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
ポートレート タグ
Insider_CB_Import 仮組み
キャラクター名
オカリナ
属性
秩序にして善
プレイヤー名
miya
最終更新
2014/02/20 02:35
レベル
15
クラス
Cleric (Templar)
神格
ペイロア
伝説の道
Messenger of Peace
神話の運命
 
種族
Elf
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
8
1
7
0
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
6
-1
 
 
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
11
【筋】
【筋力】
 
7
18
【耐】
【耐久力】
+4
11
頑健 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
24
17
4
0
 
3
 
 
状況ボーナス
 

感覚

受動感覚   基本 SKILL
24
受動〈看破〉   10+
14
26
受動〈知覚〉   10+
16
特殊な感覚
 
12
【敏】
【敏捷力】
+1
8
11
【知】
【知力】
 
7
反応 10+
LV1/2
盾/
能力値
クラス 特技 強化 その他 その他
21
17
1
0
 
3
 
 
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
7
0
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
0
0
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
24
【判】
【判断力】
+7
14
11
【魅】
【魅力】
 
7
意志 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
29
17
7
2
 
3
 
 
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
100
 
 
11
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
1
 
1
アクション・ポイントによる追加効果
 

種族特徴

Elf


Flavor: Unmatched archers, cunning explorers, protectors of the wild forests
Size: Medium
Speed: 7 squares
Vision: Low-light
Ability Scores: +2 Dexterity, +2 Intelligence or +2 Wisdom
Languages: Common, Elven
Elven Weapon Proficiency:You gain proficiency with the longbow and the shortbow.

Group Awareness:You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.

Elven Accuracy:You have the elven accuracy power.

Fey Origin:Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Wild Step:You ignore difficult terrain when you shift.

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
7
0
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
0
0
 
 
 
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
7
0
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
0
0
 
 
 
  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
7
〈威圧〉 【魅】
7
 
なし
0
6
〈運動〉 【筋】
7
 
-1
0
7
〈隠密〉 【敏】
8
 
-1
0
7
〈軽業〉 【敏】
8
 
-1
0
14
〈看破〉 【判】
14
 
なし
0
12
〈交渉〉 【魅】
7
+5
なし
0
10
〈持久力〉 【耐】
11
 
-1
0
7
〈事情通〉 【魅】
7
 
なし
0
16
〈自然〉 【判】
14
 
なし
2
12
〈宗教〉 【知】
7
+5
なし
0
16
〈知覚〉 【判】
14
 
なし
2
14
〈地下探検〉 【判】
14
 
なし
0
19
〈治療〉 【判】
14
+5
なし
0
7
〈盗賊〉 【敏】
8
 
-1
0
7
〈はったり〉 【魅】
7
 
なし
0
9
〈魔法学〉 【知】
7
 
なし
2
12
〈歴史〉 【知】
7
+5
なし
0
クラス・伝説の道・神話の運命特徴
Cleric (Templar)

Key Abilities: Strength or Wisdom; Charisma
Implements: Holy symbols
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12+ Constitution Score
Hit Points per Level Gained: 5
Healing Surges: 7+ Constitution Modifier
Trained Skills: Religion. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int)
Build Options: Battle Cleric, Devoted Cleric, Shielding Cleric
_PARSED_CLASS_FEATURE: Channel Divinity, Healer\'s Lore, Healing Word, Ritual Casting
Role: Leader. You lead by healing and shielding allies with your prayers, and by drawing on divine power to improve your allies\' attacks. Templars lean toward controller as a secondary role, since many of their powers affect multiple foes at once or hinder enemy actions.
Short Description: You are the servant of a divine power, using prayers to devastate foes and bolster allies.
_DisplayName: Cleric (Templar)

Messenger of Peace

Flavor: “Violence should be the last resort.”
Power Name: Prayers
Class Features:
Vow of Nonviolence
Peacemaker\'s Action

_DisplayPowers:
Pacify
Peacemaker\'s Pronouncement

You grieve for the so-called civilized races, too many of whom are locked in useless, never-ending strife. Unless some brave soul steps forward to set a better example, constant warfare can only create more conflict. Thus you have laid down your weapons and spoken vows of nonviolence, hoping to find a civilized solution to the problems of mortals.

As a messenger of peace, you always work to find a way around combat when battle is avoidable. Diplomacy is your principal weapon: Through carefully chosen words and accurate assessments of your opponent\'s desires, you might be able to circumvent conflict altogether. Not all enemies are willing to set aside their anger, though. Should battle erupt despite your best efforts, you are an eye of calm in war\'s hurricane. The weak, the weary, and the sorely wounded find succor in your presence.
習得言語
Common.
Elven.
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
 
武器
 
【武器1】
 
命中計 能力 修正 LV1/2 習熟 特技 強化
7
0
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
0
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2】
 
命中計 能力 修正 LV1/2 習熟 特技 強化
7
0
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
0
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
7
0
7
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
0
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
 
【鎧】
Bonemail Armor Healer +3
AC計 強化 種族 クラス
10
7
3
 
 
 
 
区分 修正能力 防具ペナ 速度 重量 レベル
重装
敏/知
-1
-1
40
 
 
【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
 
 
習熟、使用可能装具など
防具
Cloth. Leather. Hide. Chainmail.
武器
Healing Word~ You utter a soothing word that mends wounds of the body and spirit. ~ 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. Level 16: 4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
装具
Holy Symbol.
 
貨幣・その他の財産
プラチナ貨(pp)
 
金貨(gp)
80 pp
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
15
57000
69000
魔法の装備・パワー
【武器1】
 
重量
0
パワー
 
 

【武器2】
 
重量
0
パワー
 
 

【武器3】
 
重量
0
パワー
 
 

【鎧】
Bonemail Armor Healer +3
重量
40
パワー
Property:When you use a healing power that lets a creature spend a healing surge to regain hit points, the target regains additional hit points equal to the armor\'s enhancement bonus.
 

【盾】
 
重量
0
パワー
 
 

【腕】
 
重量
 
パワー
 
 

【脚】
 
重量
 
パワー
 
 

【手】
Gloves of the Healer (paragon tier)
重量
0
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 1d6 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.
 

【頭】
 
重量
 
パワー
 
 

【首】
Amulet of Elegy +3
重量
0
パワー
Power:Power * Daily (Free Action)
Trigger: You use a power to produce an effect that a save can end.
Effect: Each target of the power takes a penalty to its first saving throw against the effect equal to the amulet\'s enhancement bonus.
 

【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】
 
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.) 重量計
Ritual Book
3
1
3
Tenser
0
1
0
Brew Potion
0
1
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
40
総重量
43
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.

Healer\'s Implement:When you let a creature spend a healing surge to regain hit points with any of your cleric healing powers, add your holy symbol\'s enhancement bonus to the hit points the recipient regains.

Solar Enemy:You gain the Channel Divinity power solar enemy.

Superior Implement Training (Accurate symbol):You can use the Accurate symbol superior implement.

Devilbane:When you use a divine power that normally targets undead, you can also target creatures of the immortal origin.

Holy Symbol Expertise:You gain a +1 feat bonus to implement attack rolls that you make with a holy symbol. This bonus increases to +2 at 11th level and +3 at 21st level.
When you attack an enemy with an implement attack using a holy symbol, your enemies cannot gain combat advantage against you until the start of your next turn, unless you use a power or another ability that states that you grant combat advantage.

High Elf Kin:Immediately after you use elven accuracy, you can teleport up to 2 squares as a free action.
In addition, you gain a +2 feat bonus to Arcana checks.

Reserve Maneuver:Choose an encounter attack power from your class. The power must be your level or lower and one that you don\'t already have. When you regain the use of your powers at the end of any rest, you can gain the use of the chosen power instead of regaining the use of an encounter attack power of the same level or higher.

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.

Extended Healing:The burst of your healing word increases by 5.
 
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.
Tenebrous Blessing

~ The symbol of your god flares upon the flesh of your enemies, inflicting a lingering anguish. ~

At-Will ◆ Divine, Implement, Psychic, Shadow
Standard Action   Melee 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage.
Level 21: 2d8 + Wisdom modifier psychic damage.
Effect: Until the end of your next turn, the target takes a penalty to damage rolls equal to your Constitution modifier.
Level: 1
Sacred Flame

~ You bathe your enemy in sacred light, searing it in radiance. You call out to one of your comrades, invigorating him or her with the sight of holy power. ~

At-Will ◆ Divine, Implement, Radiant
Standard Action   Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier + one-half your level.
Level 21: 2d6 + Wisdom modifier radiant damage.
Level: 1
 
 
 
 
 
 
遭遇毎パワー
Elven Accuracy

~ With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves. ~

Encounter ◆ Weapon
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.
 
Divine Fortune

~ In the face of peril, you hold true to your faith and receive a special boon. ~

Encounter ◆ Channel Divinity, Divine
Free Action   Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Special: You can use only one channel divinity power per encounter.
 
Turn Undead

~ You sear undead foes, push them back, and root them in place. ~

Encounter ◆ Channel Divinity, Divine, Implement, Radiant
Standard Action   Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in the burst
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Level 11: 2d10 + Wisdom modifier radiant damage.
Level 21: 3d10 + Wisdom modifier radiant damage.
Miss: Half damage.
Special: You can use only one channel divinity power per encounter.
 
Solar Enemy

~ The divine sunlight playing across your enemies is a sign of the radiance to come. ~

Encounter ◆ Divine
Minor Action   Close burst 2
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each enemy in the burst
Effect: Each target gains vulnerable 5 radiant, or its vulnerability to radiant damage increases by 5 until the end of your next turn.
 
Death Surge

~ The death of a nearby creature grants you the energy to scar the minds of your foes, and fuels your allies\' grim determination. ~

Encounter ◆ Divine, Implement, Psychic, Shadow
Immediate Reaction   Close burst 3
Trigger: A creature within 3 squares of you drops to 0 hit points.
Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier psychic damage.
Effect: You and each ally in the burst gain a +2 power bonus to attack rolls until the end of your next turn, and gain 5 temporary hit points.
Level: 3
 
Fey Beguiling

~ As your attack lands, you sense the reassuring presence of the unicorn and know that your foe cannot harm you. ~

Encounter ◆ Charm, Divine, Radiant, Weapon
Standard Action   Melee or Ranged weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier radiant damage. Until the end of your next turn, the target cannot target you with any attack, and it must make opportunity attacks against any creature within its reach that willingly attacks you.
Level: 7
 
Word of Vigor

~ Your ringing prayer inspires all nearby to draw on inner reserves. ~

Encounter ◆ Divine, Healing
Minor Action   Close burst 1
Target: You and each ally in the burst
Effect: Each target can spend a healing surge and regain 2d6 additional hit points.
Level: 10
 
Deadly Lure

~ Your imperious gesture drags an enemy toward you, compelling it to lower its defenses. ~

Encounter ◆ Charm, Divine, Implement
Standard Action   Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: The target gains vulnerability to all damage equal to 2 + your Wisdom modifier until the end of your next turn. The target then moves its speed toward you, taking the safest path possible.
Level: 13
 
Pacify

~ Your words make your foe think twice before resorting to violence. ~

Encounter ◆ Divine, Implement
Standard Action   Ranged 5
Target: One creature
Attack: Wisdom vs. Will
Hit: If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
Level: 11
 
Peacemaker\'s Pronouncement

~ At your word, an enemy\'s punishment or a friend\'s blessing continues. ~

Encounter ◆ Divine
Minor Action   Close burst 5
Target: One creature in the burst
Effect: One effect on the target that would otherwise end at the end of your current turn instead lasts until the end of your next turn.
Level: 12
 
Remorse

~ Your words of reproach cause your foes to hesitate as they regret their violent acts. ~

Encounter ◆ Divine, Healing, Implement
Standard Action   Area burst 1 within 5 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
Effect: Each ally in the burst can spend a healing surge.
Level: 13
 
 
 
 
 
 
 
 
 
 
1日毎パワー
Return from Death\'s Door

~ You snatch an ally from the brink of death. ~

Daily ◆ Divine, Healing
Immediate Interrupt   Ranged 20
Trigger: An ally within 20 squares of you fails a death saving throw
Target: The triggering ally
Effect: The target succeeds on the death saving throw and can spend a healing surge.
Level: 2
 
Servitude in Death

~ A dark wave of necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate. ~

Daily ◆ Divine, Implement, Necrotic, Shadow
Standard Action   Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The first time the target dies before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), cannot heal, and takes a -2 penalty to all defenses.
Level: 5
 
Spirit of Healing

~ A glowing figure appears at your command, casting an aura of health over your allies. ~

Daily ◆ Conjuration, Divine, Healing
Minor Action   Ranged 10
Effect: You conjure a spirit of healing in 1 square within range. The spirit lasts until the end of your next turn. When an ally in the spirit\'s square or adjacent to it hits an enemy, that ally regains hit points equal to your Wisdom modifier. As a move action, you can move the spirit 4 squares.
Sustain Minor: The spirit persists.
Level: 6
 
Dismissal

~ You utter a mighty shout and cast your enemy out of the world. ~

Daily ◆ Divine, Implement
Standard Action   Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Level: 9
 
Aura of Astral Radiance

~ Divine radiance flows through you and around you, unleashing protective and destructive energy in equal measure. ~

Daily ◆ Aura, Divine, Healing, Radiant
Standard Action   Personal
Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, allies gain a +2 power bonus to all defenses. Any bloodied ally who ends his or her turn in the aura regains hit points equal to your Wisdom modifier. Any enemy that ends its turn in the aura takes radiant damage equal to your Wisdom modifier.
Sustain Minor: The aura persists until the end of your next turn.
Level: 15
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
汎用パワー
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
儀式