武器 |
|
【武器1】 |
The Ninth Sword of Tyr |
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
34 |
魅 |
8 |
15 |
3 |
3 |
5 |
|
ダメージダイス |
ボーナス |
能力 |
修正 |
特技 |
強化 |
他 |
1d8 |
5 |
筋 |
0 |
|
5 |
|
対象 |
クリティカル |
射程 範囲 |
種別 |
重量 |
レベル |
|
5d10 |
|
なし |
|
|
その他の修正等 |
|
|
【武器2】 |
Staff of power +5 |
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
15 |
筋 |
0 |
15 |
|
|
|
|
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】 |
Staff of Ruin +5 |
命中計 |
能力 |
修正 |
LV1/2 |
習熟 |
特技 |
強化 |
他 |
15 |
筋 |
0 |
15 |
|
|
|
|
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】 |
+6 Magic Elderhide Armor |
AC計 |
鎧 |
強化 |
種族 |
クラス |
他 |
他 |
11 |
5 |
6 |
|
|
|
|
区分 |
修正能力 |
防具ペナ |
速度 |
重量 |
レベル |
軽装 |
敏/知 |
-1 |
|
|
26 |
|
【盾】 |
Light Shield |
AC計 |
盾 |
強化 |
種族 |
クラス |
他 |
他 |
1 |
1 |
|
|
|
|
|
防具ペナ |
重量 |
レベル |
|
|
|
|
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 |
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.
Masked Lord
Masked Lord Starting Feature (1st level):
You gain the create lord’s armor power.
Masked Lord Level 5 Feature (5th level):
When you are in Waterdeep or in a city or a town allied with Waterdeep, you always have access to a safe house warded against scrying and other forms of divination magic. Additionally, you always have access to safe transport to any known location within a day’s horse ride of the city.
Masked Lord Level 10 Feature (10th level):
While wearing your lord’s armor, you gain a +1 item bonus to saving throws.
|
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 |
30 |
|
|
|
魔法の装備・パワー |
【武器1】 |
The Ninth Sword of Tyr | 重量 |
0 |
パワー |
Properties
During an extended rest, a creature possessing a sword of Tyr can bond with the weapon, becoming its bonded wielder. Each sword can have only one bonded wielder at a time, and only a bonded wielder can use the weapon’s powers.
The wielder of this weapon is immune to scrying as long as the weapon is being held.
At the end of an extended rest, the weapon’s bonded wielder gains temporary hit points equal to its healing surge value.
Utility Power
Daily (Standard Action)
Effect: By touching one sword of Tyr to another and uttering a command word, a bonded wielder of both weapons can meld them into a single item. When this happens, the bonded wielder chooses the new item’s form (which must be the same as one of the two melding weapons) and which weapon’s magical properties and powers are carried over to the new item. Any daily powers expended on one of the melding weapons are expended on the new weapon. The new item’s enhancement bonus is equal to the greater enhancement bonus of the two melding weapons. The bonded wielder can end this effect and separate the swords as a minor action.
Attack Power
Encounter (No Action)
Trigger: You hit an enemy with a weapon attack using this weapon.
Effect: The enemy loses an action point.
Attack Power (Weapon)
Daily (Standard Action)
Effect: You make a melee basic attack with this weapon. If the attack hits, it deals 1[W] extra damage. After the attack is resolved, you can choose one ally within 10 squares of you to make an arcane implement attack against the attack’s target as a free action.
Utility Power (Teleportation)
At-Will (Minor Action)
Requirement: You must have a hand free.
Effect: The sword teleports up to 1 mile to your hand. You do not need to have line of sight to the sword. |
|
|
【武器2】 |
Staff of power +5 | 重量 |
0 |
パワー |
Power
Daily (Free Action)
Use this power when you score a critical hit using an encounter power or a daily power. That power is not expended. |
|
|
【武器3】 |
Staff of Ruin +5 | 重量 |
0 |
パワー |
Property
Whenever you make an attack using this staff, you gain an item bonus to the attack’s damage rolls equal to the staff’s enhancement bonus. |
|
|
【鎧】 |
+6 Magic Elderhide Armor | 重量 |
0 |
パワー |
|
|
|
【盾】 |
Light Shield | 重量 |
0 |
パワー |
|
|
|
【腕】 |
Crest of Vigilance Eternal | 重量 |
|
パワー |
Power
Daily (Immediate Interrupt)
Trigger: An effect dazes or stuns you.
Effect: You make a saving throw against the triggering effect. On a save, the effect ends. |
|
|
【脚】 |
Planestrider Boots | 重量 |
|
パワー |
Property
When you use a power to teleport, you can instead teleport twice as the same action. The total distance you travel with both teleports cannot exceed the distance you could have traveled with the original teleport. You could, for example, teleport to a corner, establish a new line of sight, and teleport to a square not visible from your starting location, so long as the maximum number of squares teleported does not exceed the teleport power’s allotted movement.
Power (Teleportation)
Encounter (Move Action)
Teleport 10 squares. |
|
|
【手】 |
Resplendent Gloves (Lv15) | 重量 |
|
パワー |
Property
When you hit an enemy with an attack power that targets Will, the attack deals 2 extra damage. If it’s an illusion attack, one target you hit (your choice) also grants combat advantage to you until the end of your next turn.
Level 15: 3 extra damage
Level 25: 5 extra damage |
|
|
【頭】 |
Volto Mask | 重量 |
|
パワー |
Properties
Every 24 hours, the mask grants you 1 action point. If you fail to use this action point before the mask grants another, the action point is lost.
You can spend up to 2 action points in one encounter.
You gain a +3 item bonus to saving throws against being dazed, dominated, stunned, or weakened.
Power
Daily Utility (Immediate Interrupt)
Trigger: You are dazed, dominated, stunned, or weakened.
Effect: You ignore one of the triggering conditions for its duration, and instead grant combat advantage during that time. If you choose to lose a healing surge when you use this power, it is not expended, but you cannot use it again until the end of the encounter. |
|
|
【首】 |
Torc of Bin A'kin +5 | 重量 |
|
パワー |
Properties
You gain a +2 item bonus to Diplomacy and Insight checks.
You can understand any language, even if you cannot speak it.
When you are subject to an effect that imposes the dominated condition that a save can end, you can make a saving throw against that effect.
Power
Daily (Immediate Interrupt)
Trigger: An attack misses you but still damages you.
Effect: You take no damage from the missed attack.
Power
Daily (Move Action)
You move twice your speed. While you move, you are insubstantial and are phasing. |
|
|
【指輪1】 |
Ring of free time | 重量 |
|
パワー |
Property
You gain resist 5 to all damage.
Power
Encounter (Free Action)
You can take an additional minor action on your turn. If you've reached at least one milestone today, you can use this power at will once per round. |
|
|
【指輪2】 |
Ring of Action Reversal | 重量 |
|
パワー |
Property
You gain a +4 item bonus to initiative checks.
Power
Daily (Free Action)
If the next encounter attack power you use this turn misses all its targets, you regain the use of that power.
If you've reached at least one milestone today, you can apply this power to the last encounter attack power you used this turn, rather than the next. |
|
|
【腰】 |
Baldric of Time (Lv16) | 重量 |
|
パワー |
Property
Whenever you roll a 20 on your initiative check, you gain an extra move action during your first turn of the encounter.
Level 16: You instead gain an extra standard action. |
|
|
【装具】 |
| 重量 |
|
パワー |
|
|
|
【タトゥー】 |
The Fading One - Touch from Beyond | 重量 |
|
パワー |
Property
Whenever you score a critical hit with a melee or close attack, the target is stunned until the end of its next turn. |
|
|
【その他】 |
Siberys Shard of the Mage (Paragon) | 重量 |
|
パワー |
PropertyYou gain a +1 bonus to damage rolls with implement attacks that use the augmented weapon.
Level 13: Gain a +3 bonus to damage
Level 23: Gain a +5 bonus to damage |
|
|
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 |
Adventurerer | | | 0 |
Long sword | | | 0 |
Elven Chain Shirt (Paragon) | | | 0 |
Talent Shard (Lv23) +5 | | 2 | 0 |
Potion of Heroism (Lv26) THP50, ST+2(Enc) | | 2 | 0 |
Elixir of Aptitude (Lv25) +5 | | 2 | 0 |
Elixir of Speed speed+2 | | 2 | 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 |
0 |
|
特技 |
[Gaze of Ruin]
You gain gaze of ruin as an encounter power. In addition, you gain a +2 bonus to Insight and Perception checks made against other tieflings.
[Hybrid Talent]
You gain a hybrid talent option for one of your hybrid class entries.
[Imperious Majesty]
You can use Charisma instead of Dexterity to determine your initiative modifier. When you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls against you equal to your Charisma modifier until the end of your next turn.
[Enlarge Spell]
Before using a wizard at-will or encounter attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1.
You can’t use this feat on a power that doesn’t roll dice for damage.
[Versatile Expertise]
Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 11th level and +3 at 21st level.
[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.
[Superior Reflexes]
You gain a +2 feat bonus to Reflex. This bonus increases to +3 at 11th level and +4 at 21st level.
You also gain combat advantage against all enemies during your first turn in an encounter.
[Dual Implement Spellcaster]
When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement’s enhancement bonus to damage rolls.
Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
[Destructive Wizardry]
When you use an arcane attack power and hit two or more creatures, you gain a +2 bonus to that power’s damage rolls.
This bonus increases to +3 at 11th level and to +4 at 21st level.
[Danger Sense]
When you make an initiative check, roll twice and take the higher of the two rolls.
[Acolyte of Divine Secrets]
You gain training in Religion. Choose a 1st-level invoker at-will attack power. You can use that power once per encounter.
In addition, you can wield invoker implements.
[Ruin of Flesh]
When you use gaze of ruin on an object being worn or wielded by a creature, that creature gains vulnerable to all damage equal to your Intelligence modifier until the end of your next turn.
[Secrets of Belial]
Choose a class that you don’t already belong to. You can swap one utility power you know for one utility power of the same level or lower from the chosen class.
[Superior Initiative]
You gain a +8 feat bonus to initiative checks.
[Royal Command of Asmodeus]
Whenever you stun an enemy, you can choose to dominate the enemy for the same duration instead of stunning it.
[Acolyte Power]
You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.
[Adept Power]
You can swap one daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into.
[Arcane Mastery]
Once per encounter, you can spend an action point to regain the use of a daily wizard power you’ve already used today, instead of taking an extra action.
[Wizard Implement Expertise]
When you wield a wizard implement while using an arcane power, you can score a critical hit on a roll of 19-20.
[Quickened Spellcasting]
Choose an arcane at-will attack power that you know that is used as a standard action. Once per encounter, you can use that power as a minor action.
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|
無限回パワー |
Breath of Night
At-Will Arcane, Cold, Evocation, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and you push the target up to a number of squares equal to your Wisdom modifier.
Level 21: 2d6 + Intelligence modifier cold damage. |
Staggering Note
At-Will Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. WIll
Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement. |
|
Mage Hand
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. |
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|
|
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遭遇毎パワー |
Create Lord’s Armor
Encounter Arcane
Minor Action Personal
Requirement: You must not be wearing armor, other than nonmagical clothing.
Effect: Choose a type of armor with which you have proficiency. You instantly don +1 magic armor of that type. The armor lasts until you dismiss it as a minor action, until it is removed from you, or until you use this power again.
Level 26: +6 magic armor. | |
Majestic Word
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 can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 26: 5d6 + Charisma modifier 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, but only once per round. | |
Words of Friendship
Encounter Arcane, Charm
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. | |
Infernal Wrath
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 21: 3d6 + Intelligence modifier or Charisma modifier fire damage. | |
Water Stride
Encounter Arcane
Minor Action Personal
Effect: Until the end of your next turn, you can treat liquid surfaces as if they were solid ground but difficult terrain. | |
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. | |
Vanguard's Lightning
At-Will Divine, Implement, Lightning
Standard Action Area burst 1 within 10
Target: Each creature in the burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier lightning damage. Whenever the target makes an opportunity attack before the end of your next turn, the target takes lightning damage equal to your Intelligence modifier.
Level 21: 2d6 + Wisdom modifier lightning damage. | |
Gaze of Ruin
Minor Action Ranged 10
Target: One object
Effect: The target gains vulnerability to all damage equal to one-half your level + your Intelligence modifier until the end of your next turn. If the target is a weapon, attacks with it take a penalty to damage rolls equal your Intelligence modifier (minimum 1) until the end of your next turn. If the target is armor, a creature wearing it takes a -2 penalty to AC until the end of your next turn. | |
Preserver's Rebuke
Encounter Divine
Immediate Reaction Personal
Channel Divinity: You can use only one channel divinity power per encounter.
Trigger: An enemy within 10 squares of you hits your ally
Effect: Before the end of your next turn, you gain a bonus to your next attack roll against the triggering enemy equal to your Intelligence modifier. | |
| |
Song of Radiant Dawn
Encounter Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier radiant damage, push the target 1 square, and each time the target takes damage from an attack before the start of your next turn, it takes an extra 5 radiant damage. | |
Dissonant Imbuement
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to AC and Reflex equal to your Intelligence modifier. | |
Chain Lightning
Encounter Arcane, Evocation, Implement, Lightning
Standard Action Ranged 20
Primary Target: One creature
Primary Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the secondary attack.
Secondary Target: One or two creatures within 5 squares of the primary target
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage.
Effect: Make the tertiary attack.
Tertiary Target: Each enemy within 20 squares of you that was not a primary or a secondary target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage.
Miss: Half damage. | |
Supreme Glorious Presence
Encounter Arcane, Charm, Enchantment, Implement, Radiant
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence modifier radiant damage, and you push the target up to a number of squares equal to your Wisdom modifier and knock the target prone.
Effect: You and each ally in the burst gain temporary hit points equal to your Wisdom modifier + one-half your level. | |
|
1日毎パワー |
Satire of Prowess
Daily Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage, and the target is affected by your satire of prowess (save ends). While the target is affected by the satire, the target rolls twice when it makes an attack roll and must use the lower roll, and any attacker rolls twice when it makes an attack roll against the target and must use the higher roll.
Miss: Half damage. Until the end of your next turn, the target rolls twice when it makes an attack roll and must use the lower roll, and any attacker rolls twice when it makes an attack roll against the target and must use the higher roll. | |
Brilliant Symphony
Daily Charm, Divine, Implement
Standard Action Close burst 10
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: The target chooses to become dominated until the end of your next turn or stunned (save ends). You or an ally in the burst gains 20 temporary hit points.
Miss: The target chooses to become dazed (save ends) or make a melee basic attack against one enemy of its choice within its reach. You or an ally in the burst gains 10 temporary hit points. | |
Despised of the Gods
Daily Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage. The target loses all resistances and gains vulnerable 20 to all damage (save ends both).
Miss: Half damage, and the target gains vulnerable 10 to all damage until the end of your next turn.
Covenant of Malediction: You can choose to gain vulnerable 20 to all damage until the end of your next turn. If you do so, the target takes a penalty to saving throws equal to your Constitution modifier until the end of your next turn. | |
Legion’s Hold
Daily Arcane, Charm, Enchantment, Implement, Psychic
Standard Action Close burst 20
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage, and the target is dazed and immobilized (save ends both).
Miss: Half damage, and the target is immobilized (save ends). | |
| |
Summon Marilith
Daily Arcane, Implement, Summoning
Minor Action Ranged 10
Effect: You summon a Large marilith in an unoccupied space within range. The marilith has speed 8. You can give the marilith the following special command.
Standard Action: The marilith makes three of the following attacks: Melee 2; targets one creature; Intelligence vs. Reflex; 2d10 + Intelligence modifier damage (3d10 + Intelligence modifier damage against bloodied creatures), and the marilith shifts 2 squares.
Intrinsic Nature: If you haven’t given the marilith any commands by the end of your turn, it attacks the nearest enemy within its reach, or the nearest creature within its reach if no enemies are within its reach. If no enemies are within its reach, it moves its speed toward the nearest enemy. In addition, you take15 damage (20 if you are bloodied).
Symbiosis: While the summoned marilith is present, you can shift 1 square whenever you hit with a basic or at-will attack. Additionally, when an adjacent enemy misses you with a melee attack, you can make a basic or at-will attack that includes that enemy as a target as an opportunity action. This attack does not provoke opportunity attacks. | |
Frenzied Rhythm
Daily Arcane, Charm, Implement
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: Charisma vs. Will
Hit: You slide the target 5 squares. The target makes a basic attack as a free action against a creature of your choice. The target is then stunned until the end of your next turn.
Miss: The target is dazed until the end of your next turn. | |
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汎用パワー |
Shield
Encounter Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. | |
Watery Double
Encounter Arcane, Conjuration
Minor Action Ranged 10
Effect: You conjure a watery double of yourself in an unoccupied square within range. The double occupies its space, and it lasts until the end of your next turn. Until the conjuration ends, you can use your space or the double’s space as the origin for your wizard attack powers. | |
Arcane Empowerment
Daily Arcane
Minor Action Personal
Effect: Until the end of your turn, increase the size of your arcane powers’ blasts and bursts by 1. | |
Psalm of Succor
Daily Divine, Healing, Zone
Standard Action Close burst 5
Target: You and each ally in the burst
Effect: You and each ally in the burst can spend a healing surge. The burst becomes a zone of healing energy that lasts until the end of your next turn. While you are within the zone, you and each ally in the zone gains resist 10 necrotic damage and a +2 bonus to saving throws to end ongoing damage.
Sustain Minor: The zone persists. | |
Heroic Interjection
Daily Arcane
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you spends an action point
Target: You or an ally
Effect: The target gains an action point that he or she must spend before the end of the encounter. In addition, the target can spend 2 action points during this encounter instead of 1. | |
Call Angelic Shield
You summon angelic energy to shield you from harm.
Daily Divine
Minor Action Personal
Effect: You gain a bonus to all defenses equal to your Intelligence modifier. Each time an attack misses you, the bonus is reduced by 1. This effect lasts until the end of the encounter or until the bonus is 0. | |
Draconic Form
Daily Arcane, Fire, Force, Polymorph
Minor Action Personal
Effect: You assume the form of an ancient dragon until the end of the encounter. While you are in this form, your size becomes Huge, your reach increases to 3 squares, and you gain a fly speed equal to your speed +2. Until the end of the encounter, you can use Draconic Form Attack as an at-will power. | |
Draconic Form Attack
Daily Arcane, Fire, Force, Polymorph
Standard Action Close blast 5
Requirement: The power Draconic Form must be active in order to use this power.
Target: Enemies in the blast
Attack: Your highest ability score +9 vs. Reflex
Hit: 3d8 + your highest ability modifier fire and force damage. | |
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儀式 |
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