武器 |
|
【武器1】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
1 |
筋 |
-1 |
2 |
|
|
|
|
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2】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
1 |
筋 |
-1 |
2 |
|
|
|
|
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 |
1 |
筋 |
-1 |
2 |
|
|
|
|
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 |
|
|
防具 |
|
【鎧】 |
Cloth Armor (Basic Clothing) |
AC計 |
鎧 |
強化 |
種族 |
クラス |
他 |
他 |
0 |
|
|
|
|
|
|
区分 |
修正能力 |
防具ペナ |
速度 |
重量 |
レベル |
軽装 |
敏/知 |
|
|
4 |
|
|
【盾】 |
|
AC計 |
盾 |
強化 |
種族 |
クラス |
他 |
他 |
0 |
|
|
|
|
|
|
防具ペナ |
重量 |
レベル |
|
|
|
|
背景、性格、特徴など |
Trained from Birth for a Specific Prophecy
Benefit: Once per day, you can reroll an initiative check if you don\'t like the result. You keep the second result whether it\'s better, the same, or worse. |
|
習熟、使用可能装具など |
防具 |
Cloth. |
武器 |
単純近接、単純遠隔 |
装具 |
Orb. Staff. Wand. Tome. Rod. |
|
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 |
4 |
|
1000 |
|
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】 |
Cloth Armor (Basic Clothing) | 重量 |
4 |
パワー |
|
|
|
【盾】 |
| 重量 |
0 |
パワー |
|
|
|
【腕】 |
| 重量 |
|
パワー |
|
|
|
【脚】 |
| 重量 |
|
パワー |
|
|
|
【手】 |
| 重量 |
|
パワー |
|
|
|
【頭】 |
| 重量 |
|
パワー |
|
|
|
【首】 |
| 重量 |
|
パワー |
|
|
|
【指輪1】 |
| 重量 |
|
パワー |
|
|
|
【指輪2】 |
| 重量 |
|
パワー |
|
|
|
【腰】 |
| 重量 |
|
パワー |
|
|
|
【装具】 |
+1 Staff of Verdant Growth | 重量 |
|
パワー |
Power Daily (Free Action)
Use this power when you would use an area power. All creatures (including flying creatures) in the area of the power are slowed until the end of your next turn. |
|
|
【タトゥー】 |
| 重量 |
|
パワー |
|
|
|
【その他】 |
+1 Tome of the North Wind | 重量 |
|
パワー |
Properties
When you use a wizard cold power through this tome, and the target of the power is slowed, that target takes damage equal to your Constitution modifier if it moves while slowed.
This tome contains two wizard daily cold powers. Both powers must be of a level equal to or lower than that of the tome. Choose these powers when you acquire the tome; they cannot be changed later. You can add these powers to your spellbook.
Power (Arcane, Cold, Implement)
Daily (Free Action)
Choose a power contained in this tome and expend an unused wizard daily attack power of an equal or higher level. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter. |
|
|
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 | 33 | 1 | 33 |
探検家キット | | 1 | 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 |
4 |
総重量 |
37 |
|
特技 |
《秘術の使い魔》
使用者は1体の使い魔を得る。これ以降、使い魔特技を取得するたびに、使用者の使い魔は自分の防御値に+1のボーナスを得る。
《秘術威力拡散》
ウィザードの無限回攻撃パワーおよび遭遇毎攻撃パワーを使用する前に、君はそのパワーによるダメージ・ロールの各ダイスの出目に−2のペナルティを受けることを選択することで、噴射または爆発の効果範囲を1マスだけ大きくすることができる。
ダメージ・ロールを伴わないパワーに対して、この特技を使用することはできない。
《Cast after the spirit》
When you switch your familiar into active mode, you can teleport it up to 5 squares.
《Dakshai’s Body-Mind Union》
When you are subjected to an effect that a save can end, you can expend the use of your iron mind as an immediate interrupt to make a saving throw with a +5 bonus against that effect, instead of gaining the normal effect of iron mind. |
|
無限回パワー |
|
|
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. |
Ethereal Chill
~ You align your spell with those you wove over your ally\'s armor, causing them to radiate an unnatural cold. ~
At-Will ◆ Arcane, Cold, Implement
Standard Action Area burst 1 centered on an ally within 5 squares
Target: One enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally takes cold damage equal to your Wisdom modifier.
Level 21: 2d8 + Intelligence modifier cold damage.
Level: 1 |
Stone Blood
~ Your enemy\'s blood hardens, slowing its movement and causing excruciating pain. ~
At-Will ◆ Arcane, Implement, Transmutation
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier damage, and the target is slowed until the end of your next turn.
Level: 1 |
|
|
|
|
|
遭遇毎パワー |
アイアン・マインド
[-]
即応・割込 使用者
トリガー:使用者に攻撃がヒットする
効果:使用者は、次の自分のターンの終了時まで、すべての防御値に+2のボーナスを得る。 | |
Chameleon's Mask
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. | |
Spook
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. | |
Suggestion
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. | |
Feature Healing Infusion: Curative Admixture
Encounter (Special) Arcane, 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 regains hit points equal to its healing surge value + your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round. | |
Healing Infusion: Shielding Elixir
Encounter (Special) Arcane
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, force, lightning, necrotic, poison, radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of his or her next turn.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round. | |
Conduit of Ice
Encounter ◆ Arcane, Cold, Evocation, Implement, Zone
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage, and you create a zone of sudden cold in a burst 2 centered on the target until the end of your next turn. The zone moves with the target. The zone is difficult terrain, and any enemy that ends its turn in the zone takes 5 cold damage.
Active Familiar: While your familiar is in the zone, it knocks prone any enemy that ends its turn in the zone. | |
Phantasmal Henchman
Encounter
Arcane,Conjuration,Illusion,Implement,Psychic
Immediate Interrupt Ranged 10
Trigger: An ally within 10 squares of you misses an enemy with an attack.
Effect: You conjure a phantasmal henchman in an unoccupied square adjacent to the target of the triggering ally’s attack. The phantasmal henchman remains until the end of your next turn. Your allies can flank with the phantasmal henchman. As a move action, you can move the conjuration 6 squares. Once before the end of your next turn, the phantasmal henchman can use the Phantasmal Henchman Attack power. | |
Phantasmal Henchman Attack
Encounter
Arcane,Conjuration,Illusion,Implement,Psychic
Minor Action Melee 1
Requirement: The power Phantasmal Henchman must be active in order to use this power.
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target grants combat advantage to all attackers until the end of its next turn. | |
| |
| |
| |
| |
| |
| |
|
1日毎パワー |
Sleep
Daily ◆ Arcane, Charm, Enchantment, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target is unconscious instead of slowed (save ends).
Miss: The target is slowed (save ends). | |
Summon Dretch
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Small dretch in an unoccupied space within range. The dretch has speed 5. If the dretch is reduced to 0 hit points, creatures adjacent to it take 5 poison damage. You can give the dretch the following special command.
Standard Action: Melee 1; targets one or two creatures; Intelligence vs. Reflex; 2d6 + Intelligence modifier damage.
Intrinsic Nature: If you haven’t given the dretch any commands by the end of your turn, it attacks or charges the nearest creature and makes its listed attack (above) in place of a melee basic attack. If it cannot attack or charge, it moves 5 squares toward the nearest creature. In addition, you take 1d6 damage each time you take a standard or move action before the end of your next turn.
Symbiosis: While the summoned dretch is present, each creature you hit with a basic or at-will attack takes 5 damage if it makes an attack before the end of its next turn, after it makes the attack. | |
Freezing Cloud
Daily Arcane, Cold, Evocation, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier cold damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn or until you dismiss it as a minor action. Any creature that enters the zone or starts its turn there takes 5 cold damage (a creature can take this damage only once per turn).
Sustain Minor: The zone persists until the end of your next turn. | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
汎用パワー |
Familiar Harrier
At-Will Arcane, Teleportation
Move Action
Effect: Teleport your familiar 10 squares, and until the end of your next turn your familiar can flank with you or your allies. When an attack hits a creature flanked by the familiar, that creature cannot shift until the end of its next turn. | |
Arcane Springboard
Daily Arcane, Conjuration
Standard Action Ranged 10
Effect: You conjure an arcane springboard in a square within range. The springboard lasts until the end of your next turn. You or any ally who enters the square can jump a number of squares equal to your Wisdom modifier. The distance jumped does not count toward a character’s movement. A character can benefit from this conjuration’s effect only once per turn. | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
儀式 |
|
|
|
|
|
|
|
|
|
|
|
|
|