武器 |
|
【武器1】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
3 |
筋 |
-1 |
4 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
-1 |
筋 |
-1 |
|
|
|
対象 |
クリティカル |
射程 範囲 |
種別 |
重量 |
レベル |
|
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なし |
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その他の修正等 |
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【武器2】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
3 |
筋 |
-1 |
4 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
-1 |
筋 |
-1 |
|
|
|
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 |
-1 |
4 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
-1 |
筋 |
-1 |
|
|
|
対象 |
クリティカル |
射程 範囲 |
種別 |
重量 |
レベル |
|
|
|
なし |
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その他の修正等 |
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防具 |
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【鎧】 |
Drakescale Armor Armor of Sacrifice +2 |
AC計 |
鎧 |
強化 |
種族 |
クラス |
他 |
他 |
10 |
8 |
2 |
|
|
|
|
区分 |
修正能力 |
防具ペナ |
速度 |
重量 |
レベル |
重装 |
敏/知 |
|
-1 |
45 |
|
|
【盾】 |
Battle Cleric Lore |
AC計 |
盾 |
強化 |
種族 |
クラス |
他 |
他 |
2 |
2 |
|
|
|
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防具ペナ |
重量 |
レベル |
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習熟、使用可能装具など |
防具 |
Warlock |
武器 |
Club. Dagger. Javelin. Mace. Sickle. Spear. Greatclub. Morningstar. Quarterstaff. Scythe. Spiked gauntlet. Talid. Widow |
装具 |
Holy Symbol. Rod. Wand. Staff. |
|
貨幣・その他の財産 |
プラチナ貨(pp) |
金貨(gp) 4 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 |
8 |
13000 |
16500 |
|
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 |
|
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【鎧】 |
Drakescale Armor Armor of Sacrifice +2 | 重量 |
45 |
パワー |
Power:Power * (Minor Action)
Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn. |
|
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【盾】 |
Battle Cleric Lore | 重量 |
0 |
パワー |
|
|
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【腕】 |
| 重量 |
|
パワー |
|
|
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【脚】 |
| 重量 |
|
パワー |
|
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【手】 |
| 重量 |
|
パワー |
|
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【頭】 |
| 重量 |
|
パワー |
|
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【首】 |
Cloak of Poison +1 | 重量 |
0 |
パワー |
Property:Whenever you roll a natural 1 on an attack roll or a saving throw, you take ongoing 10 poison damage (save ends). You can end this effect by removing the cloak as a minor action.
Power:Attack Power (Poison) * Encounter (Immediate Reaction Action)
Trigger: An adjacent enemy hits you with a melee attack.
Effect: The triggering enemy takes ongoing 5 poison damage (save ends). |
|
|
【指輪1】 |
| 重量 |
|
パワー |
|
|
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【指輪2】 |
| 重量 |
|
パワー |
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【腰】 |
| 重量 |
|
パワー |
|
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【装具】 |
| 重量 |
|
パワー |
|
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【タトゥー】 |
| 重量 |
|
パワー |
|
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【その他】 |
| 重量 |
|
パワー |
|
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アイテムの一日毎パワー使用回数記録欄 |
|
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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 |
Zehir | 0 | 1 | 0 |
Flame Rose (heroic tier) | 0 | 2 | 0 |
| | | 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 |
45 |
総重量 |
45 |
|
特技 |
Icy Clutch of Stygia:Whenever an enemy successfully saves against ongoing damage that you imposed, that enemy takes cold damage equal to your Charisma or Intelligence modifier.
The cold damage inceases to 5 + your Charisma or Intelligence modifier at 11th level and 10 + your Charisma or Intelligence modifier at 21st level.
Student of the Plague:You gain the ability to focus your spellscar to useful ends. You qualify for the Novice Power, Acolyte Power, and Adept Power feats, treating spellscarred as the class into which you have multiclassed. You also choose one trait from the following list. (Your DM might create other traits to add to this list, or allow you to devise one of your own.)
? Sight of the Unseen: You have darkvision extending 1 square in all directions that you can turn on and off at will. When your darkvision is on, your eyes are backlit with a dancing blue flame.
? Flamespeed: Once per encounter as a minor action, you gain a +1 bonus to speed or a +2 bonus to speed if you charge or run. The bonus lasts until the end of your next turn. Blue flame momentarily licks the ground where your feet touch it.
? Larger than Life: Once per day as a free action, your hands flare with a blue glow and you add 1 to the reach of an attack you make.
White Lotus Dueling Expertise:You gain a +1 feat bonus to the attack rolls of arcane powers and basic attacks that you make with any weapon or implement with which you have proficiency. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain proficiency with orbs, rods, staffs, or wands.
Hybrid talent: Gain hybrid talents -- Warlock Pact Boon
Beshaba\'s Boon:Each time an enemy fails a saving throw against an effect you imposed, you gain 5 temporary hit points. |
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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. |
Brand of the Sun
~ Your weapon burns like a star as you draw upon the power of the sun to smite your foe and bolster an ally. ~
At-Will ◆ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier radiant damage.
Level 21: 2[W] + Wisdom modifier radiant damage.
Effect: You or one ally within 5 squares of you can make a saving throw.
Level: 1 |
Hellish Rebuke |
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遭遇毎パワー |
Infernal Wrath
~ You call upon the hellfire burning in your soul to punish your enemy. ~
Encounter ◆ Fire
Free Action Close burst 10
Trigger: An enemy within 10 squares of you hits you.
Target: The triggering enemy in the burst
Effect: The target takes 1d6 + Intelligence modifier or Charisma modifier fire damage.
Level 11: 2d6 + Intelligence modifier or Charisma modifier fire damage.
Level 21: 3d6 + Intelligence modifier or Charisma modifier fire damage. | |
Prophetic Guidance
~ A glimpse into your enemy\'s future allows you to guide your allies\' attacks with incredible precision. ~
Encounter ◆ Divine
Standard Action Ranged 5
Target: One enemy
Effect: The target grants combat advantage until the end of your next turn, and your allies gain a power bonus to damage rolls against the target equal to your Wisdom modifier until the end of your next turn. The next ally who misses the target before the end of your next turn can reroll the attack.
Level: 1 | |
Devil\'s Trade
~ You call on infernal powers to trade a sliver of your soul for temporary relief. ~
Encounter ◆ Arcane
Minor Action Personal
Effect: You gain vulnerable 5 to all damage until the end of your next turn, and you automatically succeed on one saving throw you make at the end of this turn.
Level: 2 | |
Lure of Minauros
~ You whisper dark promises on the wind, sending them forth to pollute your enemy\'s mind with overwhelming terror that compels it to lash out in a panic. ~
Encounter ◆ Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage, and the primary target takes a free action to make a melee basic attack against itself or an adjacent creature.
Infernal Pact: Until the end of your next turn, whenever an enemy attacks you, each other enemy adjacent to you takes psychic damage equal to your Charisma modifier.
Miss: You take damage equal to your level but can make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Charisma vs. Will
Hit: One-half of 1d10 + Charisma modifier psychic damage, and the secondary target takes a free action to make a melee basic attack against a creature of your choice (including itself ) that is adjacent to it; the secondary target\'s attack deals half damage.
Level: 3 | |
Pain to Pleasure
~ You unleash the dark magic of Belial, drawing strength and pleasure from your enemy\'s tormented screams. ~
Encounter ◆ Arcane, Fire, Healing, Implement
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Reflex. Make two attack rolls. If either of them hits, resolve them as a single hit, and both of them must miss for the attack to miss.
Hit: 1d10 + Charisma modifier fire damage if one attack roll hits, or 2d10 + Charisma modifier fire damage if two hit. If at least one attack roll hits, you regain hit points equal to your Intelligence modifier.
Infernal Pact: You regain additional hit points equal to your Charisma modifier.
Miss: You regain additional hit points equal to your Charisma modifier.
Secondary Target: One creature other than the primary target
Secondary Attack: Charisma vs. Reflex. Make two attack rolls. If either of them hits, resolve them as a single hit, and both of them must miss for the attack to miss.
Hit: One-half of 1d10 + Charisma modifier fire damage if one attack roll hits, or 2d10 + Charisma modifier fire damage if two hit. If at least one attack roll hits, you regain hit points equal to your Intelligence modifier.
Level: 7 | |
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1日毎パワー |
Contagion
~ With a word, lesions and angry boils rise on your foe\'s flesh. Its blood clouds with putrid juices and boils away through the air, snaking into the eyes and ears of your other enemies. ~
Daily ◆ Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: Ongoing 10 poison damage (save ends). The first time the target fails a saving throw against this ongoing damage, each enemy within 2 squares of the target takes ongoing 5 poison damage (save ends).
Dark Pact: On a failed saving throw, the ongoing damage instead spreads to each enemy within a number of squares equal to 2 + your Intelligence modifier.
Miss: Ongoing 5 poison damage (save ends). This ongoing damage does not spread.
Level: 1 | |
Consecrated Ground
~ You create a crackling web of radiant light upon the ground around you. Enemies within thelight suffer the wrath of your deity, while you and your allies bask in it. ~
Daily ◆ Divine, Healing, Radiant, Zone
Standard Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. Any enemy that starts its turn in the zone takes 1d6 + your Charisma modifier radiant damage. If you or any ally of yours is bloodied and starts his or her turn in the zone, he or she regains hit points equal to 1 + your Charisma modifier.
Sustain Minor: The zone persists until the end of your next turn.
Level: 5 | |
Stream of Life
~ Your life energy flows into a companion and grants your friend the vigor to fight on. ~
Daily ◆ Divine, Healing
Minor Action Personal
Effect: You take ongoing 5 damage (save ends). This damage can\'t be reduced in any way. At the end of your turn, you can choose not to make a saving throw against this ongoing damage. Whenever you take the ongoing damage, an ally within 5 squares of you regains 15 hit points.
Level: 6 | |
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汎用パワー |
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儀式 |
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