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キャラクター名
属性
秩序にして善
善
無属性
悪
混沌にして悪
プレイヤー名
最終更新:2013/08/23 21:49
クラス
レベル
種族
サイズ
超小型
小型
中型
大型
超大型
巨大
性別
年齢
身長
ft
inch
cm
体重
lb.
kg.
神格
伝説の道
神話の運命
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
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
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
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
感覚
値
受動感覚
基本
SKILL
受動〈看破〉
10+
受動〈知覚〉
10+
特殊な感覚
【筋】
【筋力】
【耐】
【耐久力】
頑健
10+
LV1/2
能力値
クラス
特技
強化
その他
その他
状況ボーナス
【敏】
【敏捷力】
【知】
【知力】
反応
10+
LV1/2
盾/
能力値
クラス
特技
強化
その他
その他
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
他
なし
単純
軍用
上級
パワー
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
追加効果・範囲など
クリティカル
AC
頑健
反応
意志
【判】
【判断力】
【魅】
【魅力】
意志
10+
LV1/2
能力値
クラス
特技
強化
その他
その他
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
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
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
Half-Elf Flavor: Born heroes and leaders who combine the best features of both humans and elves. Size: Medium Speed: 6 squares Vision: Low-light Ability Scores: +2 Constitution, +2 Charisma or +2 Wisdom Languages: Common, Elven, choice of one other Dual Heritage:You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements. Group Diplomacy:You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. Half-Elf Power Selection:Select an option for your half-elf character.
基本遠隔攻撃
種別
命中計
能力
修正
LV1/2
習熟
特技
強化
他
なし
単純
軍用
上級
パワー
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
追加効果・範囲など
クリティカル
AC
頑健
反応
意志
攻撃(予備)
種別
命中計
能力
修正
LV1/2
習熟
特技
強化
他
なし
単純
軍用
上級
パワー
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
追加効果・範囲など
クリティカル
AC
頑健
反応
意志
技能
ボーナス
技能名
能力
+LV1/2
習得済
(+5)
防具
ペナ
その他
〈威圧〉
【魅】
なし
〈運動〉
【筋】
〈隠密〉
【敏】
〈軽業〉
【敏】
〈看破〉
【判】
なし
〈交渉〉
【魅】
なし
〈持久力〉
【耐】
〈事情通〉
【魅】
なし
〈自然〉
【判】
なし
〈宗教〉
【知】
なし
〈知覚〉
【判】
なし
〈地下探検〉
【判】
なし
〈治療〉
【判】
なし
〈盗賊〉
【敏】
〈はったり〉
【魅】
なし
〈魔法学〉
【知】
なし
〈歴史〉
【知】
なし
クラス・伝説の道・神話の運命特徴
Battlemind Flavor: “My mind is a far deadlier weapon than some ill-crafted bit of iron.” Key Abilities: Constitution, Wisdom, Charisma Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields Weapon Proficiencies: Simple melee, military melee, simple ranged Bonus to Defense: +2 Will Hit Points at 1st Level: 15+ Constitution Score Hit Points per Level Gained: 6 Healing Surges: 9+ Constitution Modifier Trained Skills: From the class skills list below, choose 3 trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha) Build Options: Harrier Battlemind, Quick Battlemind, Resilient Battlemind, Wild Battlemind _PARSED_CLASS_FEATURE: Psionic Augmentation, Psionic Defense, Psionic Study Role: Defender. You are tough and fast, while your mastery of psionic magic allows you to outwit your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role. Class Features: Battleminds have the following class features. Short Description: A hardy warrior, you use psionic power to transform yourself into a living weapon. Zephyr Blade Flavor: “Can you stop the wind? Can you grasp it in your hands? If not, you stand no chance of stopping me.” Power Name: Disciplines Class Features: Beguiling Advantage Paragon Power Points Zephyr Action Speed of the Wind _DisplayPowers: Knifing Wind Storm Dance Strike Mental Zephyr Without formal training, you learned your techniques in a haphazard fashion, unlocking your potential with each contest, awakening new techniques as you blended psionic power with your weapon strikes. At some point during your battles, you began to hear a faint wailing?subtle, quiet, but definitely present. Now when you fight, the breeze whips up into a storm, lending new strength to your attacks. What you hear are psionic winds swirling around you. Your crude methods cause psionic power to bleed from you. Instead of dissipating, it swirls, blowing around you, unseen and unnoticed by any but you and the enemies who stand against you. When you reclaim this power, your body undergoes a strange transformation, becoming disjoined from reality for a moment or two before you snap back into place. The more you work with this loosed psionic power, the more ephemeral you become. You can stir up the power to rip through your enemies\' minds, or you can draw it into yourself to vanish and reappear where least expected. Topaz Crusader Flavor: The only cure for madness is to excise its corruption and destroy it. Immortality: Immortality As your mortal life winds to its end, you push ever closer to your goal of eliminating the Far Realm\'s threat. Into the Breach: Aberrant blood stains your weapons and armor. The horrors you have seen assail your memory, but you remain strong. Now is the time to carry the torch of purity against the hordes of corruption, finally driving back the tide that threatens all existence. Girding yourself in the protective energy contained in the psionic gemstone at your brow, you step out from this world, sounding one last battle cry as you carve a path of death and destruction into the heart of madness. You will end the Far Realm\'s threat even at the cost of your own life. In the centuries that follow, as the incursions of the unwholesome fade into myth, your spirit will find its reward. Class Features: Bound to Greatness Topaz Focus Topaz Meditation Topaz Flare _DisplayPowers: Topaz Corona Constant pressure causes the Far Realm\'s corrupting influence to leak through even the smallest breaches into the natural world, spawning horrors that tear at the fabric of existence. These breaches represent some of the greatest dangers to the mortal realm, and generations of heroes have dedicated themselves to maintaining the integrity of the Far Realm\'s boundaries. Over a lifetime\'s adventuring, however, you have grown weary of this ultimately doomed effort. For each fissure that is closed, two more open elsewhere. Worse, how many of the fault lines riddling creation remain undetected? The Far Realm relentlessly seeks to corrupt the mortal realm, but whereas most heroes seek only to defend against the Outside\'s malign influence, you have a better idea. You will turn the tide on the Far Realm by assaulting its borders, its creatures?its very nature. And if you cannot reshape the Far Realm with the benign influence of the natural world, you will destroy it utterly to eliminate the threat it represents. Ironwrought:Inevitable Strike Martial - Garrison Child Common Knowledge: You are the child of military parents who lived in a garrison. Your parents spent your youth drilling and going on patrol, so you were often unsupervised. You might have passed idle days training with soldiers in the garrison, tending the animals, sharpening weapons, or you could have spent your time running amok. Perhaps you resented your parents and constantly stirred up trouble for them with your shenanigans. Whether forced or out of willingness, though, you learned to wield weapons and defend yourself. Over time, maybe your skill even exceeded that of your parents. When the time came to depart, did you leave the garrison full of resentment, or were you fulfilling a sense of duty or obligation to your parents after they disappeared or met with a grisly end? Campaign: General Associated Skills: Athletics, History
習得言語
Primordial. Common. Elven. Argon.
命中・ダメージ
武器・パワー名
攻撃
対象
ダメージ
他
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
AC
頑健
反応
意志
その他・修正・メモ
武器
【武器1】
命中計
能力
修正
LV1/2
習熟
特技
強化
他
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
クリティカル
射程
範囲
種別
重量
レベル
AC
頑健
反応
意志
なし
単純
軍用
上級
パワー
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
他
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
クリティカル
射程
範囲
種別
重量
レベル
AC
頑健
反応
意志
なし
単純
軍用
上級
パワー
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
他
筋
耐
敏
知
判
魅
ダメージダイス
ボーナス
能力
修正
特技
強化
他
筋
耐
敏
知
判
魅
対象
クリティカル
射程
範囲
種別
重量
レベル
AC
頑健
反応
意志
なし
単純
軍用
上級
パワー
その他の修正等
防具
【鎧】
AC計
鎧
強化
種族
クラス
他
他
区分
修正能力
防具ペナ
速度
重量
レベル
なし
軽装
重装
敏/知
筋力
耐久
判断
魅力
【盾】
AC計
盾
強化
種族
クラス
他
他
防具ペナ
重量
レベル
背景、性格、特徴など
習熟、使用可能装具など
防具
武器
装具
貨幣・その他の財産
プラチナ貨(pp)
金貨(gp)
銀貨(sp)
銅貨(cp)
アストラル・ダイアモンド(ad)
貨幣重量
その他
設定など
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
魔法の装備・パワー
【武器1】
重量
パワー
Property:When you use a power with the weapon keyword that slides a target, you can add this weapon\'s enhancement bonus to the number of squares the target slides. Power:Power * Daily (Free Action) Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon\'s enhancement bonus.
使用済み
【武器2】
重量
パワー
使用済み
【武器3】
重量
パワー
使用済み
【鎧】
重量
パワー
Property:You gain an item bonus to Perception checks equal to the armor\'s enhancement bonus.
使用済み
【盾】
重量
パワー
使用済み
【腕】
重量
パワー
Property:Gain a +4 item bonus to melee damage rolls.
使用済み
【脚】
重量
パワー
Property:You cannot be teleported against your will. Power:Power * Encounter (Immediate Interrupt) Use this power when you would be pulled, pushed, or slid. You are moved 2 fewer squares.
使用済み
【手】
重量
パワー
Property:When you hit a prone enemy with a melee attack, the attack deals 5 extra damage.
使用済み
【頭】
重量
パワー
Property:You gain a +4 item bonus to Constitution-based skill checks and Constitution ability checks. You also gain a +5 item bonus to the damage rolls of Constitution-based attacks.
使用済み
【首】
重量
パワー
Power:Power * Daily (Minor Action) You have immunity to damage until the end of your next turn.
使用済み
【指輪1】
重量
パワー
Property:Gain a +3 item bonus to saving throws. Power:Power * Daily (Immediate Interrupt) Use this power when you would be hit by an attack. Gain a +6 power bonus to all defenses against that attack. A critical hit scored against you with that attack is instead considered a normal hit. If you\'ve reached at least one milestone today, the attack automatically misses and you take no damage from it.
使用済み
【指輪2】
重量
パワー
使用済み
【腰】
重量
パワー
Property:This belt holds two diamonds, and you gain a +2 item bonus to Fortitude. Power:Utility Power (Healing) * At-Will (Minor Action) Effect: You spend a healing surge. One diamond on the belt cracks and darkens, becoming worthless. Each time a diamond is expended in this way, the belt\'s item bonus is reduced by 1 (to a minimum of 0). If there are no unexpended diamonds on the belt, you can\'t use this power. After an extended rest, each expended diamond is restored.
使用済み
【装具】
重量
パワー
使用済み
【タトゥー】
重量
パワー
Property:When you spend an action point to take an extra action, you gain a +2 bonus to speed until the end of your next turn.
使用済み
【その他】
重量
パワー
使用済み
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.)
数
重量計
記入済武器重量計
記入済防具重量計
総重量
特技
Student of the Sword:You gain training in one skill from the fighter\'s class skill list. Choose either one-handed melee weapons or two-handed melee weapons. Once per encounter as a free action, you can add a +1 bonus to the next attack roll you make with a weapon of that category. Whether the attack hits or misses, you mark the target until the end of your next turn. Resilient Focus:You gain a +2 feat bonus to saving throws. Headsman\'s Chop:Whenever you hit a prone target with an axe or a heavy blade, the target takes 5 extra damage. 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. Heavy Armor Agility:You ignore the speed penalty for wearing heavy armor. Mark of Warding:Whenever one of your powers grants a bonus to a defense, increase that bonus by 1. Whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls for attacks that don\'t target you instead of the normal -2 penalty. You can master and perform rituals in the warding category and the Fluid Funds, Knock, and Leomund\'s Secret Chest rituals as if you had the Ritual Caster feat. Superior Fortitude:You gain a +2 feat bonus to Fortitude. This bonus increases to +3 at 11th level and +4 at 21st level. You also gain resist 3 to ongoing damage. This resistance increases to 6 at 11th level and 9 at 21st level. Heavy Blade Expertise:You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks. Demand\'s Reach:The burst of your battlemind\'s demand increases to 5. Hafted Defense:While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex. Weapon Focus (Heavy Blade):You gain a +1 per tier feat bonus to damage rolls of weapon attacks with weapons in the Heavy Blade group. Stoneroot\'s Endurance:Whenever you are subjected to a critical hit, roll a d20. On a 10 or higher, the attack is a normal hit, not a critical hit. Heavy Blade Opportunity:When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of a basic attack. Polearm Gamble:When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy\'s turn. Polearm Momentum:Whenever you use a polearm or a spear attack to push or slide a target 2 or more squares, you can also knock that target prone at the end of the forced movement. Epic Reflexes:You gain a +4 bonus to Reflex. Epic Will:You gain a +4 bonus to Will. Superior Reflexes:You gain a +2 feat bonus to Reflex. This bonus increases to +3 at 11th level and +4 at 21st level. You also gain combat advantage against all enemies during your first turn in an encounter.
無限回パワー
Melee Basic Attack ~ You resort to the simple attack you learned when you first picked up a melee weapon. ~ At-Will ◆ Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Level 21: 2[W] + Strength modifier damage.
Ranged Basic Attack ~ You resort to the simple attack you learned when you first picked up a ranged weapon. ~ At-Will ◆ Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Level 21: 2[W] + Dexterity modifier damage.
Battlemind\'s Demand ~ You draw your foe\'s concentration, taunting the foe to strike at you. ~ At-Will ◆ Augmentable, Psionic Minor Action Close burst 3 Target: One creature in the burst Effect: You mark the target until you use this power again or until the end of the encounter. Augment: 1 Target: One or two creatures in the burst
Blurred Step ~ You bend reality with the power of your mind, flashing across the space between you and your enemy. ~ At-Will ◆ Psionic Free Action Personal Trigger: An adjacent enemy marked by you shifts Effect: You shift 1 square. Special: You can use this power only once per turn.
Mind Spike ~ You force your enemy to feel the pain that it inflicts on your friend. ~ At-Will ◆ Force, Psionic, Psychic Immediate Reaction Melee 1 Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn\'t include you as a target Target: The triggering enemy Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.
Lightning Rush ~ Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemy\'s attack to yourself. ~ At-Will ◆ Augmentable, Psionic, Weapon Immediate Interrupt Melee 1 Trigger: An enemy within 5 squares of you targets an ally with an attack Effect: Before the attack, you move your speed to a square adjacent to the triggering enemy. Target: The triggering enemy Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage. Effect: Before the attack, you move your speed to a square adjacent to the triggering enemy. Augment: 1 Hit: As above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. Augment: 1 Hit: As above, and the target takes a penalty to the triggering attack roll equal to your Charisma modifier. Effect: You get your normal standard action on your next turn. Level: 7
Entangling Weapon ~ You imbue your attack with psionic energy, allowing you to strike precisely and forcing your opponent to move as you dictate. ~ At-Will ◆ Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square. You then shift 1 square into the space the target left. Augment: 1 Hit: 1[W] + Constitution modifier damage. Whenever the target shifts before the end of your next turn, you can use a free action to slide the target 1 square at the end of the shift. Augment: 1 Hit: 1[W] + Constitution modifier damage. Whenever the target shifts before the end of your next turn, you can use a free action to slide the target 1 square at the end of the shift. Level: 17
Brilliant Recovery ~ After missing your foe with an attack, you shift your grip on your weapon and make a quick follow-up strike. ~ At-Will ◆ Augmentable, Psionic, Weapon Minor Action Melee weapon Target: An enemy you missed with an attack during this turn Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage. Augment: 2 Attack: Constitution vs. Reflex Hit: 2[W] + Constitution modifier damage. Augment: 2 Hit: 2[W] + Constitution modifier damage. Miss: You regain the power points you spent to augment this power. Level: 27
遭遇毎パワー
Inevitable Strike ~ Elemental power flows through you, providing you with keen accuracy and sharper striking force. ~ Encounter ◆ Elemental, Weapon No Action Personal Trigger: You make a melee weapon attack roll. Effect: Make the attack roll twice. If both attack rolls hit, the target takes 1d8 extra damage. Level 11: 2d8 extra damage. Level 21: 3d8 extra damage.
使用済み
Knack for Success ~ Your mere presence is enough to tip the balance of fortune for you and your allies. ~ Encounter ◆ Elemental, Weapon Minor Action Close burst 5 Target: You or one ally in the burst Effect: Choose one of the following. * The target makes a saving throw. * The target shifts up to 2 squares as a free action. * The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn. * The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.
使用済み
Battle Resilience ~ You steel yourself for battle, girding yourself against your foe\'s initial assault. ~ Encounter ◆ Psionic Free Action Personal Trigger: An attack hits or misses you for the first time during an encounter Effect: Until the end of your next turn, you gain resistance to all damage equal to 3 + your Wisdom modifier. Level 11: Resist 6 + your Wisdom modifier. Level 21: Resist 9 + your Wisdom modifier.
使用済み
Dimension Slide ~ You bend the space around you to better position yourself and an ally on the battlefield. ~ Encounter ◆ Psionic, Teleportation Move Action Ranged 5 Target: You and one ally Effect: You slide one target 1 square and teleport the other target 3 squares. Level: 2
使用済み
Psionic Ambush ~ You forge a mental link with your enemy and travel through a fold in space, appearing suddenly next to that enemy. ~ Encounter ◆ Psionic, Teleportation Move Action Ranged 10 Target: One creature marked by you Effect: You teleport to a square adjacent to the target. The target grants combat advantage to you until the end of your turn. Level: 6
使用済み
Uncanny Senses ~ Foes try in vain to hide from your heightened senses. ~ Encounter ◆ Psionic Minor Action Personal Effect: Until the end of your next turn, you can see invisible creatures and objects, and you gain a +5 power bonus to Insight checks and Perception checks. Level: 10
使用済み
Knifing Wind ~ As you slash your foe, you generate a psionic wind that knifes into your enemy\'s mind. ~ Encounter ◆ Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage, and the target is dazed until the end of your next turn. Augment: 2 Hit: 2[W] + Constitution modifier damage, and the target is dazed until the end of your next turn. Level: 11
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Mental Zephyr ~ You feel the bite from your enemy\'s attack and let the winds howling within you infuse your flesh and pull you to safety. ~ Encounter ◆ Psionic Immediate Reaction Personal Trigger: An enemy hits you Effect: You shift 1 square. Until the end of your next turn, you are insubstantial and phasing, and your attacks ignore the insubstantial quality. Level: 12
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Sudden Rush ~ With a burst of psionic energy, you appear next to an enemy you have called out. ~ Encounter ◆ Psionic, Teleportation Move Action Personal Effect: You teleport to a square adjacent to a creature marked by you. Level: 16
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Indomitable Maneuver ~ Assessing your enemies\' weaknesses, you maneuver past your foes, positioning yourself to your best advantage. ~ Encounter ◆ Psionic Move Action Personal Effect: You shift 12 squares and can move through enemies\' spaces during the shift. Level: 22
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Focus Bind ~ You tempt an enemy\'s wrath as you focus your rage on it, setting up a confrontation that only one of you will survive. ~ Daily ◆ Psionic, Psychic, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. AC Hit: 2[W] + Constitution modifier damage plus 3d10 psychic damage, and you mark the target until the end of the encounter. No other mark can supersede this mark unless you permit it. Miss: Half damage, and you mark the target until the end of your next turn. Effect: Until the mark imposed by this power ends, you are treated as if you are marked by the target, and whenever you or the target moves, the other can move the same number of squares as a free action or shift 1 square as a free action. Level: 19
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Storm Dance Attack ~ You become the screaming gale, encircling and buffeting your foes. ~ At-Will ◆ Psionic, Teleportation, Weapon Opportunity Action Melee 1 Requirement: The power Storm Dance Strike must be active in order to use this power. Trigger: An adjacent enemy marked by you moves without shifting Target: The triggering enemy Attack: Constitution vs. AC Hit: 1[W] + Constitution modifier damage, and the secondary target is slowed until the end of your next turn. In addition, you teleport 5 squares and then teleport the secondary target to a square adjacent to you. Level 21: 2[W] + Constitution modifier damage.
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Vitality Theft ~ Your punishing attack establishes a brief psionic link with your foe that saps its mental energy and renews your own. ~ Daily ◆ Psionic, Psychic, Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. Will Hit: 5[W] + Constitution modifier psychic damage. Miss: Half damage. Effect: You regain 6 power points. Level: 25
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Topaz Corona ~ You surround yourself and your allies with a shroud of swirling blue light, replenishing your strength and fueling your attacks against the creatures of the Far Realm. ~ Daily ◆ Healing, Psionic, Psychic, Zone Minor Action Close burst 5 Effect: The burst creates a zone that lasts until the end of the encounter. The zone moves with you, remaining centered on you. While within the zone, you and your allies gain a +2 power bonus to all defenses and regeneration equal to 10 + your highest ability modifier. In addition, whenever you or an ally within the zone makes an attack against an aberrant creature, the attack deals 10 extra psychic damage. If the attack roll is 18?20, the target is also stunned until the end of your next turn. Level: 26
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Omniscient Strike ~ As your chosen foe prepares to strike, you sabotage its attack by making a vicious attack of your own. ~ Daily ◆ Psionic, Weapon Immediate Interrupt Melee weapon Trigger: An enemy marked by you targets you with a melee attack Effect: Before the attack, you shift 4 squares. Target: The triggering enemy Attack: Constitution vs. AC. You have combat advantage for this attack. Hit: 4[W] + Constitution modifier damage, and the target is stunned (save ends). Miss: Half damage, and the target is dazed (save ends). Effect: Before the attack, you shift 4 squares. Level: 29
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