編集する キャラクター一覧    D&D総合コミュニティ D&D4E キャラクターデータベース(安定版)表示フォーム
タグ
めたB
キャラクター名
パワーストーン
属性
無属性
プレイヤー名
めたB
最終更新
2021/11/23 02:33
レベル
5
クラス
Wizard (Sha
神格
所持者
伝説の道
 
神話の運命
 
種族
シャードマインド
サイズ
中型
年齢
?
性別
?
身長
'" ???cm
体重
lb. ???kg
パーティ・所属
 
メモ欄
 

イニシアチブ

イニシアチブ 【敏】 レベルの
1/2
その他
3
0
2
1
状況による修正
 

防御値

AC 10+
LV1/2
防具/
能力値
クラス 特技 その他 その他
18
12
6
 
 
 
 
状況ボーナス
 

移動速度

移動速度(マス) 基本 防具 アイテム その他
6
6
0
 
 
特殊な移動
 

能力値

現在値 能力値 能力値
修正
修正値+
レベルの1/2
8
【筋】
【筋力】
-1
1
11
【耐】
【耐久力】
 
2
頑健 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
12
12
0
 
 
 
 
 
状況ボーナス
 

感覚

受動感覚   基本 SKILL
15
受動〈看破〉   10+
5
15
受動〈知覚〉   10+
5
特殊な感覚
視覚:通常
10
【敏】
【敏捷力】
 
2
20
【知】
【知力】
+5
7
反応 10+
LV1/2
盾/
能力値
クラス 特技 強化 その他 その他
17
12
5
 
 
 
 
 
状況ボーナス
 

基本近接攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
1
-1
2
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
-1
-1
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
16
【判】
【判断力】
+3
5
10
【魅】
【魅力】
 
2
意志 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
17
12
3
2
 
 
 
 
状況ボーナス
 

ヒットポイント

最大HP 重傷値
=hpの1/2
回復力値
=hpの1/4
回復力使用回数/日
37
18
9
6
hp現在値 回復力使用済み回数
 
 
底力 1回/遭遇 使用済み:□
一時的hp
 
死亡セーヴィング・スロー失敗回数:□/□/□
セーヴィング・スロー修正値
 
抵抗
5 psychic
現在の状態と効果
 

アクション・ポイント

アクション・ポイント マイル
ストーン
アクション
ポイント
 
 
 
アクション・ポイントによる追加効果
 

種族特徴

Crystalline Mind: You have resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level.

Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.

Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect you normally.

Shard Swarm: You have the shard swarm power.

Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.

基本遠隔攻撃

 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
1
-1
2
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
-1
-1
 
 
 
対象 追加効果・範囲など クリティカル
 
 
 
 
攻撃(予備)
 
種別 命中計 能力 修正 LV1/2 習熟 特技 強化
なし
1
-1
2
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
-1
-1
 
 
 
  追加効果・範囲など クリティカル
対象
 
 
 
技能
ボーナス 技能名   能力
+LV1/2
習得済
(+5)
防具
ペナ
その他
2
〈威圧〉 【魅】
2
 
なし
 
1
〈運動〉 【筋】
1
 
0
 
2
〈隠密〉 【敏】
2
 
0
 
2
〈軽業〉 【敏】
2
 
0
 
5
〈看破〉 【判】
5
 
なし
 
2
〈交渉〉 【魅】
2
 
なし
 
4
〈持久力〉 【耐】
2
 
0
2
2
〈事情通〉 【魅】
2
 
なし
 
14
〈自然〉 【判】
5
+5
なし
4
14
〈宗教〉 【知】
7
+5
なし
2
5
〈知覚〉 【判】
5
 
なし
 
10
〈地下探検〉 【判】
5
+5
なし
 
5
〈治療〉 【判】
5
 
なし
 
2
〈盗賊〉 【敏】
2
 
0
 
2
〈はったり〉 【魅】
2
 
なし
 
18
〈魔法学〉 【知】
7
+5
なし
6
7
〈歴史〉 【知】
7
 
なし
 
クラス・伝説の道・神話の運命特徴
ELEMENTAL RESISTANCE
At the end of each extended rest, choose acid, cold, fire, lightning, or thunder. Until the end of your next extended rest, you and your allies have resistance to that damage type while adjacent to the familiar when it is in active mode. The resistance equals your Constitution modifier. At level 21, the resistance increases to twice your Constitution modifier.

GEN SERVANT
You gain the Arcane Familiar feat as a bonus feat. You can choose any familiar normally available to a wizard or one of the familiars available only to sha'irs.
At the end of each extended rest, when your familiar returns from its venture into the Elemental Chaos, you can replace one of your wizard daily attack powers or wizard utility powers with another wizard power of the same type. The new power must have a level, and its level must be the same as the old power's level.

SHA'IR CANTRIPS
You gain four cantrips of your choice.
習得言語
共通語、深淵語、他1つ
命中・ダメージ
武器・パワー名 攻撃 対象 ダメージ
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
その他・修正・メモ
Chaos Shard Familiar
It's said a chaos shard is a portion of its master's mind warped into a spirit form, but no master has ever confirmed this.

Sensesblindsight 3Speedfly 6 (hover)

Constant Benefits
* You gain a +2 bonus to Arcana checks.
* You gain a +2 bonus to saving throws against the dominated condition.

Active Benefits
Chaos Echo: Once per encounter when you make an area or close attack, you can choose a creature within 5 squares of the chaos shard to also be a target for the attack.


[Wish list]
Spiked Soles
武器
 
【武器1】
+1 Wailing Tome
命中計 能力 修正 LV1/2 習熟 特技 強化
1
-1
2
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
-1
-1
 
 
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
 
 
なし
 
5
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
1
-1
2
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
-1
-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
1
-1
2
 
 
 
 
ダメージダイス ボーナス 能力 修正 特技 強化
 
-1
-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】
+1 Battle Harness Cloth Aomor
AC計 強化 種族 クラス
1
0
1
 
 
 
 
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 強化 種族 クラス
0
 
 
 
 
 
 
防具ペナ 重量 レベル
 
 
 
 
背景、性格、特徴など
Background
Created
Type:Birth
Campaign Setting:General
Prerequisite:Psionic

You look like a typical member of your race, indistinguishable from others of your kind. But you are not truly what you appear to be. You are a creation—a child born not of body but of mind. You might have been formed to serve a greater purpose, or you could have been an experiment. Regardless of why you were made, the unnatural circumstances of your birth instilled you with unusual power.
When did you learn that you were different? How have you come to terms with your existence? Do you count yourself as a genuine member of your people? Have you told anyone what you believe? Have you uncovered incontrovertible truth that connects you to your presumed maker? And if not, how do you truly know what you are?
Associated Skills: Arcana, Nature


Theme
Occultist

Occultist Starting Feature (1st level): You gain proficiency with tomes.
You can master and perform rituals in the binding category as though you had the Ritual Caster feat.
In addition, you gain the sign of the golden ram power.

Occultist Level 5 Feature (5th level): You gain a +2 power bonus to Arcana checks and Religion checks.
 
習熟、使用可能装具など
防具
Cloth
武器
Dagger, quarterstaff
装具
Orbs, staffs, wands, tomes
 
貨幣・その他の財産
プラチナ貨(pp)
 
金貨(gp)
380
銀貨(sp)
 
銅貨(cp)
 
その他
 
設定など
奇跡の力を持った石。 購入者『これを買った次の日に、宝くじが当たったんですよ!』
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
5
 
 
魔法の装備・パワー
【武器1】
+1 Wailing Tome
重量
0
パワー
Properties
When you use a wizard psychic or teleportation power, you gain a number of temporary hit points equal to the tome's enhancement bonus. When this occurs, you can instead elect to be dazed until the end of your next turn. If you do so, you gain a number of temporary hit points equal to twice the sum of the tome's enhancement bonus and your choice of your Charisma, Intelligence, or Wisdom modifier.

This tome contains two wizard daily psychic or teleportation 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, Implement, Psychic, Teleportation) ✦ Daily (Free Action)
Choose a power contained in this tome and expend an unused wizard daily attack or utility 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.

 

【武器2】
 
重量
0
パワー
 
 

【武器3】
 
重量
0
パワー
 
 

【鎧】
+1 Battle Harness Cloth Aomor
重量
0
パワー
Properties
As a free action, you can draw a sheathed weapon or retrieve a stowed item.
You gain a power bonus to initiative equal to the item's enhancement bonus.
 

【盾】
 
重量
0
パワー
 
 

【腕】
Phylactery of Action
重量
 
パワー
Utility Power ✦ Encounter (No Action)
Effect: Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower.
 

【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 Tempest Fan
重量
 
パワー
Critical
+1d6 lightning damage per plus

Property
Wizards can use this fan as an implement for wizard powers and wizards paragon path powers.

Power ✦ Daily (Move Action)
You or an adjacent ally teleports up to 5 squares. Each enemy within a close 3 burst of this new location takes 1d6 lightning damage.
 

【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.) 重量計
標準冒険者キット
 
 
0
 
 
 
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
7.6000000000000005
特技
《Arcane Familiar》
You gain a familiar. For each familiar feat you have beyond this one, your familiar gains a +1 bonus to its defenses.

《Student of Artifice [Multiclass Artificer]》
You gain training in Arcana. Once per day, you can use the artificer's healing infusion power. The infusion you create cannot be replenished.
In addition, you can wield artificer implements.

《Swift Familiar》
You can switch your familiar between passive mode and active mode with a free action on your turn instead of a minor action. You can do so only once per turn.

《Cast Afar the Spirit》
When you switch your familiar into active mode, you can teleport it up to 5 squares.
 
無限回パワー
Stone Blood Wizard Attack 1
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.
Winged Horde Wizard Attack 1
A horde of flesh-devouring sprites appears in your foes' minds. The enemies shriek in horror and swat at the menace, leaving them unable to react to your allies' maneuvers.

At-Will ✦ Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 10

Target: Each enemy in the burst

Attack: Intelligence vs. Will

Hit: 1d6 psychic damage, and the target cannot take opportunity actions until the end of your next turn.
 
Mage Hand Wizard Utility
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.
Prestidigitation Wizard Utility
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.

At-Will ✦ Arcane
Standard Action Ranged 2

Effect: Use this cantrip to accomplish one of the effects given below:
✦ Change the color of items in 1 cubic foot.
✦ Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
✦ Clean or soil items in 1 cubic foot.
✦ Instantly light (or snuff out) a candle, a torch, or a small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for up to 1 hour.
✦ Produce out of nothingness a small item or image that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of your next turn.

Special: You can have as many as three prestidigitation effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power.
Ghost Sound Wizard Utility
With a wink, you create an illusory sound that emanates from a distant location.

At-Will ✦ Arcane, Illusion
Standard Action Ranged 10

Target: One object or unoccupied square

Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
 
 
 
 
遭遇毎パワー
Conduit of Ice Wizard Attack 1
You turn your enemy into a conduit to an ice storm from the Elemental Chaos.

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.
 
Hypnotic Pattern Wizard Attack 3
A swirling pattern of colors appears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer.

Encounter ✦ Arcane, Illusion, Implement
Standard Action Ranged 10

Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square.


Hypnotic Pattern Attack
A swirling pattern of colors appears before your foes. Their eyes glaze over as the pattern enthralls them and lures them closer.

At-Will ✦ Arcane, Conjuration, Illusion, Implement
Opportunity Action Close burst 3

Requirement: The Hypnotic Pattern power must be active to use this power.

Trigger: An enemy starts its turn within 3 squares of the pattern

Target: The triggering enemy in the burst

Attack: Intelligence vs. Will

Hit: The target is pulled 3 squares toward the pattern and is slowed until the end of your next turn. It can move into the pattern's square.
 
Chameleon's Mask Wizard Utility
You pull strands of shadow, blending your colors and sounds with your surroundings to help you hide from your enemy's sight and hearing.

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.
 
 
 
Shard Swarm
You loosen your mental grip on your physical form, distracting your foes with a swarm of shards. You then re-form elsewhere.

Encounter ✦ Teleportation
Move Action Close burst 1

Target: Each enemy in the burst

Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed.
 
 
 
Sign of the Golden Ram Occultist Attack
You draw a sigil on the ground that repels your enemies.

Encounter ✦ Arcane, Implement, Zone
Standard Action Close burst 2

Effect: The burst creates a zone that lasts until the end of your next turn. Until the effect ends, you can use the secondary power at will.
 
Sign of the Golden Ram Secondary Power
Encounter ✦ Arcane, Implement
Opportunity Action Close burst 2

Requirement: The Sign of the Golden Ram power must be active in order to use this power.

Trigger: An enemy enters the zone or starts its turn there.

Target: The triggering enemy

Attack: Highest ability modifier vs. Will

Hit: Highest ability modifier damage, and you push the target up to 3 squares from the zone's origin square.
 
 
 
Healing Infusion: Resistive Formula Artificer Feature
You channel the energy of your infusion into your target's armor, providing lasting protection.

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 a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Constitution modifier.
Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier.
Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier.

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.
 
 
 
 
 
 
 
 
 
 
 
 
1日毎パワー
Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.

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).
 
Stinking Cloud Wizard Attack 5
You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within.

Daily ✦ Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares

Target: Each creature in the burst

Attack: Intelligence vs. Fortitude

Hit: 1d10 + Intelligence modifier poison damage.

Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares.

Sustain Minor: The zone persists until the end of your next turn.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
汎用パワー
Familiar Harrier
You send your familiar in to keep your opponent off balance.

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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
儀式