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
タグ
Insider_CB_Import
キャラクター名
アルフレッド
属性
プレイヤー名
yoh
最終更新
2014/06/14 13:59
レベル
14
クラス
ウィザード/ウォーロード
神格
 
伝説の道
Divine Oracle
神話の運命
 
種族
Human
サイズ
中型
年齢
31
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
14
-1
7
8
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
32
17
14
 
 
 
1
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
6
6
0
 
 
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
15
【耐】
【耐久力】
+2
9
頑健 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
28
17
2
1
3
3
1
1
状況ボーナス
 

感覚

受動感覚   基本 SKILL
25
受動〈看破〉   10+
15
20
受動〈知覚〉   10+
10
特殊な感覚
 
9
【敏】
【敏捷力】
-1
6
24
【知】
【知力】
+7
14
反応 10+
LV1/2
盾/
能力値
クラス 特技 強化 その他 その他
32
17
8
0
3
3
 
1
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
 
 
 
16
【判】
【判断力】
+3
10
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
28
17
3
1
3
3
 
1
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
78
39
19
8
hp現在値 回復力使用済み回数
78
 
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
+2
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

Human


Flavor: Ambitious explorers, driven leaders, eager to master the world
Size: Medium
Speed: 6 squares
Vision: Normal
Ability Scores: +2 to one ability score of your choice
Languages: Common, choice of one other
Bonus Feat:You gain a bonus feat at 1st level. You must meet the feat\'s prerequisites.

Human Power Selection:Choose an option for your human character.

Heroic Effort:You have the heroic effort power.

Bonus Skill:You gain training in one additional skill from your class skills list.

Human Defense Bonuses:You gain a +1 racial bonus to Fortitude, Reflex, and Will.

Human Power Selection:Choose an option for your human character.

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
5
〈運動〉 【筋】
7
 
-2
0
4
〈隠密〉 【敏】
6
 
-2
0
4
〈軽業〉 【敏】
6
 
-2
0
15
〈看破〉 【判】
10
+5
なし
0
7
〈交渉〉 【魅】
7
 
なし
0
7
〈持久力〉 【耐】
9
 
-2
0
7
〈事情通〉 【魅】
7
 
なし
0
17
〈自然〉 【判】
10
+5
なし
2
19
〈宗教〉 【知】
14
+5
なし
0
10
〈知覚〉 【判】
10
 
なし
0
15
〈地下探検〉 【判】
10
+5
なし
0
10
〈治療〉 【判】
10
 
なし
0
4
〈盗賊〉 【敏】
6
 
-2
0
7
〈はったり〉 【魅】
7
 
なし
0
19
〈魔法学〉 【知】
14
+5
なし
0
19
〈歴史〉 【知】
14
+5
なし
0
クラス・伝説の道・神話の運命特徴
Hybrid

Short Description: You combine elements of two distinct classes into a brand-new class of your own.

Divine Oracle

Power Name: Prayers
Class Features:
Foresight
Prophetic Action

_DisplayPowers:
Good Omens
Prophecy of Doom

You become the voice of your god, full of prophecy and omens. When you use your oracular powers, your eyes glow with the silvery depths of the Astral Sea.




Scholar:Use Vulnerability


Xen\'drik
Type: Geography
Common Knowledge: South of Khorvaire, beyond the Thunder Sea, Xen\'drik rises from the waves, beckoning to sage and explorer, merchant and adventurer. Deep in jungles thick with foul creatures, the ivy-covered cyclopean ruins from the empire of giants still stand, their great secrets waiting to be revealed and their fabulous magical treasures waiting to be unearthed. Vast deserts stretch out like cupped hands to catch the dragon shards that fall to Eberron from the Ring of Siberys, and great mountains hide winding tunnels and vast chasms that shelter the tribes of the scorpion-worshiping drow.
Cartographers take incredible risks to create accurate maps of Xen\'drik, but no modern explorer has successfully mapped the heart of the Continent of Mysteries. Giants, the descendants of ancient empires, make their homes across the continent, worshiping strange, arcane powers or violent primal spirits. Relics and ruins of a past demonic age occasionally birth horrors far worse than giants.
Yet for all its dangers, Xen\'drik attracts the interest of many of Khorvaire\'s inhabitants, particularly the dragon marked houses. Many of Eberron\'s people?including elves and warforged?can trace their lineage to this forgotten land, and they seek to fill in the gaps of their own history. The riches of the giants\' empire wait for explorers, as do the vast fields of dragon shards. The jungle lands are verdant, and if they could be tamed, they would offer grand opportunities for farming and settlement.
Only a small number of settlements established by foreigners have survived on Xen\'drik. Most are tiny frontier towns, maintained by a rich patron or a dragon marked house. The famous port of Stormreach is the only one of them that has managed to become a full-fledged city.
Campaign: Eberron
Associated Skills: Nature
習得言語
Dwarven.
Common.
Draconic.
Elven.
Deep Speech.
Giant.
Goblin.
Primordial.
Supernal.
Abyssal.
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】
Whip
命中計 能力 修正 LV1/2 習熟 特技 強化
10
0
7
3
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
1d4
0
0
 
 
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
 
 
上級
2
 
その他の修正等
Reach
 
【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】
Earthhide Armor Dilatory Armor +3
AC計 強化 種族 クラス
6
3
3
 
 
 
 
区分 修正能力 防具ペナ 速度 重量 レベル
軽装
敏/知
-1
 
25
 
 
【盾】
プリザヴェイション・シールド
AC計 強化 種族 クラス
1
1
 
 
 
 
 
防具ペナ 重量 レベル
-1
 
 
 
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
Inspiring Word~ You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade. ~ Encounter (Special) ◆ Healing, Martial 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
Orb. Staff. Wand. Tome. Holy Symbol.
 
貨幣・その他の財産
プラチナ貨(pp)
 
金貨(gp)
17,000 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
14
47000
57000
魔法の装備・パワー
【武器1】
Whip
重量
2
パワー
 
 

【武器2】
 
重量
0
パワー
 
 

【武器3】
 
重量
0
パワー
 
 

【鎧】
Earthhide Armor Dilatory Armor +3
重量
25
パワー
Power:Power * Encounter (No Action)
Trigger: An attack hits or misses you.
Effect: You delay all effects of the attack on you (save ends). You can choose to fail this saving throw.
 

【盾】
プリザヴェイション・シールド
重量
0
パワー
 
 

【腕】
 
重量
 
パワー
 
 

【脚】
Boots of Leaping
重量
0
パワー
Property:You gain a +2 item bonus to Athletics checks to jump.

Power:Utility Power * Encounter (Move Action)
Effect: You jump to a square within 10 squares of you. The jump does not provoke opportunity attacks.
 

【手】
Hedge Wizard\'s Gloves
重量
0
パワー
Power:Power (Arcane, Conjuration) * (Standard Action)
As the wizard\'s mage hand power.
 

【頭】
Casque of Tactics (heroic tier)
重量
0
パワー
Property:Gain +1 item bonus to initiative checks.

Power:Power * Daily (Free Action)
Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.
 

【首】
Periapt of Cascading Health +3
重量
0
パワー
Power:Power * Encounter (Minor Action)
You end one condition that a save can end.
 

【指輪1】
 
重量
 
パワー
 
 

【指輪2】
 
重量
 
パワー
 
 

【腰】
Potion Bandolier
重量
0
パワー
Property:This belt can hold up to six potions. You can retrieve a potion from the belt as a free action.
 

【装具】
Symbol of Victory +3
重量
 
パワー
 
 

【タトゥー】
 
重量
 
パワー
 
 

【その他】
Elven Chain Shirt (heroic tier)
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
 
 
 
0
Elixir of Speed
0
1
0
Fey Step Potion
0
1
0
Potion of Clarity (level 10)
0
1
0
Potion of Vitality
0
1
0
Potion of Cure Moderate Wounds
0
1
0
Elixir of Flying (paragon tier)
0
1
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
 
 
 
0
記入済武器重量計
2
記入済防具重量計
25
総重量
27
特技
Resilient Focus:You gain a +2 feat bonus to saving throws.

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.

Hybrid Talent:You gain a hybrid talent option for one of your hybrid class entries.

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.

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.

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.

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.

Fight On:You can use your inspiring word one additional time per encounter.

Combat Commander:The bonus to initiative granted by your Combat Leader class feature is now equal to your Charisma modifier or your Intelligence modifier, whichever is higher.

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.
 
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.
Commander\'s Strike

~ With a shout, you command an ally to attack. ~

At-Will ◆ Martial, Weapon
Standard Action   Melee weapon
Target: One creature
Effect: One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier.
Level: 1
Light

~ With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. ~

At-Will ◆ Arcane
Minor Action   Ranged 5
Target: One object or unoccupied square
Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target\'s space and all squares within 4 squares of it. Putting out the light is a free action.
Magic Missile

~ A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target. ~

At-Will ◆ Arcane, Evocation, Force, Implement
Standard Action   Ranged 20
Target: One creature
Effect: 2 + Intelligence modifier force damage.
Level 11: 3 + Intelligence modifier force damage.
Level 21: 5 + Intelligence modifier force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Level: 1
Mage Hand

~ You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. ~

At-Will ◆ Arcane, Conjuration
Minor Action   Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of your next turn.
Prestidigitation

~ You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink. ~

At-Will ◆ Arcane
Standard Action   Ranged 2
Effect: Use this cantrip to accomplish one of the effects given below:
? Change the color of items in 1 cubic foot.
? Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
? Clean or soil items in 1 cubic foot.
? Instantly light (or snuff out) a candle, a torch, or a small campfire.
? Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
? Make a small mark or symbol appear on a surface for up to 1 hour.
? Produce out of nothingness a small item or image that exists until the end of your next turn.
? Make a small, handheld item invisible until the end of your next turn.
Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature\'s actions. This cantrip cannot duplicate the effect of any other power.
 
 
 
遭遇毎パワー
Use Vulnerability

~ You know the strengths and weaknesses of the creature you\'re facing. ~

Encounter ◆ Arcane
Free Action   Personal
Trigger: You succeed on a monster knowledge check against a monster that you can see or hear.
Effect: If your check result meets or exceeds the hard DC for the monster\'s level, you gain a +4 power bonus to all defenses against the monster\'s attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal damage that the target resists.
If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.
 
Heroic Effort

~ Your grim focus and unbridled energy means that failure is not an option. ~

Encounter ◆ Arcane
No Action   Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
 
Suggestion

~ You weave arcane power through your words, infusing each phrase with persuasive magic. ~

Encounter ◆ Arcane
Free Action   Personal
Trigger: You make a Diplomacy check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check.
 
Spook

~ You gather the shadows to yourself, so that when you speak, your words drip with menace. ~

Encounter ◆ Arcane, Nethermancy, Shadow
Free Action   Personal
Trigger: You would make an Intimidate check.
Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.
 
Chameleon\'s Mask

~ You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy\'s sight and hearing. ~

Encounter ◆ Arcane, Illusion
Free Action   Personal
Trigger: You make a Stealth check.
Effect: You make an Arcana check instead, using that result to determine the outcome of the Stealth check.
 
Jump

~ You or another creature you choose can suddenly leap great distances. ~

Encounter ◆ Arcane
Move Action   Ranged 10
Target: You or one creature
Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.
Level: 2
 
Blissful Ignorance

~ A tangle of fey magic soothes and distracts your enemies, leaving them vulnerable as they chase after pleasant dreams. ~

Encounter ◆ Arcane, Charm, Enchantment
Standard Action   Area burst 2 within 10 squares
Target: Each creature in the burst
Effect: Each target is slowed and can\'t take opportunity actions or immediate actions until the end of your next turn.
Level: 3
 
Reorient the Axis

~ You realize that your allies need to adjust their formation, so you order several to move to new locations. ~

Encounter ◆ Martial
Move Action   Close burst 5
Target: Each ally in the burst
Effect: Each target can shift a number of squares equal to your Intelligence modifier as a free action.
Level: 6
 
Phantom Foes

~ Spectral warriors swirl around your enemies, causing them to lash out in a blind panic. ~

Encounter ◆ Arcane, Fear, Illusion
Standard Action   Area burst 2 within 10 squares
Target: Each creature in the burst
Effect: Each target is slowed until the end of your next turn. Also until the end of your next turn, the first time the target makes an attack, it must make a saving throw. If the saving throw fails, you can use a free action to change the target of its attack to a different creature within range of that attack. If the target hits one of its allies with that attack, that ally takes 5 extra damage.
Level: 7
 
Prophecy of Doom

~ You predict dire results for your enemy. ~

Encounter ◆ Divine
Standard Action   Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can choose to make the attack a critical hit. This effect lasts until the end of your next turn or until you or an ally uses it to make an attack a critical hit.
Level: 11
 
Bolstering Insight

~ You offer your ally a brief insight into a foe\'s actions, preparing him or her for the enemy\'s attack. ~

Encounter ◆ Martial
Immediate Interrupt   Close burst 5
Trigger: An ally within 5 squares of you is hit by an enemy\'s attack
Target: The triggering ally in the burst
Effect: The target gains a +3 power bonus to all defenses against the enemy\'s attack. If the attack misses the target, he or she can make a melee basic attack against the enemy as a free action with a bonus to the damage roll equal to your Wisdom modifier or Charisma modifier.
Insightful Presence: The bonus to the target\'s defenses equals 2 + your Wisdom modifier or Charisma modifier.
Level: 13
 
 
 
 
 
 
 
 
 
 
1日毎パワー
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.
 
Wizard\'s Fury

~ You begin to fling force bolts with a flick of your wrist. ~

Daily ◆ Arcane, Force, Implement
Minor Action   Close burst 5 (10 at 11th level, 15 at 21st level)
Prerequisite: You must know the magic missile at-will wizard power.
Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.
Level: 1
 
Scent of Victory

~ As your enemies stagger from their wounds, you can smell victory. Your allies respond with a furious assault. ~

Daily ◆ Martial
Standard Action   Close burst 5
Target: Each ally in the burst
Special: Each target can make a melee basic attack as a free action against a bloodied enemy adjacent to him or her.
Level: 5
 
Warlord\'s Recovery

~ You point out an opportunity perfect for an ally\'s attacks, renewing your own determination to end this fight. ~

Daily ◆ Martial
Standard Action   Close burst 5
Target: One ally in the burst
Effect: As a free action, the target can make an attack using an encounter attack power that he or she has already used during this encounter. Also, if you have used all your encounter attack powers, you regain the use of a warlord encounter attack power you have used during this encounter.
Level: 9
 
Defensive Lore

~ You pronounce a word or name that is disruptive to creatures of a particular origin, causing their existence to falter for a few moments. ~

Daily ◆ Arcane, Zone
Minor Action   Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. Choose aberrant, fey, elemental, immortal, natural, or shadow. Until the end of your next turn, creatures of that origin take a -2 penalty to attack rolls and to all defenses while in the zone, and attacks by such creatures deal only half damage to targets inside the zone.
Sustain Minor: The zone persists until the end of your next turn.
Level: 10
Prerequisite: Scholar
 
Good Omens

~ You peer into the future and predict good fortune for you and your allies. ~

Daily ◆ Divine
Standard Action   Ranged 10
Targets: You and each ally
Effect: Each target gains a +5 power bonus to all d20 rolls until the end of your next turn, but cannot score a critical hit while this power is in effect.
Level: 12
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
汎用パワー
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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