武器 |
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【武器1】 |
Staff of the War Mage +1 |
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
11 |
判 |
5 |
3 |
1 |
1 |
1 |
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
6 |
判 |
5 |
|
1 |
|
対象 |
クリティカル |
射程 範囲 |
種別 |
重量 |
レベル |
|
d6 |
|
なし |
|
|
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 |
3 |
筋 |
0 |
3 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
0 |
筋 |
0 |
|
|
|
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 |
他 |
3 |
筋 |
0 |
3 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
0 |
筋 |
0 |
|
|
|
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 |
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【鎧】 |
Veteran |
AC計 |
鎧 |
強化 |
種族 |
クラス |
他 |
他 |
5 |
3 |
2 |
|
|
|
|
区分 |
修正能力 |
防具ペナ |
速度 |
重量 |
レベル |
なし |
敏/知 |
-2 |
|
|
7 |
|
【盾】 |
|
AC計 |
盾 |
強化 |
種族 |
クラス |
他 |
他 |
0 |
|
|
|
|
|
|
防具ペナ |
重量 |
レベル |
|
|
|
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背景、性格、特徴など |
ClassSkill:Acrobatics |
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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 |
|
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 |
6 |
|
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魔法の装備・パワー |
【武器1】 |
Staff of the War Mage +1 | 重量 |
0 |
パワー |
Staff of the War MageLevel 3+ Uncommon
This staff, topped with a red crystal, enhances the size of your blast and burst spells.Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement: Staff
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 damage per plus
Power Daily (Free Action)
Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
Published in Player\'s Handbook, page(s) 242. |
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【武器2】 |
| 重量 |
0 |
パワー |
|
|
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【武器3】 |
| 重量 |
0 |
パワー |
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【鎧】 |
Veteran | 重量 |
0 |
パワー |
Battered and worn, this unassuming armor helps you get the most out of your experiences.Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Armor: Any
Enhancement Bonus: AC
Property
When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
Published in Adventurer\'s Vault, page(s) 55, Heroes of the Fallen Lands, page(s) 345. |
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|
【盾】 |
| 重量 |
0 |
パワー |
|
|
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【腕】 |
| 重量 |
|
パワー |
|
|
|
【脚】 |
Catstep BootsLevel 3 Uncommon | 重量 |
|
パワー |
These enchanted boots reduce falling damage and enhance your acrobatics and athletics skills.
Feet Slot 680 gp
Property
When you fall or jump down, you take only half normal falling damage and always land on your feet.
Power Daily (Free Action)
Gain a +5 power bonus to your next Acrobatics check or Athletics check.
Published in Player\'s Handbook, page(s) 246. |
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|
【手】 |
| 重量 |
|
パワー |
|
|
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【頭】 |
| 重量 |
|
パワー |
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|
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【首】 |
Lucky CharmLevel 4 | 重量 |
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パワー |
Monkey\'s paw or rabbit\'s foot, this lucky charm helps you snatch victory from the jaws of defeat.Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Power Daily (No Action)
Trigger: You miss with an attack or fail a skill check, ability check, or saving throw.
Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.
Level 14 or 19: Roll a d6 twice and add either result.
Level 24 or 29: Roll a d6 three times and add any of those results.
Published in Adventurer\'s Vault 2, page(s) 67. |
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|
【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 |
|
|
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【その他】 |
| 重量 |
|
パワー |
|
|
|
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 |
冒険者キット | | 1 | 0 |
儀式書 | | 1 | 0 |
登攀用具 | | 1 | 0 |
ポーションオブクラリティ5lv | | 2 | 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 |
Ritual Caster
Heroic Tier
Prerequisite: Trained in Arcana or Religion
Benefit: 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.
Published in Player\'s Handbook, page(s) 200.
Skill Focus(Nature)
Prerequisite: Training in chosen skill
Benefit: Choose a skill in which you have training. You gain a +3 feat bonus to the chosen skill.
Special: You can take this feat more than once. Each time you select this feat, choose a different skill.
Update (8/5/2010)
Feat updated to match Essentials data.
Published in Player\'s Handbook, page(s) 201, Heroes of the Fallen Lands, page(s) 316, Heroes of the Forgotten Kingdoms, page(s) 318.
Resilient Focus
Benefit: You gain a +2 feat bonus to saving throws.
Published in Heroes of the Fallen Lands, page(s) 316, Heroes of the Forgotten Kingdoms, page(s) 317
Staff Expertise
Benefit: 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.
Published in Heroes of the Fallen Lands, page(s) 317, Heroes of the Forgotten Kingdoms, page(s) 318.
Superior Implement Training(Accurate Staff)
Heroic Tier
Benefit: You can use a single superior implement of your choice. The implement must be of a type you are already able to use.
Special: You can take this feat more than once. Each time you take this feat, choose a different superior implement.
Published in Player\'s Handbook 3, page(s) 183. |
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無限回パワー |
Savage Rend
You rake your foe with your claws, setting it up for the kill.
At-Will Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and you slide the target 1 square.
Level 21: 2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
Published in Player\'s Handbook 2, page(s) 85. |
Chill Wind
A howling gust of icy wind savages your enemies, scattering them.
At-Will Cold, Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1 square.
Level 21: 2d6 cold damage.
Published in Player\'s Handbook 2, page(s) 84. |
Grasping Tide (Druid)
A vortex of water appears amidst your foes, drawing them into its grasp.
At-Will Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage. Until the end of your next turn, if the target leaves the burst’s area of effect, you can use an opportunity action to make a secondary attack against it.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Secondary Attack: Wisdom vs. Reflex
Hit: You knock the target prone.
Published in PH Heroes: Series 1. |
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Wild Shape
You assume an aspect of the Primal Beast or return to your humanoid form.
At-Will Polymorph, Primal
Minor Action Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can’t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn\'t change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round. |
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遭遇毎パワー |
Call Forth the Spirit Pack
Spectral wolves leap forth to knock your enemies down.
Encounter Implement, Primal
Standard Action Close burst 5
Target: One or two creatures in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is knocked prone. If the target is marked by one of your allies, the target takes 1d6 extra damage.
Published in Primal Power, page(s) 38. | |
Predator\'s Flurry
You dart across the battlefield, attacking your foes as you slip through their ranks.
Encounter Beast Form, Implement, Primal
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the primary target is dazed until the end of your next turn.
Effect: You shift 2 squares and then make a secondary attack.
Primal Predator: The number of squares you shift equals your Dexterity modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the secondary target is dazed until the end of your next turn.
Published in Player\'s Handbook 2, page(s) 87. | |
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Elven Accuracy
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Trigger: You make an attack roll and dislike the result.
Effect: Reroll the attack roll. Use the second roll, even if it’s lower. | |
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1日毎パワー |
Lightning Arc
Twin bolts of lightning strike your foes and knock over creatures near them.
Daily Implement, Lightning, Primal
Standard Action Ranged 10
Primary Target: One or two creatures
Primary Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier lightning damage, and the primary target is dazed until the end of your next turn.
Miss: Half damage.
Effect: Make a secondary attack that is an area burst 1, one burst centered on each primary target.
Secondary Target: Each creature in the bursts
Secondary Attack: Wisdom vs. Fortitude
Hit: The secondary target is knocked prone.
Published in Primal Power, page(s) 39. | |
Vine Serpents
You call forth serpentine vines to entangle your foes. The vines strike at any creature within their grasp that drops its guard.
Daily Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes 5 + your Wisdom modifier damage.
Published in Primal Power, page(s) 42. | |
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汎用パワー |
Nature Sense
The forest is quiet . . . too quiet.
Daily
Free Action Personal
Trigger: You would make an initiative check in a natural environment
Effect: You make a Nature check in place of your initiative check. In addition, you and your allies gain a +4 bonus to all defenses until the end of the first round of the encounter.
Published in Player\'s Handbook 3, page(s) 172. | |
Raise the Stones
You call to the spirits of earth, and a group of monoliths emerge from the ground.
Daily Elemental, Primal
Standard Action Close burst 10
Effect: You create six stone pillars in unoccupied squares on solid ground in the burst. The pillars are blocking terrain. Each pillar stands 10 feet tall and has AC 5, Fortitude 15, Reflex 5, and 30 hit points. A creature can climb a pillar with a DC 15 Athletics check. If a pillar is reduced to 0 hit points, its square and each square adjacent to it becomes rubble-strewn difficult terrain.
Published in Heroes of the Elemental Chaos, page(s) 63. | |
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儀式 |
Animal Messenger |
Purify Water |
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