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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:2017/10/29 21:24
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
Bard Flavor: "The clash of blades, a note. A battle fought, a verse. The hero's war, a song." Key Abilities: Charisma, Intelligence, Constitution Implements: Wand Armor Proficiencies: Cloth, leather, hide, chainmail; light shields Weapon Proficiencies: Simple melee, simple ranged, military ranged, longsword, scimitar, short sword Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 12+ Constitution Score Hit Points per Level Gained: 5 Healing Surges: 7+ Constitution Modifier Trained Skills: Arcana. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Streetwise (Cha) Build Options: Cunning Bard, Prescient Bard, Valorous Bard _PARSED_CLASS_FEATURE: Bardic Training, Bardic Virtue, Majestic Word, Multiclass Versatility, Skill Versatility, Song of Rest, Words of Friendship Role: Leader. Your spells inspire and invigorate your allies. Your spells also include significant control elements, making controller a natural secondary role. Class Features: Each bard has the powers majestic word and words of friendship. Implement: Bards use wands to direct and control their spells. When you wield a magic wand, you can add its enhancement bonus to the attack rolls and the damage rolls of bard powers and bard paragon path powers that have the implement keyword. Without a wand, you can still use these powers. Songblades and some magic musical instruments (see Chapter 3) can be used as implements for bard powers and bard paragon path powers. Bards treasure these magic musical instruments not only for the power they offer, but for the wondrous melodies they produce in the hands of a skilled musician. Short Description: You channel your arcane prowess through an artistic medium, using your power to warp reality. Praetor Legate Flavor: “Sometimes hard decisions must be made to further the interests of the State. The dictator trusts my judgment in these matters.” Power Name: Spells Class Features: Praetor's Censure Praetor's Action Chosen of Andropinis _DisplayPowers: Obsidian Javelin Dictator's Judgment Dustwalk Through a combination of personal talent, family connections, wealth, and loyal service to Dictator Andropinis, you have won a high office among the templars of Balic. Most praetors are magistrates, overseers of commerce, or military commanders?they lack your personal might and are simply high-ranking officials and administrators. You, however, aren't saddled with mundane duties. Instead, you are a personal representative of the dictator, vested with the power to further the interests of the state in whatever manner you deem appropriate. As a badge of your special office, you are entitled to wear a cloak or tunic with a purple stripe or border. As a praetor legate, you might spy on Balic's enemies, investigate corruption, look after the defense of the life-sustaining trade routes throughout the Forked Tongue, track down criminals, or search for ancient artifacts in ruined cities. You answer only to Andropinis himself . . . and if you are a true patriot, you might find that the interests of the dictator and the interests of Balic are not always one and the same. Balic is friendlier to trade than any other city in the Tyr Region is, and several important merchant houses are based here. Consequently, praetors find that their duties often lead them to distant villages and even other cities, watching over Balic's trade affairs. Most praetor legates are natives of Balic, but capable and trustworthy foreigners occasionally rise high in the ranks of Andropinis's templars. Warmaster Flavor: History is written by the victorious. Who now living can say how you got where you are, a legend among the military leaders of history? Immortality: Immortality? Is being clever in war enough? For a time, you thought so. You wore each victory as a badge of honor, and you used these triumphs as a means to validate the death wrought at your order. Yet as each victory became more and more sure, you began to wonder if you would ever face a challenge worthy of your talents. Eternal War: As you have done countless times before, you set your brilliant mind to the task of defeating your enemies, bringing to a close your final quest. Though you are victorious, a realization crashes upon you as you understand that with this last triumph no mortal mind can outmaneuver you, catch you unawares, or surprise you with some unexpected ploy. Your keen wit and pragmatism have secured your place in the annals of history, your name written in the blood of the vanquished. Who will stand against you now that you have defeated the undefeatable? Wins are wins, to be sure, but you want?you need?a challenge. There will be none here, for who will stand against you? No, you must leave this world to pass into the realm of legend, where you might find a worthy foe. The legend you see is the Eternal War, the ultimate battlefield that draws the greatest commanders to test their brilliance and cunning against their equals, to fight onward until the end of days when the best of them are chosen to lead the armies of light in one final confrontation against the hordes of darkness. Such a locale might be nothing more than a myth, but if there's a chance that you could find a place among these great warlords, it's a chance worth the risk of failure. Power Name: Power Class Features: Tactical Awareness Shock and Awe Tactical Genius _DisplayPowers: Spring the Trap (epic) Surviving countless battles, endless engagements, you carry memories of faces?foes you have dispatched over your career of waging war. You have won more victories than you can count, defeated more enemies than anyone could hope to remember. Some call you lucky, blessed, or cursed. Others say you're brilliant, possessed of a tactical mind unrivaled in the modern age. The truth is that while you have benefited from uncommon good luck and a superior strategic skill, your successes stand on your unwillingness to give up and to use whatever advantages you had in order to win. Your victories drew the interest of the great and mighty, from kings to exarchs, angelic lords to demon princes. You have crossed swords and wits with legendary leaders whose talents are every bit as sharp as your own. Each time you have managed to survive. If you didn't emerge with decisive victory, you left all your adversaries with a battle to remember. Sidhe Lord:Summon Sidhe Ally Chessenta Type: Campaign Common Knowledge: Large pieces of Abeir fell in Chessenta, altering the landscape and setting off a series of devastating volcanic eruptions and earthquakes. Even today, much of the land remains impassable, and roads are few and far between. Chessenta ceded its western lands to the genasi of Akan?l. Nonetheless, out of crisis emerged a new, stronger Chessenta, united against a seemingly hostile world. Benefit: When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted. Short Description: A land of tenuous alliances and isolated pockets of civilization, Chessenta fights to remain stable and prosperous. The nation's existence hinges on the success of a few cities and settlements, and its people have been hardened by internal strife and external threats. Chessenta strives to set aside regional differences under a banner of mutual perseverance. Campaign: Forgotten Realms
習得言語
Common. Elven. Draconic.
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
攻撃R ・装具:+32 ・武器:+34(マジックウェポンは+35) ・APを切ると、その攻撃には+5、次TEまで+1
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:Sehanine worshipers can use this weapon as an implement for divine and arcane powers. Power:Power * (Minor Action) This weapon sheds bright light or dim light in a 5-square radius, or ceases to shed light.
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:When you use a healing power that benefits an ally, you also regain hit points equal to one-half the hit points that ally regains.
使用済み
【盾】
重量
パワー
使用済み
【腕】
重量
パワー
Property:You can draw or sheathe a weapon, or draw or stow an item, once per round as a free action. Power:Power * Daily (Standard Action) Make a melee basic attack against one or two creatures.
使用済み
【脚】
重量
パワー
Property:Gain a +2 item bonus to speed. Power:Power * Daily (Minor Action) Take a move action.
使用済み
【手】
重量
パワー
Property:When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 2d6 hit points. Power:Power (Healing) * Daily (Standard Action) Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.
使用済み
【頭】
重量
パワー
Property:Gain a +4 item bonus to initiative checks. Power:Power * Daily (Minor Action) Gain two extra standard actions that cannot be used as attacks.
使用済み
【首】
重量
パワー
Property:You gain a +2 item bonus to Diplomacy and Insight checks. Power:Power * Daily (Immediate Interrupt) Trigger: An attack misses you but still damages you. Effect: You take no damage from the missed attack.
使用済み
【指輪1】
重量
パワー
Property:Use Charisma instead of Constitution to determine the number of healing surges you possess. Power:Power (Healing) * Daily (No Action) Use this power when you would be reduced to 0 hit points or fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also regain a number of hit points equal to your level.
使用済み
【指輪2】
重量
パワー
使用済み
【腰】
重量
パワー
Property:When you spend an action point, you gain a +3 item bonus to saving throws, a +1 item bonus to attack rolls, and a +1 item bonus to all defenses. The bonuses last until the end of your next turn.
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 also gain a fly speed equal to your speed until the end of your 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
Ritual Caster:You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Pact Initiate:You gain training in one skill from the warlock's class skill list. Choose a warlock pact. You gain the pact's at-will power as an encounter power, and you can pursue the warlock paragon path based on that pact. In addition, you can use a rod, a wand, or a pact blade as an implement. Resourceful Leader:You gain training in one skill from the warlord's class skills list. When an ally you can see spends an action point to make an attack, the ally gains a +3 bonus to damage rolls on a hit or gains 3 temporary hit points on a miss. This bonus increases to +5 at 11th level and +7 at 21st level. These temporary hit points increase to 5 at 11th level and 7 at 21st level. Versatile Expertise:Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 11th level and +3 at 21st level. Combat Virtuoso:When you use any attack power gained through a multiclass feat, paragon multiclassing, or the half-elf 's Dilettante racial feature, you can use Charisma for the power's attack rolls rather than the ability score normally used to make the attack. You still determine damage normally. Initiate of the Faith:You gain training in the Religion skill. Once per day, you can use the cleric's healing word power. In addition, you can use a holy symbol as an implement. 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. Battlewise:You can substitute your Wisdom modifier for your Dexterity modifier when making initiative checks. Mark of Healing:Whenever you use a healing power on an ally or use Heal to allow an ally to spend his or her second wind, that ally can also make a saving throw. You can master and perform rituals in the restoration category and the Remove Affliction ritual as if you had the Ritual Caster feat. Action Surge:You gain a +3 bonus to attack rolls you make during any action you gain by spending an action point. Skill Power:You gain a skill power of your level or lower from a skill in which you are trained. Multiclass Mastery:Gain two multiclass feats for which you meet the prerequisites. Novice Power:You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into. Note: If you have no encounter attack powers, this feat grants no benefit to you. Adept Power:You can swap one daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into. Prescient Resurgence:When you spend an action point to gain an extra action, you also regain the use of your Virtue of Prescience. Extended Prescience:When you use your Virtue of Prescience to grant a power bonus to an ally's defense, that bonus lasts until the end of the ally's next turn. Supreme Majesty:When you use majestic word, you can affect two targets instead of one. Martial Mastery:When you spend an action point to take an extra action, you also regain the use of a martial encounter power you have used during this encounter. Long Arm of Virtue:The range of your Bardic Virtue increases by 5 squares. Superior Initiative:You gain a +8 feat bonus to initiative checks. Perfect Recovery:When you spend an action point to take an extra action, end one effect on you that a save can end.
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.
Staggering Note ~ The sharp sound you create causes your opponent to recoil clumsily. ~ At-Will ◆ Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement. Level: 1
Misdirected Mark ~ You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies. ~ At-Will ◆ Arcane, Implement Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn. Level 21: 2d8 + Charisma modifier damage. Level: 1
遭遇毎パワー
Knack for Success ~ Your mere presence is enough to tip the balance of fortune for you and your allies. ~ Encounter ◆ Arcane, Summoning 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
Words of Friendship ~ You infuse your words with arcane power, turning even the simplest speech into a compelling oration. ~ Encounter ◆ Arcane, Charm Minor Action Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
使用済み
Hand of Blight ~ A crackling black sphere gathers around your outspread hand. You can smite a nearby foe with it, or else fling it at a distant enemy. ~ Encounter ◆ Arcane, Implement, Necrotic, Psychic Standard Action Melee touch or Ranged 10 Target: One creature Attack: Charisma or Constitution vs. Fortitude Hit: 1d8 + Charisma modifier or Constitution modifier necrotic and psychic damage, and the target grants combat advantage until the end of your next turn. Level 21: 2d8 + Charisma or Constitution modifier necrotic and psychic damage. Sorcerer-King Pact: If you spend your fell might, the target takes 1d8 extra damage. Level: 1
使用済み
Sidhe Bargain ~ You offer a bargain to one of your allies: a little more speed now in exchange for some of the ally's extra effort later. ~ Encounter ◆ Arcane Standard Action Ranged 10 Target: One ally Effect: The target can lose an action point to immediately take a standard action as a free action. If the target does so, you gain an action point. Level: 2 Prerequisite: Sidhe Lord
使用済み
Revitalizing Incantation ~ You whisper a few phrases in a secret language, urging your ally's body to mend itself. ~ Encounter ◆ Arcane, Healing Minor Action Ranged 5 Target: You or one ally Effect: The target can spend a healing surge. Additionally, the target gains temporary hit points equal to his or her healing surge value. Level: 6
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Obsidian Javelin ~ You create a black, ghostly javelin of magical force. Its concussion drives your foe back and makes it a tempting target for your ally. ~ Encounter ◆ Arcane, Force, Implement Standard Action Melee or Ranged 10 Target: One creature Attack: Primary ability vs. Reflex Hit: 3d8 + ability modifier force damage, and you push the target 3 squares. Effect: The next ally who hits and damages the target before the end of your next turn gains resist 10 to all damage until the end of that ally's next turn. Level: 11
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Dustwalk ~ You stride through the air in a whirling cloud of dust. ~ Encounter ◆ Arcane Minor Action Personal Effect: Until the end of your next turn, you can fly (hover) at your speed. You have an altitude limit of 1 square. You have concealment while flying or hovering. Level: 12
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Foolhardy Fighting ~ Your attack inspires recklessness in your foe, causing it to act without caution. ~ Encounter ◆ Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage. Until the end of your next turn, any attack the target makes provokes opportunity attacks. Virtue of Cunning: Until the end of your next turn, the target takes a penalty to attack rolls equal to your Intelligence modifier. Level: 13
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Insightful Riposte ~ You predict how the enemy will react to your strike and account for it. ~ Encounter ◆ Arcane, Charm, Implement, Psychic Free Action Personal Level: 16 Trigger: You miss with an attack Effect: You gain a +3 power bonus to the attack roll. Prerequisite: You must be trained in Insight.
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Balance of Fortune ~ You disrupt fortune's weave, shifting it to give your allies a little more luck at the expense of one of your foes. ~ Encounter ◆ Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. Will Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, whenever the target makes an attack roll, you roll a d4 and subtract your roll from the target's attack roll. Until the end of your next turn, whenever an ally makes an attack roll against the target, you roll a d4 and add your roll to your ally's attack roll. Virtue of Prescience: You roll a d6 instead of a d4 when modifying attack rolls. Level: 17
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Note of Aggression ~ A shouted verse of battle rage spurs an unexpected attack. ~ Encounter ◆ Arcane Minor Action Close burst 10 Target: You or one ally in the burst Effect: The target can charge or make a melee basic attack as a free action. Level: 22
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Chant of Bad Fortune ~ Your song unravels the skein of fate, dooming your foes. ~ Encounter ◆ Arcane, Implement, Psychic Standard Action Close burst 5 Target: Each enemy in the burst. Attack: Charisma vs. Will Hit: 3d6 + Charisma modifier psychic damage, and the target takes a -5 penalty to saving throws until the end of your next turn. Effect: Each ally in the burst can roll a saving throw. Level: 23
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Raise the Bar ~ Your attack sets a standard of excellence that the rest of the party strives to match. ~ Encounter ◆ Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Each ally you can see gains a power bonus to attack rolls equal to your Intelligence modifier or Wisdom modifier until the end of your next turn. Level: 27
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Summon Sidhe Ally ~ You summon an ally of your noble house, bound to obey you. ~ Daily ◆ Arcane, Summoning Minor Action Ranged 5 Effect: You summon a Sidhe house guard in an unoccupied space within range. The guard is an ally to you and your allies. The guard lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the guard's description. You must have line of effect to the guard to command it. When you command the guard, you and the guard share knowledge but not senses. If you use a move action to move yourself, you can also command the guard to move up to its speed. When the guard makes an attack roll or a check, you make the roll using your statistics, not including any temporary bonuses or penalties. The guard lasts until it drops below 1 hit point, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, the guard lasts until you dismiss it as a minor action or until you use this power again.
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Healing Word ~ You utter a soothing word that mends wounds of the body and spirit. ~ Daily ◆ 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. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points.
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Temporary Fey Pact ~ You forge a pact similar to those of warlocks, giving some power to an ally and drawing on that ally's vitality in return. ~ Daily ◆ Arcane Minor Action Ranged 5 Target: One ally Effect: You enter into a pact with the target that lasts until you take a minor action to end it or until you use this power again. Once per encounter, while this pact is active, the target can take a minor action to cause you to lose the use of one encounter power or daily power of your choice that has a level. When the target does so, he or she regains the use of one of his or her expended powers of the same usage, type, and level. For example, if you lost the use of a 2nd-level encounter utility power, the target could regain the use of a 2nd-level encounter utility power. In addition, you can spend the target's healing surges as if they were your own, if the target allows it. Level: 10 Prerequisite: Sidhe Lord
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Chorus of Vitality ~ With a soaring oration to victory and perseverance, you lift your allies' spirits and dispel the pain of their wounds. ~ Daily ◆ Arcane, Healing Minor Action Close burst 5 Target: You and each ally in the burst Effect: Each target can spend a healing surge. Also, each target can shift 2 squares as a free action. Level: 16
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Increasing the Tempo ~ Your ally attacks with incredible speed, becoming a blur of motion. ~ Daily ◆ Arcane Standard Action Ranged 10 Target: One ally Effect: The target makes four basic attacks as a free action. No more than two of the attacks can be against a single target. Level: 19
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Dictator's Judgment ~ You channel the power of Dictator Andropinis to pronounce a dire judgment on your foe. Your spell roots the target to the spot and crushes its will to resist you, and you offer a bounty of vitality on the head of the damned. ~ Daily ◆ Arcane, Healing, Implement, Psychic Standard Action Close burst 10 Target: One creature in the burst Attack: Primary ability vs. Will Hit: 4d8 + ability modifier psychic damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed until the end of your next turn. Effect: The next ally who hits and damages the target before the end of the encounter regains hit points as though he or she had spent three healing surges. Level: 20
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Frenzied Rhythm ~ The wild rhythm of your chant drives your enemies into senseless violence upon each other. ~ Daily ◆ Arcane, Charm, Implement Standard Action Close burst 5 Target: Each enemy in the burst Attack: Charisma vs. Will Hit: You slide the target 5 squares. The target makes a basic attack as a free action against a creature of your choice. The target is then stunned until the end of your next turn. Miss: The target is dazed until the end of your next turn. Level: 25
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Spring the Trap (epic) ~ You lure your foes into a trap, and at your terse command, your allies spring to action. ~ Daily ◆ Arcane, Charm, Implement Standard Action Close burst 5 Target: You and each ally in the burst Effect: In order of highest initiative to lowest, each target can take a standard action, a move action, or a minor action. Level: 26
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Arrow of Destiny ~ What this arrow pierces soon falls. ~ Daily ◆ Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage, and the target is affected by your arrow of destiny (save ends). While the target is affected by the arrow of destiny, whenever the target is hit by an attack from an ally, you can use an immediate interrupt to make the attack a critical hit. Miss: Half damage. If the target is hit by an attack from an ally before the end of your next turn, you can use an immediate interrupt to make the attack a critical hit. Level: 29
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汎用パワー
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