武器 |
|
【武器1】 |
|
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
15 |
筋 |
7 |
8 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
7 |
筋 |
7 |
|
|
|
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 |
15 |
筋 |
7 |
8 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
7 |
筋 |
7 |
|
|
|
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 |
15 |
筋 |
7 |
8 |
|
|
|
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
|
7 |
筋 |
7 |
|
|
|
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】 |
|
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 |
なし |
敏/知 |
|
|
|
|
|
【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 |
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. |
武器 |
Club. Dagger. Javelin. Mace. Sickle. Spear. Greatclub. Morningstar. Quarterstaff. Scythe. Spiked gauntlet. Talid. Widow |
装具 |
Holy Symbol. |
|
貨幣・その他の財産 |
プラチナ貨(pp) |
金貨(gp) 45,000 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 |
17 |
83000 |
99000 |
|
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】 |
| 重量 |
0 |
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】 |
| 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.) |
数 |
重量計 |
Ritual Book | 3 | 1 | 3 |
| | | 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 |
0 |
総重量 |
3 |
|
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.
Staff Expertise:You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don't provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.
Power Attack:When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
This extra damage increases by level, as shown on the table below, but the attack penalty remains the same.
<table>Level Extra Damage (Two-Handed Weapon)
1st?10th +2 (+3)
11th?20th +4 (+6)
21th?30th +6 (+9)</table>
Power of Skill:You gain a +1 feat bonus to trained skill checks.
Resilient Focus:You gain a +2 feat bonus to saving throws.
Battle Healer:When you use your healing word, you regain hit points equal to your Strength modifier.
Improved Defenses:You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.
Fleet-Footed:You gain a +1 feat bonus to your speed.
Goliath Greatweapon Prowess:You gain proficiency with all simple and military two-handed melee weapons and a +2 feat bonus to damage rolls with such weapons. The bonus increases to +3 at 11th level and +4 at 21st level.
Improved Initiative:You gain a +4 feat bonus to initiative.
Repel Charge:Whenever an enemy makes a charge attack against you, you can make a melee basic attack against that enemy as an opportunity action. |
|
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. |
Righteous Brand
~ You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity's anger. By naming one of your allies when the symbol appears, you add divine power to that ally's attacks against the branded foe. ~
At-Will ◆ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Level: 1 |
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 |
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|
遭遇毎パワー |
Stone's Endurance
~ Your foes' attacks bounce off your stony hide. ~
Encounter ◆ Weapon
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your next turn.
Level 11: Resist 10 to all damage.
Level 21: Resist 15 to all damage. | |
Favor of the Gods
~ When luck runs against you, you beseech the gods for aid to turn chance in your favor. ~
Encounter ◆ Channel Divinity, Divine
Minor Action Close burst 3
Target: One creature in the burst
Effect: The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result, even if it is lower.
Special: You can use only one channel divinity power per encounter. | |
Healer's Mercy
~ Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end. ~
Encounter ◆ Divine, Healing
Standard Action Close burst 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each bloodied ally in the burst
Effect: Each target can spend a healing surge. You are weakened until the end of your next turn. | |
Bastion of Health
~ You invoke a prayer that instantly fortifies one of your allies. ~
Encounter ◆ Divine, Healing
Minor Action Ranged 10
Target: You or one ally
Effect: The target can spend a healing surge and regains additional hit points equal to your Charisma modifier.
Level: 6 | |
Strength of Spirit
~ The great fighting saints of old drew strength from their foes' defiance. With this prayer, you draw upon the saints' indomitable spirit and share it with your allies. ~
Encounter ◆ Divine, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a simple weapon.
Target: One creature
Attack: Strength + 1 vs. AC
Hit: 2[W] + 2 + Strength modifier damage.
Weapon: If you're wielding your weapon with both hands, you gain a +2 bonus to the damage roll.
Effect: Until the end of your next turn, you and your allies gain a +1 power bonus to attack rolls and damage rolls against the target. In addition, whenever you or one of your allies within 3 squares of you is hit or missed by an enemy's attack, this bonus increases by 1, to a maximum bonus of +5.
Level: 7 | |
Healer's Balm
~ You lay a hand on your comrade's brow, taking on his or her pain and suffering. ~
Encounter ◆ Divine
Standard Action Melee touch
Target: One ally
Effect: You transfer to yourself all effects on the target that a save can end. You gain a +4 bonus to saving throws against those effects.
Level: 10 | |
Mountain Sweep
~ You sweep your weapon in a terrible arc, slicing through your foes as if they were wheat before the scythe. ~
Encounter ◆ Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Constitution modifier damage.
Level: 11 | |
Summit Advantage
~ Focusing your awareness, you ready yourself to lash out at any enemy in reach that gives you an opening. ~
Encounter ◆ Weapon
Minor Action Personal
Effect: Until the end of your next turn, you have threatening reach.
Level: 12 | |
Weapon of Peace Foretold
~ The divine strength of your attack sends your foe reeling, overwhelming it with vertigo and shattering its defenses. ~
Encounter ◆ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Weapon: If you're wielding a simple weapon, the attack deals 1d6 extra damage.
Effect: The target's next attack deals only half damage, and the target provokes opportunity attacks whenever it makes a weapon attack. These effects last until the end of your next turn.
Level: 13 | |
Cloak of Courage
~ Your prayer bolsters your companions' will and fills them with hope. ~
Encounter ◆ Divine
Standard Action Close burst 2
Target: Each ally in the burst
Effect: Each target gains temporary hit points equal to his or her healing surge value. Until the end of your next turn, each target gains a +4 power bonus to all defenses against fear effects.
Level: 16 | |
Bastion of Fanaticism
~ As you attack, divine magic streams from you to your allies, giving them resistance to harmful attacks. ~
Encounter ◆ Divine, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a simple weapon.
Target: One creature
Attack: Strength + 1 vs. AC
Hit: 3[W] + 3 + Strength modifier damage.
Weapon: If you're wielding your weapon with both hands, you gain a +3 bonus to the damage roll.
Effect: You and one ally within 3 squares of you take only half damage from any damage source, including ongoing damage, until the end of your next turn.
Level: 17 | |
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|
1日毎パワー |
Shield of Faith
~ A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks. ~
Daily ◆ Divine
Minor Action Close burst 5
Targets: You and each ally in the burst
Effect: Each target gains a +2 power bonus to AC until the end of the encounter.
Level: 2 | |
Rune of Peace
~ You smash your weapon into your foe, leaving behind a glowing rune that prevents your enemy from making attacks. ~
Daily ◆ Charm, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier damage, and the target cannot attack (save ends).
Miss: The target cannot attack you until the end of your next turn.
Level: 5 | |
Divine Power
~ You swing your weapon in a wide arc, driving back foes and creating a halo of divine energy that fortifies you and your allies. ~
Daily ◆ Divine, Healing, Radiant, Weapon
Standard Action Close burst 2
Target: Each enemy you can see in the burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier radiant damage, and you can push the target 1 square.
Effect: Until the end of the encounter, you have regeneration 5 while you are bloodied, and you and each ally in the burst gain a +2 power bonus to AC.
Level: 9 | |
Ivory Rampart
~ As your weapon strikes your foe, divine power flows from you to form a barrier that protects your allies. ~
Daily ◆ Conjuration, Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You conjure a wall of gleaming energy that originates in your space and can be up to 8 squares long and up to 2 squares high. The wall lasts until the end of your next turn. Any ally within the wall or adjacent to it gains cover. Any enemy that enters the wall is immobilized until the end of its turn.
Sustain Minor: The wall persists.
Level: 15 | |
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汎用パワー |
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儀式 |
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