特技 |
Icewrought Sentinelと残雪、武器はフロストブランドlv8を13に新調する
Sudden Roots:Whenever you hit an enemy with an opportunity attack, that enemy is slowed until the end of its turn.
Spear Expertise:You gain a +1 feat bonus to weapon attack rolls that you make with a spear. When charging, you also gain a +1 bonus to damage rolls of weapon attacks that you make with a spear. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Swaying Branches:Whenever you hit an enemy with your warden's fury, you can choose to knock the target prone or slide it 1 square instead of causing damage.
Hafted Defense:While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex.
Polearm Gamble:When a nonadjacent enemy enters a square adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy's turn.
・特技残り2枠
1枠は、FAシフト後に攻撃できるなら素早き伝説の血。
Wildblood Cunningも幅広く押さえるには悪くない(ap時に判断力分シフト。マークペナルティ与えつつ別の敵殴ってバステつけれる)
もう一枠は迷い中。優先順位
・セーブ強化
・イニシアチブ強化(取るとイニシアチブ10になる。いま6…。)
・世界蛇のつかみ
・ドワーフの回復力
・上級武器習熟
・無双の意思(優先度はやや低いか)
・監視のマーク
ドワーフなら武器はハルバードのほうが素直か。(枠余裕ができたらドワーフ武器訓練取れる。余裕ないが)
1日毎は、Form of the Walking Conflagrationも視野に入れる
(マークすると火の脆弱性3。攻撃は継続的火5を与える)
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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. |
Warden's Fury
~ You lash out with nature's wrath at a foe that has attacked your ally and diminish its defenses. ~
At-Will ◆ Primal, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage. |
Warden's Grasp
~ Spectral vines clutch at a foe that has attacked your ally, impeding your enemy's movement. ~
At-Will ◆ Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in the burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn. |
Weight of Earth
~ Your attack sends the primal energy of earth flowing into your enemy, slowing its movement. ~
At-Will ◆ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Level: 1 |
Thorn Strike
~ Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer. ~
At-Will ◆ Primal, Weapon
Standard Action Melee 2
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull the target 1 square.
Level 21: 2[W] + Strength modifier damage.
Level: 1 |
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遭遇毎パワー |
Mark of Thunder
~ You invoke the fading power of the world as you strike. ~
Encounter ◆ Primal, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 1[W] + ability modifier thunder damage.
Level 11: 2[W] + ability modifier thunder damage.
Level 21: 3[W] + ability modifier thunder damage.
Effect: You mark the target until the end of your next turn.
Until the mark ends, if the target makes an attack that does not include you, it takes 5 thunder damage.
Level 11: 10 thunder damage.
Level 21: 15 thunder damage. | |
Grasping Winds
~ You draw on the spirit of the storm to drag foes closer for your next attack. ~
Encounter ◆ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you pull each enemy within 3 squares of you 2 squares.
Level: 1 | |
Form of Winter's Herald Attack
~ Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies' movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place. ~
Encounter ◆ Cold, Polymorph, Primal, Weapon
Standard Action Close burst 1
Requirement: The Form of the Winter's Herald power must be active to use this power.
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn. | |
Roots of Stone
~ The burst of primal energy you unleash ripples through the ground around you and limits your foes' movement. ~
Encounter ◆ Primal, Weapon, Zone
Standard Action Close burst 1
Effect: The burst creates a zone of rippling earth that lasts until the end of your next turn. Make the following attack.
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. The target is knocked prone when it leaves the zone.
Earthstrength: The target also takes damage equal to your Constitution modifier when it leaves the zone.
Level: 1 | |
Mighty Sprint
~ Your throw yourself forward at a breakneck pace, bounding over obstacles. ~
Encounter ◆ Primal, Weapon, Zone
Move Action Personal
Level: 6
Effect: You move your speed + 4. During this movement, you ignore difficult terrain and gain a +5 power bonus to Athletics checks you make as part of the move.
Prerequisite: You must be trained in Athletics. | |
Guardian's Pounce
~ In a blur of movement, you attack an enemy that closes with your ally. ~
Encounter ◆ Primal, Weapon
Immediate Reaction Melee 1
Trigger: An enemy enters a square adjacent to an ally within 3 squares of you on its turn
Wildblood: Add your Wisdom modifier to the number of squares away from you the ally can be.
Effect: You shift your speed to a square adjacent to the triggering enemy and then make the following attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a ?5 penalty to attack rolls until the end of its turn.
Level: 7 | |
Form of the Oak Sentinel Attack
~ Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance. ~
Encounter ◆ Polymorph, Primal, Weapon
Immediate Interrupt Melee weapon
Requirement: The Form of the Oak Sentinel power must be active to use this power.
Trigger: An enemy within your reach makes a melee attack against your ally
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Half damage.
Effect: You become the target of the triggering attack, even if you aren't within that attack's range. | |
Guarded Land
~ The land's spirits awaken, answering your plea for aid. ~
Encounter ◆ Primal, Zone
Minor Action Close blast 3
Effect: You mark each enemy in the blast until the end of your next turn. The blast creates a zone that lasts until the end of the encounter, or until a creature uses arcane defiling within the zone. The zone is difficult terrain for your enemies. You can move the zone 1 square as part of a move action, or 3 squares as a move action. | |
Land's Rebuke
~ The land is your ally, and at your call it rises up to smash your enemies. ~
Encounter ◆ Primal
Immediate Interrupt Area special
Trigger: An enemy within the zone created by your guarded land and marked by you makes an attack that does not include you as a target.
Target: Each enemy within the zone created by guarded land
Attack: Primary ability + 6 (9 at 21st level) vs. Fortitude
Hit: 2d10 + ability modifier damage, and you slide the target 3 squares to a square within the zone created by guarded land.
Level: 11 | |
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1日毎パワー |
Form of Winter's Herald
~ Ice as strong as steel forms over your armor, while frost on the ground around you hinders your enemies' movement. At the time you choose, you can swing your weapon in a freezing whirlwind that holds your enemies in place. ~
Daily ◆ Cold, Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of winter's herald until the end of the encounter. While you are in this form, you gain a +1 bonus to AC and resist 5 cold. In addition, each square within 2 squares of you, wherever you move, is difficult terrain for your enemies.
Special: Once during this encounter, you can use the Form of Winter's Herald Attack power while you are in this form.
Level: 1 | |
Call Faerie Guardian
~ A bright light answers your call and heralds the faerie guardian's arrival. The diminutive warrior flutters near your foe while worrying it with feints and strikes. ~
Daily ◆ Conjuration, Primal
Minor Action Ranged 5
Effect: You conjure a faerie guardian in an unoccupied square within range. The faerie lasts until the end of the encounter or until you dismiss it as a minor action. As a minor action, you can move the faerie up to 5 squares.
Whenever you use your Nature's Wrath class feature, one enemy adjacent to your faerie guardian also becomes marked by you until the end of your next turn.
Level: 2 | |
Form of the Oak Sentinel
~ Your skin thickens into rough bark, and your hair becomes a mane of leaves. Your arms lengthen so that you can attack your foes and protect your allies from a distance. ~
Daily ◆ Polymorph, Primal
Minor Action Personal
Effect: You assume the guardian form of the oak sentinel until the end of the encounter. While you are in this form, your melee reach increases by 1. In addition, any enemy that hits you with a melee attack takes damage equal to your Strength modifier. This damage increases to twice your Strength modifier at 21st level.
Special: Once during this encounter, you can use the Form of the Oak Sentinel Attack power while you are in this form.
Level: 9 | |
Spiritual Rejuvenation
~ By drawing on your primal strength, you tap additional reserves of vitality. ~
Daily ◆ Primal
Minor Action Personal
Requirement: You must have used your second wind during this encounter.
Effect: You regain the use of your second wind.
Level: 10 | |
LV5 ストームズ・オヴ・ダブリズ
一日毎
マイナー、変身、武器、雷鳴、原始
効果:貴方は「ストームズ・オヴ・ダブリズ」の形態を取る。この形態の間、貴方の2マス内でターンを開始する敵は5の雷鳴ダメージを受け、次TEまでマークされる。
遭遇終了までに、貴方は以下の攻撃を行う事ができる。
ストームズ・オヴ・ダブリズ・アタック
標準 近接爆発2
攻撃:(主能力値)対反応
目標:爆発範囲内のすべての敵
ヒット:1W+(主能力値)の雷鳴ダメージ、目標を1マス横滑りさせ減速(セーブ終了) | |
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汎用パワー |
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儀式 |
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