武器 |
|
【武器1】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
6 |
筋 |
0 |
6 |
|
|
|
|
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2】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
6 |
筋 |
0 |
6 |
|
|
|
|
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 |
6 |
筋 |
0 |
6 |
|
|
|
|
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 |
|
【鎧】 |
Leather Armor Summoned Armor +3 |
AC計 |
鎧 |
強化 |
種族 |
クラス |
他 |
他 |
2 |
2 |
|
|
|
|
|
区分 |
修正能力 |
防具ペナ |
速度 |
重量 |
レベル |
軽装 |
敏/知 |
|
|
15 |
|
|
【盾】 |
|
AC計 |
盾 |
強化 |
種族 |
クラス |
他 |
他 |
0 |
|
|
|
|
|
|
防具ペナ |
重量 |
レベル |
|
|
|
|
習熟、使用可能装具など |
防具 |
Cloth. Leather. |
武器 |
Club. Dagger. Javelin. Mace. Sickle. Spear. Greatclub. Morningstar. Quarterstaff. Scythe. Spiked gauntlet. Talid. Widow |
装具 |
Totem. Holy Symbol. |
|
貨幣・その他の財産 |
プラチナ貨(pp) |
金貨(gp) 3 pp; 10 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 |
12 |
32000 |
39000 |
|
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】 |
Leather Armor Summoned Armor +3 | 重量 |
15 |
パワー |
Power:Power * (Minor Action)
You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. |
|
|
【盾】 |
| 重量 |
0 |
パワー |
|
|
|
【腕】 |
Bracers of Mental Might | 重量 |
0 |
パワー |
Power:Power * Encounter (Free Action)
Use this power when making a Strength attack, Strength check, or Strength-based skill check. Use your Intelligence, Wisdom, or Charisma modifier in place of your Strength modifier to determine the result of the roll. |
|
|
【脚】 |
Acrobat Boots | 重量 |
0 |
パワー |
Property:You gain a +1 item bonus to Acrobatics checks.
Power:Power * At-Will (Minor Action)
You stand up from prone. |
|
|
【手】 |
Gloves of Grace | 重量 |
0 |
パワー |
Power:Power * Daily (Minor Action)
An ally adjacent to you makes a saving throw. |
|
|
【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】 |
Deep-Pocket Cloak +3 | 重量 |
0 |
パワー |
Property:The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak's pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action.
Power:Power * (Free Action)
1/round. You draw an item from the cloak or store an item within it. |
|
|
【指輪1】 |
| 重量 |
|
パワー |
|
|
|
【指輪2】 |
| 重量 |
|
パワー |
|
|
|
【腰】 |
Belt of Endurance (heroic tier) | 重量 |
0 |
パワー |
Property:Gain a +2 item bonus to Endurance checks.
Power:Power * Daily (Free Action)
Use this power before you make a Endurance check. Treat that check as though you rolled a natural 20. |
|
|
【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 |
Elixir of Aptitude (heroic tier) | 0 | 2 | 0 |
Elixir of Clairvoyance (heroic tier) | 0 | 1 | 0 |
Elixir of Invisibility (heroic tier) | 0 | 2 | 0 |
Talent Shard (level 8) | 0 | 2 | 0 |
Lesser Elixir of Speed | 0 | 2 | 0 |
Potion of Lesser Haste | 0 | 2 | 0 |
Elixir of Flying (paragon tier) | 0 | 2 | 0 |
Leaves of Death +1 | 0 | 1 | 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 |
15 |
総重量 |
15 |
|
特技 |
Divine Healer:You gain training in the Heal skill. You gain the cleric's Healer's Lore class feature. In addition, you can wield cleric implements.
Totem Expertise:You gain a +1 feat bonus to implement attack rolls you make with a totem. This bonus increases to +2 at 11th level and +3 at 21st level.
Also, you ignore partial cover and partial concealment on implement attacks you make with a totem.
Rejuvenating Spirit:When you use healing spirit, the target can make a saving throw.
Strengthening Spirit:When you use healing spirit, each ally adjacent to your spirit companion gains temporary hit points equal to your Wisdom modifier.
Vigorous Spirit:When you use healing spirit, the target regains additional hit points equal to your Wisdom modifier.
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.
Spirit's Eyes:Whenever you make a Perception check while your spirit companion is present, you can roll twice and use either result.
Nimble Spirit:You can use call spirit companion as a free action during your turn. |
|
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. |
Spirit's Fangs
~ When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared. ~
At-Will ◆ Implement, Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit companion without shifting
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Level 21: 2d10 + Wisdom modifier damage. |
Stalker's Strike
~ As your spirit companion claws at your foe, the spirit is filled with predatory fury, becoming a greater threat to your enemies. ~
At-Will ◆ Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Fortitude. If the target is bloodied, you gain a bonus to the attack roll equal to one-half your Intelligence modifier.
Hit: 1d10 + Wisdom modifier damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Level 21: 2d10 + Wisdom modifier damage.
Level: 1 |
Healing Spirit
~ You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. ~
Encounter (Special) ◆ Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 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, but only once per round. |
Claws of the Eagle
~ Your spirit companion swoops down on your foe, causing it to neglect its defenses for a short time. ~
At-Will ◆ Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Effect: One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally's attack hits, the target grants combat advantage until the end of your next turn.
Level: 1 |
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遭遇毎パワー |
Memory of a Thousand Lifetimes
~ The dreamlike memories of your previous lives lend insight to aid you. ~
Encounter ◆ Weapon
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll. | |
Speak with Spirits
~ You commune with the spirits, letting them guide your words and actions. ~
Encounter ◆ Primal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier. | |
Stormhawk's Fury
~ Your spirit companion dives on your enemy and unleashes a bolt of lightning, which lingers momentarily. ~
Encounter ◆ Implement, Lightning, Primal, Spirit
Standard Action Melee spirit 1
Effect: Before the attack, you can move your spirit companion 3 squares.
Watcher Spirit: The number of squares you can move your spirit companion equals 2 + your Dexterity modifier.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier lightning damage. Until the end of your next turn, when any ally hits an enemy adjacent to your spirit companion, that enemy takes extra lightning damage equal to your Dexterity modifier.
Level: 1 | |
Sly Fox Spirit
~ Your spirit companion transforms into a cunning fox spirit and distracts your enemies, allowing your friends to attack. ~
Encounter ◆ Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: The target can make a basic attack as a free action. If that attack hits, a second ally adjacent to your spirit companion can make a basic attack as a free action.
Level: 3 | |
Sudden Restoration
~ Primal energy surges into your allies to drive away harmful effects. ~
Encounter ◆ Primal
Minor Action Ranged 10
Target: One or two allies
Effect: Each target makes a saving throw.
Level: 6 | |
Call to the Blood Dancer
~ A vicious spirit of blood and wrath infuses your spirit companion, which howls in fury as it slashes your foe with claws and fangs. ~
Encounter ◆ Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 2d10 + Wisdom modifier damage. Until the end of your next turn, any ally can score a critical hit on a roll of 18?20 while adjacent to your spirit companion.
Stalker Spirit: Until the end of your next turn, any ally gains a bonus to damage rolls equal to your Intelligence modifier while adjacent to your spirit companion.
Level: 7 | |
Primal Gust
~ A gust moves an ally or an enemy into position. ~
Encounter ◆ Primal
Minor Action Ranged 10
Target: One creature
Effect: You slide the target 3 squares.
Level: 10 | |
Balance of Life
~ Your spirit companion restores balance by taking from a foe what that foe took from an ally. ~
Encounter ◆ Implement, Primal, Spirit
Immediate Reaction Melee spirit 1
Trigger: An enemy adjacent to your spirit companion deals damage to your ally
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: The target takes damage equal to the damage it dealt to your ally.
Level: 11 | |
Read the Omens
~ You scan the area, mindful of any omen that might prove useful in charting your next action. ~
Encounter ◆ Primal
Free Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and don't roll a 20
Effect: The next time you would roll a d20 before the end of your next turn, use the result of the triggering die roll instead.
Level: 12 | |
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1日毎パワー |
Great Watcher Spirit
~ The spirit of the Great Watcher shows the path to victory, pointing out flaws in your enemy's defenses while shoring up your comrades' weaknesses. ~
Daily ◆ Primal
Standard Action Area burst 1 within 10 squares
Target: One or two allies in the burst
Effect: Each target can make a basic attack as a free action. Until the end of the encounter, any ally adjacent to your spirit companion doesn't grant combat advantage.
Level: 1 | |
Spirits of Battle
~ You invoke ancestral spirits of battle. Under their shadow, your allies fight with greater might. ~
Daily ◆ Primal, Zone
Minor Action Area burst 5 within 10 squares
Effect: The burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, your allies gain a +1 bonus to attack rolls.
Level: 2 | |
Vengeful Blood Spirits
~ You fill your allies with the power of the blood spirits?primal entities that thirst for violence, blood, and vengeance. ~
Daily ◆ Primal
Standard Action Ranged 5
Target: One or two allies
Effect: Each target can charge as a free action and deals 1d10 extra damage if the charge attack hits. In addition, until the end of the encounter, each target gains a +2 bonus to attack rolls and damage rolls when charging.
Level: 5 | |
Ancient Warlord's Inspiration
~ A spectral figure clad in elaborate hide armor appears beside your foe, accompanied by the booming of a distant war horn. The figure swings its club at your enemy and remains to give inspiration to your allies. ~
Daily ◆ Conjuration, Implement, Primal
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Effect: You conjure an ancient warlord spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. If an ally starts his or her turn adjacent to the spirit or in its space, as an immediate reaction you can allow that ally to make a basic attack as a free action. As a move action, you can move the spirit 5 squares.
Level: 9 | |
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汎用パワー |
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儀式 |
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