13
+5
なし
 
15
〈地下探検〉 【判】
13
 
なし
2
13
〈治療〉 【判】
13
 
なし
 
7
〈盗賊〉 【敏】
7
 
0
 
6
〈はったり〉 【魅】
6
 
なし
 
17
〈魔法学〉 【知】
12
+5
なし
 
12
〈歴史〉 【知】
12
 
なし
 
クラス・伝説の道・神話の運命特徴
COMPANION SPIRIT (HYBRID)
You gain the call spirit companion power.
→ Elemental Spirit

HEALING SPIRIT (HYBRID)
You gain the shaman power healing spirit. The power functions as normal, except that you can use it only once per encounter.

SPEAK WITH SPIRITS
You gain the speak with spirits power.

ACOLYTE OF THE NATURAL CYCLE (HYBRID)
You gain the Acolyte of the Natural Cycle class feature, but you gain only the animal companion and the skill bonus associated with your season choice.


ANIMAL COMPANION
You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature.

Druid of Spring: Wolf
You gain a wolf animal companion.

COMBINED ATTACK (HYBRID)
You can select the combined attack power whenever you have the opportunity to gain a class encounter attack power that has a level. If you already have combined attack, you gain an additional use of the power if you select it again.

HEALING WORD (HYBRID)
You gain the power healing word. The power functions as normal, except that you can use it only once per encounter.


Seasons' Herald

Seasons' Herald Action (11th level):
You can spend an action point to allow an ally within 5 squares of you to take a standard action instead of taking an extra action yourself.

Watch the Omens (11th level):
You and each ally within 5 squares of you gain a +2 bonus to initiative checks.




習得言語
Common, Dwarven, Primordial
命中・ダメージ
武器・パワー名 攻撃 対象 ダメージ
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
その他・修正・メモ
Nereid Elemental Companion
Small elemental humanoid (aquatic, water)

HP 1; a missed attack never damages the companion
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , swim 6

Passive Benefit: Aquatic
You can breathe underwater. In aquatic combat, you gain a +2 bonus to attack rolls against creatures that do not have the aquatic trait.

Active Benefit: Aquatic
The nereid can breathe underwater.

Active Benefit: Free Action (healing) Encounter
Trigger: An ally adjacent to the nereid spends a healing surge.
Effect: The triggering ally regains 3 additional hit points (6 at 11th level and 9 at 21st level).
武器
 
【武器1】
Defensive Staff +3
命中計 能力 修正 LV1/2 習熟 特技 強化
16
6
7
 
 
3
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
9
6
 
3
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
3d8
 
なし
 
12
その他の修正等
 
 
【武器2】
 
命中計 能力 修正 LV1/2 習熟 特技 強化
8
1
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
 
 
なし
 
 
その他の修正等
 
 
【武器3】
 
命中計 能力 修正 LV1/2 習熟 特技 強化
8
1
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
1
1
 
 
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
 
 
なし
 
 
その他の修正等
 
 
防具
 
【鎧】
Shared Valor Armor +3 (Drowmesh Leather)
AC計 強化 種族 クラス
5
2
3
 
 
 
 
区分 修正能力 防具ペナ 速度 重量 レベル
軽装
敏/知
 
 
 
13
 
【盾】
 
AC計 強化 種族 クラス
0
 
 
 
 
 
 
防具ペナ 重量 レベル
 
 
 
 
背景、性格、特徴など
Wolf Animal Companion
Medium natural beast

HP your bloodied value

Initiative equal to yours
AC 15, Fortitude 13, Reflex 13, Will 13
Perception equal to yours + 2 (add your level to each defense)
Speed 8

Faithful Pack Hound Aura 1
Enemies grant combat advantage while in the aura.

Animal Attack At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage.
Level 13: 1d8 + 2 + your Wisdom modifier + your Constitution modifier damage.

Str 14 Dex 20 Wis 14
Con 17 Int 2 Cha 6
 
習熟、使用可能装具など
防具
Cloth, leather
武器
Simple melee, longspear, simple ranged
装具
Staffs, totems
 
貨幣・その他の財産
プラチナ貨(pp)
 
金貨(gp)
 
銀貨(sp)
 
銅貨(cp)
 
その他
 
設定など
ANIMAL COMPANION
You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature.
Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be.
You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
Your animal companion’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back:
* Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value.
* Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.
As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
Standard Actions: To take a standard action, your animal companion needs you to take a standard action to command it to do so.
Move Actions: Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action.
Minor Actions: To take a minor action, your animal companion needs you to take a minor action to command it to do so.
Free Actions: Your animal companion can take free actions without you taking an action to command it.
Triggered Actions: If one of your animal companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.
In situations where you can’t give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn’t sit around waiting for you to show up (unless that’s what you have previously commanded it to do).
An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.
経験値、マイルストーン記録
 
現在のレベル 現在の経験値 次のレベル
15
 
 
魔法の装備・パワー
【武器1】
Defensive Staff +3
重量
0
パワー
Property
Gain a +1 item bonus to your Fortitude, Reflex, and Will defenses. If you have the Staff of Defense class feature, you also gain a +1 item bonus to your AC.
 

【武器2】
 
重量
0
パワー
 
 

【武器3】
 
重量
0
パワー
 
 

【鎧】
Shared Valor Armor +3 (Drowmesh Leather)
重量
0
パワー
Property
Whenever you grant temporary hit points to an ally, you gain temporary hit points equal to half the number you granted to that ally.
 

【盾】
 
重量
0
パワー
 
 

【腕】
 
重量
 
パワー
 
 

【脚】
 
重量
 
パワー
 
 

【手】
 
重量
 
パワー
 
 

【頭】
 
重量
 
パワー
 
 

【首】
Amulet of Protection +4
重量
 
パワー
 
 

【指輪1】
 
重量
 
パワー
 
 

【指輪2】
 
重量
 
パワー
 
 

【腰】
 
重量
 
パワー
 
 

【装具】
 
重量
 
パワー
 
 

【タトゥー】
 
重量
 
パワー
 
 

【その他】
Saddle of the Shark
重量
 
パワー
Property
Your mount gains the ability to breathe water as easily as it breathes air and gains a swim speed equal to its land speed. While mounted, you have the ability to breathe water as you would air, and you speak normally while underwater.
 

アイテムの一日毎パワー使用回数記録欄
 
 
 
マイルストーン
 
1〜10lv:1回 11〜20lv:2回 21lv〜:3回 / マイルストーンごとに追加
その他の装備
アイテム 重量(lb.) 重量計
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
記入済武器重量計
0
記入済防具重量計
0
総重量
0
特技
Student of Artifice [Multiclass Artificer]
You gain training in Arcana. Once per day, you can use the artificer’s healing infusion power. The infusion you create cannot be replenished.
In addition, you can wield artificer implements.

Born of the Elements
You gain a +2 feat bonus to Endurance checks and Intimidate checks.
In addition, you can speak, read, and write Primordial.

Elemental Companion [Elemental Companion]
You gain an elemental companion.
For each elemental companion feat you have beyond this one, your elemental companion gains a +1 bonus to all defenses.

Child of the Sea
You have a swim speed equal to your walking speed. In addition, you count as having the aquatic keyword. In aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.

Superior Will
You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level.
In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.

Staff Expertise
You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.

Spirit of Vigor
When you use call spirit companion as a minor action, one ally adjacent to your spirit companion when it appears gains temporary hit points equal to your Intelligence modifier.

Dwarven Durability
Increase your number of healing surges by two and your healing surge value by your Constitution modifier.

Nimble Spirit
You can use call spirit companion as a free action during your turn.

Vigorous Spirit
When you use healing spirit, the target regains additional hit points equal to your Wisdom modifier.
 
無限回パワー
Call Spirit Companion
At-Will Conjuration, Primal
Minor Action Close burst 20
Requirement: Your spirit companion must not be present.
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
 
Spirit Infusion
At-Will Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier.
Magic Stones
At-Will Implement, Primal
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier damage, and you can push the target 1 square.
 
 
 
 
 
 
遭遇毎パワー
Dwarven Resilience
Encounter
Minor Action Personal
Effect: You use your second wind.
 
Speak with Spirits
Encounter Primal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.
 
Healing Spirit
Encounter (Special) Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
 
Healing Word
Encounter (Special) Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
 
 
 
Sly Fox Spirit
Encounter Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: The target can make a basic attack as a free action. If that attack hits, a second ally adjacent to your spirit companion can make a basic attack as a free action.
 
Charm Beast
Encounter Charm, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Will. You gain a +2 bonus to the attack roll when using this power against a beast.
Hit: The target is dominated until the end of your next turn.
Miss: The target is dazed until the end of your next turn.
 
Balance of Life
Encounter Implement, Primal, Spirit
Immediate Reaction Melee spirit 1
Trigger: An enemy adjacent to your spirit companion deals damage to your ally
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: The target takes damage equal to the damage it dealt to your ally.
 
Twin-Horned Bolt
Encounter Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage, and the target is knocked prone. If any enemies provide cover against this attack, they are also knocked prone.
 
 
 
Healing Infusion: Curative Admixture
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 11: Healing surge value + your Wisdom modifier + 4.
 
 
 
 
 
 
 
 
 
 
1日毎パワー
Vengeful Blood Spirits
Daily Primal
Standard Action Ranged 5
Target: One or two allies
Effect: Each target can charge as a free action and deals 1d10 extra damage if the charge attack hits. In addition, until the end of the encounter, each target gains a +2 bonus to attack rolls and damage rolls when charging.
 
Summon Crocodile
Daily Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Large crocodile in an unoccupied space within range. The crocodile has speed 6 and swim 8. You can give the crocodile the following special command. On the turn you summon the crocodile, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the crocodile grabs the target. The target takes a –3 penalty to escape checks against the crocodile.
Instinctive Effect: If you haven’t given the crocodile any commands by the end of your turn, it sustains the grab and attacks the creature it’s grabbing. If it can’t do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.
 
Reparative Spirit
Daily Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage, or 5d8 + Wisdom modifier damage if at least one ally is adjacent to your spirit companion.
Miss: Half damage.
Effect: At the end of each of your turns until the end of the encounter, one ally adjacent to your spirit companion gains 5 + your Wisdom modifier temporary hit points.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
汎用パワー
Seed of Healing
Daily Healing, Primal
Minor Action Personal
Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain hit points equal to 10 + your healing surge value.
 
Sudden Restoration
Encounter Primal
Minor Action Ranged 10
Target: One or two allies
Effect: Each target makes a saving throw.
 
Swirling Dust
Encounter Primal, Spirit
Minor Action Melee spirit 5
Target: One ally
Effect: Your spirit companion disappears. Until the end of your next turn, the target is insubstantial, and its space and any squares adjacent to it are lightly obscured.
 
Read the Omens
Encounter Primal
Free Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and don’t roll a 20
Effect: The next time you would roll a d20 before the end of your next turn, use the result of the triggering die roll instead.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
儀式