装備品 |
アイテム | 重量 |
ハンディハヴァサック 2000gp |
5 |
旅人の服 |
5 |
*携帯用寝具 0.1gp |
5 |
*火打ち石と打ち金 1gp |
|
*水袋 2gp *2 |
8 |
**呪文構成要素ポーチ 5gp *2 |
4 |
Scroll case, spring loaded(1本収納) 5gp |
1 |
*巻物箱(10本収納) 5gp |
1 |
*保存食 0.5gp *4 →準備Pに全て供出 |
|
*身だしなみ道具 1gp |
2 |
**1つハヴァサック |
-2 |
*ハヴァサック |
-19 |
*ペン 1sp |
|
*インク 8gp |
|
*羊皮紙 2sp *5 |
|
*火おこし棒 1gp |
|
*陽光棒 2gp |
1 |
*イブザイリアク(大型ブラックドラゴン)の鱗 |
|
*背負い袋 2gp |
2 |
[spring loaded] |
|
巻物/ウォールオブフォース CL10 1250gp |
|
物質要素/ユーフォリッククラウド 5gp *11 |
|
塩(0.5gp*20)*12 死霊術効果+1CL x |
|
没薬 (0.5gp*4) *5 |
|
saltpeter (1gp*1) *10 火dmg+1 |
|
銀(1gp*10)*15 幻術看破DC+1 xx |
|
Nethys's Dager 50gp *10 x |
|
Dエッセンス 500gp *7 x |
|
メタマジックジェム/vast spell 1000gp *2 |
|
メタマジックジェム/piercing spell 1000gp *2 |
|
ワンド/プレスティディジテイション CL1 ch28 |
|
ワンド/メイジアーマー CL1 ch4 ch25 ch25 .xx |
|
ワンド/シールド CL1 ch22 |
|
フェザートークン/バード→ヘルゲ(巨人)に渡した |
|
*フェザートークン/バード |
|
*フェザートークン/ツリー |
|
*ポーション/CMW |
|
*ポーション/CSW |
|
*ポーション/リムーヴフィア |
|
*ポーション/ガシアスフォーム |
|
*巻物/リムーヴフィア CL1 25gp |
|
*巻物/フリーダムオブムーヴメント CL8 800gp |
|
*巻物/インヴィジビリティスフィア CL6 x |
|
*巻物/サイレンス CL4 *2 x |
|
*巻物/ディメンジョンドア CL8 800gp |
|
運搬重量の合計 (硬貨含) |
23 |
所持金 |
銅貨(cp) |
|
銀貨(sp) |
|
金貨(gp) |
|
白金貨(pp) |
|
軽荷重 |
23 |
頭上に持ち上げる =最大荷重 |
70 |
中荷重 |
46 |
地面から持ち上げる =最大荷重x2 |
140 |
重荷重 |
70 |
押し引き =最大荷重x5 |
350 |
|
|
特技 |
[言語]共通語、ハリト語 、ドワーフ語、ゴブリン語、森語、竜語、地下共通語、アクロ語、地界語、地獄語*、天上語、巨人語、水界語、奈落語、ハーフリング語、トリエント語、エルフ語*、ジストカ語、アズラント語、ネクリル語、サイクロプス語*
*ヘッドバンド
[特徴]抑圧(戦闘特徴)
君の幼少期は君が目撃した大きな災害や暴虐によって終わった。恐怖に対処するため君は反射的に全ての感情を抑えることを学んだ。
利益:君は、感情と[恐怖]効果に対する意志セーヴィング・スローに+2の特徴ボーナスを得る。
出典:Pathfinder Player Companion: Quests & Campaigns
[特徴]Blight-Burned(キャンペーン特徴)
君はファング森の奥深くで育ったが、君の幼少期にDarkblight が君のコミュニティ追い出し、荒廃したフェイは君の友人や家族を攻撃した。逃げた後でさえ、君はかろうじてこの世ならざる菌類の病気の感染から生存したが、試練から未だ酷い傷痕に耐えている。君は病気あるいは毒(選択したほう)に対する頑健セーヴィング・スローに+2の特徴ボーナスを得、君の傷跡は今や、自然でないクリーチャーの存在の前では痛みを伴い、即座に存在を君に警告する。この第六感は君に30フィート以内にいる異形、粘体、blighted feyあるいはファンガル種クリーチャーのテンプレートを持つ全てのクリーチャーの存在を君に警告する。君はそれらのクリーチャーに対して常に不意打ちラウンドに行動でき、君は戦闘の最初のラウンドでそれらのクリーチャーに対し立ちすくみ状態とならない。
→病気+2
[1st]呪文熟練(心術)
[1st]呪文射程伸長
[3rd]その他の魔法のアイテム作成
[5th]Logical Spell
[7th]呪文粘着化
[9th]呪文高速化
[11th]呪文熟練(幻術)
Phrenic Amplification
[1st]Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
[3rd]Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
[7th]Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.
[11th]Synaptic Shock (Su): The psychic manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 1 point from her phrenic pool when casting a mind-affecting linked spell to select one of the spell’s targets. If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification).
適正クラスボーナス
1st:hp
2nd:hp
3rd:hp
4th:習得呪文追加(1st、イアーピアシングスクリーム)
5th:習得呪文追加(1st、ハイトンドアウェアネス→リベレイティングコマンドに入れ替え)
6th:習得呪文追加(2nd、シーインヴィジビリティ)
7th:習得呪文追加(2nd、ミラーイメージ)
8th:習得呪文追加(3rd、フライ)
9th:習得呪文追加(3rd、ディスペルマジック)
10th:習得呪文追加(4th、フリーダムオブムーヴメント)
11th:習得呪文追加(4th、インテレクトフォートレスI)
背景技能
1st:言語学1、鑑定1
2nd:知識:貴族1、知識:工学1
3rd:鑑定1、知識:歴史1
4th:言語学1、鑑定1
5th:言語学1、鑑定1
6th:言語学1、鑑定1
7th:言語学1、鑑定1
8th:言語学1、鑑定1
9th:言語学1、鑑定1
10th:言語学1、鑑定1
11th:言語学1、鑑定1
呪文入れ替え
[4th]カラースプレー→MM
[6th]なし
[8th]なし
[10th]ハイトンドアウェアネス→リベレイティングコマンド
成長計画(仮)
[13th]呪文レベル上昇
[15th]成熟せし呪文(?)?
[17th]抵抗破り?
Phrenic Amplification
[15th]Dual Amplification (Ex): When the psychic uses this major amplification, she chooses two other amplifications or major amplifications she knows to apply to the same linked spell. She must spend 1 point from her phrenic pool to do so, plus the full cost of the two other amplifications. She can’t apply the same amplification to the linked spell more than once, even if she can use that amplification for multiple different effects.
[17th]?Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. When she casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell’s level or casting time. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell’s level (minimum 2 points). If the metamagic feat alters the spell’s casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. The psychic can still apply metamagic feats she knows to the spell while using this amplification, increasing the casting time and spell level as normal. This amplification can be applied only to a spell that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic feat in question to the linked spell. For example, an 11th-level psychic could spend 8 points to quicken a 1st-level spell, but couldn’t quicken a 2nd-level spell because she’s unable to cast 6th-level spells. This ability doesn’t require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the day. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply using this amplification each time.
呪文入れ替え
[12th]?
[14th]?
[16th]?
適正クラスボーナス
12th:習得呪文追加(5th、サフォケイション)
13th:習得呪文追加(5th、マインドフォッグ)
14th:習得呪文追加(6th、コンティンジェンシィ)
15th:習得呪文追加(6th、ヒロイズム、グレーター)
16th:習得呪文追加(7th、フォウトゥフレンド)
17th:習得呪文追加(7th、Particulate Form)
hp:6+4*10+3*11+1*3=82
技能:(2+6+1)*11+3*11=132
背景技能:2*11=22 |
|
特殊能力 |
Psychic
Weapon and Armor Proficiency
A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Spell Casting
A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score.
The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score.
At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one.
The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Knacks: Psychics learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Phrenic Pool (Su)
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Phrenic Amplifications
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification.
A phrenic amplification can’t be selected more than once.
Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Psychic Discipline (Ex or Sp)
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state.
This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
Detect Thoughts (Sp)
At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
Telepathic Bond (Sp)
At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.
Major Amplifications
At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification.
Telepathy (Su)
At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one.
Remade Self (Sp)
At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability is chosen when the psychic reaches 20th level and can’t be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool.
This amplification is in addition to the normal maximum of one amplification per spell.
Rebirth(Occult Origins)
Phrenic Pool Ability: Charisma.
Bonus Spells: Burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th).
Discipline Powers: Your myriad lives inspire diverse exceptional abilities.
Past-Life Memories (Ex)
You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
Mnemonic Esoterica (Ex)
By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic.
You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.
Resurgence (Su)
At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.
Physical Regression (Sp)
At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations.
This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level.
|
経験点 |
次のレベル |
|
|
|
呪文 |
Phrenic Pool:7 (lv*1/2+cha mod)
CL11th 精神集中+20
DC19+
SR克服+11
接触+3、遠隔接触+5
1st:6+3/日
2nd:6+2/日
3rd:6+2/日
4th:6+2/日
5th:4+2/日
疑呪:ディテクトソウツ(DC20) 1/日
疑呪:テレパシックボンド 1/日
習得呪文(V=Thought、S=Emotion)
*Discipline ()適性 (L)spell lattice
0:
・ディテクトサイキックシグニフィカンス 占VS
・ディテクトマジック 占VS
・リードマジック 占VSF
・ダンシングライツ 力VS
・メイジハンド 変VS
・メッセージ 変VSF
・ゴーストサウンド 幻VSM
・オープン/クローズ 変VSF
・プレスティディジテイション 総VS
1st:
・マーダラスコマンド 心V DC20+1意志 精神作用
・MM 力SV (カラースプレーを入れ替え)
*バーストオブインサイト 変VS 割込
・イルオーメン 心VSM 精神作用
(イアーピアシングスクリーム) 力VS DC20頑健
・ヴァニッシュ 幻VS
(リベレイティングコマンド) 変V (ハイトンドアウェアネスを入れ替え)
・トゥルーストライク 占VF
(L)ハイトンドアウェアネス
2nd:
・オナイリクホラー 幻VS DC21+1意思 精神作用
・ユーフォリッククラウド 召VSM(5gp) DC20頑健
*フォールスライフ 死VSM
(シーインヴィジビリティ) 占VSM
・ミラーイメージ 幻VS
(プラシーボエフェクト) 幻VM
・インスティゲイトサイキックデュエル 幻VS
・カームエモーションズ 心VSDF DC21+1意志
3rd:
・スロー 変VSM DC22意志
*コンタクトアザープレイン 占V
・ヘイスト 変VSM
(フライ) 変VSF
・ソートシールドII 防V
(ディスペルマジック) 防VS
・インヴィジビリティスフィア 幻VSM
4th:
・コンフュージョン 心VSM/DF DC23+1意思 精神作用
*Ancestral Memory 占VS
・ディメンジョンドア 召V
(フリーダムオブムーヴメント) 防VSM
・テレキネティックチャージ 力VS
(インテレクトフォートレスI) 防V
5th
・ファンタズマルウェブ 幻VS DC24+1意思(看破)+頑健 精神作用 (銀を使う!)
*リインカーネイト 変VSM/DF
・ウォールオブフォース 力VSM
Mnemonic Esoterica:ドルイド
・Explosion of Rot 死VSM DC23反応 (塩を使う!)
→和訳wikiにアップ済み
成長計画(案)
[12th]
ディスインテグレイト 変VSM/DF
*トランスフォーメーション 変VSM
(サフォケイション) 死VSM
?→?
[13th]
ディスペル、グレーター 防VS
エクスプロードヘッド 力VS
レジリエントスフィア 力VSF
(マインドフォッグ) 心VS
[14th]
リミテッドウィッシュ 総VSM
*イセリアルジョウント 変VS
(コンティンジェンシィ) 力VSMF
?→?
[15th]
グレーターテレポート 召V
レジェンドローア 占VSMF
フォービドアクション、グレーター 心V
(ヒロイズム、グレーター) 心VS
[16th]
メイズ 召VS
*バイロケーション 召V
(フォウトゥフレンド) 心VS
?→?
[17th]
プリズマティックウォール 防VS
マインドブランク 防VS
(Particulate Form) 変VSM
その他欲しい呪文
1st
・デジャヴ
・シールド
・メイジアーマー
・リムーヴフィア
・リベレイティングコマンド
・アンティシペイトペリル
・フェザーフォール
・グルーシール
・アラーム
・アントホール
・コンプリヘンドランゲージ
・シェアランゲージ
2nd
・アヴァージョン
・ビストウインサイト
・カームエモーションズ
・クリエイトトレジャーマップ
・ダークヴィジョン
・インプラントフォールスリーディング
・ロープトリック
・サイレンス
3rd
・アーケインサイト
・アブレイティヴバリア
・ブラッドバイオグラフィー
・コンティンジェントアクション
・ヒロイズム
・インヴィジビリティスフィア
・タンズ
4th
・アンティインコーポリアルシェル
・アーケインアイ
・ディヴィネーション
・ディメンジョナルアンカー
・テレキネシス
・コンデンストイーサー
・コンティンジェントスクロール
・ブラックテンタクルズ
・ディテクトスクライング
・フォールスライフ、グレーター
・スクライング
・センディング
・ストーンスキン
・スペルイミュニティ
5th
・ドミネイトパーソン
・フィーブルマインド
・プライヴェイトサンクタム
・オーヴァーランドフライト
・パーマネンシィ
・ファンタズマルウェブ
・テレポート
・トゥルーシーイング
・エコーロケーション 変V
6th
・Decapitate
・アナライズドゥエオマー
・ブレードバリア 力VS
7th
・AMF
・フォースケイジ
・マグニフィセントマンション
・スペルターニング 防VSM/DF
・リヴァースグラヴィティ
8th
・ディメンジョナルロック
・モーメントオブプレシャンス
・スペルイミュニティ、グレーター
・プロテクションフロムスペルズ
9th(巻物)
・タイムストップ
・ウィッシュ
・メイジズディスジャンクション
Mnemonic Esoterica
1st:グリース、ヴァニッシュ、CLW、エンタングル、フェアリーファイア、バーニングハンズ
2nd:グリッターダスト、ウェブ、ヒロイズム、CMW、Burst of Radiance、サウンドバースト
3rd:ファイアボール、スティンキングクラウド、グッドホープ、Sheet Lightning
4th:デスウォード、Explosion of Rot、ディメンジョナルアンカー
5th:ヒール、ウォールオブソーンズ、バーズエスケイプ
6th:チェインライトニング、AMF
7th:リザレクション、DBFB
Ocult Skill Unlock
・鑑定 サイコメトリー(1/day)、1m+
・言語学 自動書記(1/week) 1h
・交渉 催眠術(1/day) 1m
・神秘学 骨相学(1/day) 1m+
・知覚 オーラ読み(1/day) 10min
アイテム作成 呪文学出目10: 25
・クロークオブレジスタンス+1(CL5、DC5+5+5(呪文バイパス)=15)
・ヘッドバンド+2(CL8、DC8+5+5(呪文バイパス)+5(倍速)=23)
・ベルト+2(CL8、DC8+5+5(呪文バイパス)+5(倍速)=23)
欲しいもの候補:
巻物/リムーヴフィア
巻物/アーケインアイ
巻物/サフォケイション
Shard of Psychic Power(アンティシペイトぺリル)
その他の装備(ハヴァサック内):
・Spell Lattice(ハイトンドアウェアネス) 1000gp 1lb
・1gp8sp
・Varisian Idol(Avidais) 75gp 1lb *2
・Varisian Idol(Volataro) 75gp 1lb *2
・メタマジックジェム/Ectoplasmic 1000gp *1
・Void Shard 250gp *1
・BBピル 75gp *4
・耐毒剤 *2
銀、塩、BBピル、アイドル、シャード等増やす?
アンティシペイトペリルとシールドのシャード? |
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