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
ドレッド・A
属性
無属性
プレイヤー名
めたB
最終更新
2022/08/25 17:24
レベル
17
クラス
ソードメイジ/シャーマン
神格
 
伝説の道
Speaker of the Word
神話の運命
 
種族
Eladrin
サイズ
中型
年齢
 
性別
身長
5'8" 172.72cm
体重
155lb. 70.37kg
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
19
0
8
11
状況による修正
roll twice and take the higher of the two rolls

防御値

AC 10+
LV1/2
防具/
能力値
クラス 特技 その他 その他
33
18
15
 
 
 
 
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
9
【筋】
【筋力】
-1
7
12
【耐】
【耐久力】
+1
9
頑健 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
22
18
1
1
 
2
 
 
状況ボーナス
 

感覚

受動感覚   基本 SKILL
22
受動〈看破〉   10+
12
22
受動〈知覚〉   10+
12
特殊な感覚
Low-light
11
【敏】
【敏捷力】
 
8
24
【知】
【知力】
+7
15
反応 10+
LV1/2
盾/
能力値
クラス 特技 強化 その他 その他
28
18
7
 
 
2
1
 
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
7
-1
8
 
 
 
 
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
 
 
 
18
【判】
【判断力】
+4
12
13
【魅】
【魅力】
+1
9
意志 10+
LV1/2
能力値 クラス 特技 強化 その他 その他
29
18
4
1
3
2
1
 
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
105
52
26
8
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
+5 racial bonus to charm effects
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
you can also reroll one die you roll during the same turn for an attack roll, a damage roll, a skill check, or a saving throw and use either result.

種族特徴

Eladrin Education:
You gain training in one skill of your choice.

Eladrin Weapon Proficiency:
You gain proficiency with the longsword.

Eladrin Will:
You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.

Fey Origin:
Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Fey Step:
You have the fey step power.

Trance:
Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

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
7
-1
8
 
 
 
 
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
7
-1
8
 
 
 
 
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
11
〈威圧〉 【魅】
9
 
なし
2
7
〈運動〉 【筋】
7
 
0
 
8
〈隠密〉 【敏】
8
 
0
 
8
〈軽業〉 【敏】
8
 
0
 
12
〈看破〉 【判】
12
 
なし
 
11
〈交渉〉 【魅】
9
 
なし
2
14
〈持久力〉 【耐】
9
+5
0
 
11
〈事情通〉 【魅】
9
 
なし
2
19
〈自然〉 【判】
12
+5
なし
2
20
〈宗教〉 【知】
15
+5
なし
 
12
〈知覚〉 【判】
12
 
なし
 
12
〈地下探検〉 【判】
12
 
なし
 
12
〈治療〉 【判】
12
 
なし
 
8
〈盗賊〉 【敏】
8
 
0
 
11
〈はったり〉 【魅】
9
 
なし
2
22
〈魔法学〉 【知】
15
+5
なし
2
24
〈歴史〉 【知】
15
+5
なし
4
クラス・伝説の道・神話の運命特徴
SWORDBOND
By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
You can forge a bond with a different blade using the same meditation process (for instance, if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates.
If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can't use it to create multiple copies of a broken weapon.)

SWORDMAGE AEGIS (HYBRID)
This class feature functions as the swordmage class feature, except that you can use the power that you choose only once per encounter. However, you regain the use of that power when its target drops to 0 hit points or when its mark is superseded by another mark.

SWORDMAGE WARDING
While you are conscious and wielding either a light blade or a heavy blade, you maintain a field of magical force around you.
This field provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else).


COMPANION SPIRIT (HYBRID)
You gain the call spirit companion power.
In addition, choose one of the Companion Spirit options. You don't gain the Spirit Boon or any of the powers granted by that choice, but you are considered to have the class feature for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
Special: To select the at-will attack power associated with a Companion Spirit, you must have the appropriate spirit. For example, you can't select the stalker's strike power unless you have Stalker Spirit.

HEALING SPIRIT (HYBRID)
You gain the shaman power healing spirit. The power functions as normal, except that you can use it only once per encounter.

SPEAK WITH SPIRITS
You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.




Speaker of the Word

Influencing Syllable (11th level):
You gain a +2 bonus to Charisma-based skill checks.

Speaker's Action (11th level):
When you spend an action point to take an extra action, you can also reroll one die you roll during the same turn for an attack roll, a damage roll, a skill check, or a saving throw and use either result.

Empowering Syllable (16th level):
After you use a speaker of the Word power, you gain a +2 power bonus to attack rolls until the end of your next turn.








.
習得言語
Common, Elven
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
 
武器
 
【武器1】
Withering Weapon +4
命中計 能力 修正 LV1/2 習熟 特技 強化
24
7
8
3
2
4
 
ダメージダイス ボーナス 能力 修正 特技 強化
1d8
11
7
 
4
 
対象 クリティカル 射程
範囲
種別 重量 レベル
 
4d6
 
軍用
 
18
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
7
-1
8
 
 
 
 
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
7
-1
8
 
 
 
 
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】
Battle Harness (Inix Leather Armor)+3
AC計 強化 種族 クラス
8
2
3
 
3
 
 
区分 修正能力 防具ペナ 速度 重量 レベル
軽装
敏/知
 
 
 
14
 
【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
背景
Monster Hunter

Benefit: You gain a +2 bonus whenever you use a knowledge skill to make a monster knowledge check .


テーマ
Iliyanbruen Guardian

Iliyanbruen Guardian Starting Feature (1st level):
When you use fey step, you can take one adjacent ally with you. That ally teleports to a square adjacent to your destination.

Iliyanbruen Guardian Level 5 Feature (5th level):
You gain a +2 power bonus to History checks and Nature checks.

Iliyanbruen Guardian Level 10 Feature (10th level):
You can use fey step as a minor action.
 
習熟、使用可能装具など
防具
Cloth, leather
武器
Simple melee, simple ranged, military light blade, military heavy blade.
装具
Light blades, heavy blades, Totems, Rods, staffs
 
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
 
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
 
 
魔法の装備・パワー
【武器1】
Withering Weapon +4
重量
0
パワー
Property
Each time you hit with this weapon in melee, your target takes a cumulative –1 penalty to AC. The target can make a saving throw to end the entire penalty, but it can receive the penalty again with future attacks.
 

【武器2】
 
重量
0
パワー
 
 

【武器3】
 
重量
0
パワー
 
 

【鎧】
Battle Harness (Inix Leather Armor)+3
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】
Eladrin Boots
重量
 
パワー
Property
Add 2 to the maximum range of any teleport you make (other than that provided by these boots).

Power (Teleportation)
Daily (Move Action)
Teleport up to 5 squares (or up to 10 if you're an eladrin).
 

【手】
 
重量
 
パワー
 
 

【頭】
Circlet of Arcane Extension
重量
 
パワー
Power
Daily (Minor Action)
Until the end of your turn, the range of your ranged arcane powers increases by 5 squares.
 

【首】
Cloak of Translocation +2
重量
 
パワー
Property
When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn.

Power
Daily (Minor Action)
You regain the use of an encounter teleportation power that you have already used during this encounter.
 

【指輪1】
Eladrin Ring of Passage
重量
 
パワー
Property
When you teleport, increase the distance of your teleport by 1. If you are an eladrin, increase the distance of your teleport by 2.

Power (Teleportation)
Daily (Move Action)
You teleport 6 squares (not including additional distance gained from this item's property).

If you have reached at least one milestone today, you do not need line of sight for this teleport. However, if you attempt to teleport to an occupied space, this power fails to function and is expended.
 

【指輪2】
 
重量
 
パワー
 
 

【腰】
Cincture of the Githzerai
重量
 
パワー
Power
Daily (Immediate Interrupt)
Use this power when an attack would hit your Fortitude defense. Use your Will defense in place of your Fortitude defense against the attack.
 

【装具】
Staff of the War Mage +1
重量
 
パワー
Power
Daily (Free Action)
Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
 

【タトゥー】
Tattoo of the Penitent Martyr
重量
 
パワー
Property
Once while using a daily attack power, when you miss with an attack roll, you can take damage equal twice the number of healing surges you have remaining. If you do so, you reroll the missed attack roll.
 

【その他】
Mind of two Moons
重量
 
パワー
Property
You gain resist 5 psychic.

Attack Power (Psychic)
Daily (Immediate Interrupt)
Trigger: An enemy attack hits your Will.
Effect: The attack misses you. The triggering enemy takes 2d10 psychic damage, and it is dazed until the end of its next turn.


Tempest Fan

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.


Halaster's Vision

Utility Power
Daily (Immediate Interrupt)
Trigger: An attack hits you or an ally within 5 squares of you.
Effect: The attack misses instead.
 

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
 
 
 
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
0
特技
Hybrid Talent
You gain a hybrid talent option for one of your hybrid class entries.

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.

Battlewise
You can substitute your Wisdom modifier for your Dexterity modifier when making initiative checks.

Improved Initiative
You gain a +4 feat bonus to initiative.

Intelligent Blademaster
You can use your Intelligence modifier instead of your Strength modifier when making a basic attack with a melee weapon.

Acolyte of Divine Secrets [Multiclass Invoker]
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.

Acolyte Power [Multiclass Utility]
You can swap one utility power you know for one utility power of the same level or lower from the class you multiclassed into.

Danger Sense
When you make an initiative check, roll twice and take the higher of the two rolls.

Nimble Spirit
You can use call spirit companion as a free action during your turn.

.
 
無限回パワー
Call Spirit Companion
At-Will Conjuration, Primal
Minor Action Close burst 20
Requirement: Your spirit companion must not be present.
Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.
Lightning Lure
At-Will Arcane, Implement, Lightning
Standard Action Ranged 3
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage.
Spirit Infusion
At-Will Primal, Spirit
Standard Action Melee spirit 1
Target: One ally
Effect: Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier.
 
 
 
 
 
 
 
遭遇毎パワー
Fey Step
Encounter ✦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.
 
Speak with Spirits
Encounter Primal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.
 
Healing Spirit
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.
 
 
 
Spirit of Weakness
Encounter Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of your next turn. An ally adjacent to the target can make a melee basic attack against it as a free action with combat advantage.
Stalker Spirit: The ally gains a bonus to the damage roll equal to your Intelligence modifier.
 
Syllable of Light
Encounter Divine, Implement, Radiant
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier radiant damage, and the target is blinded and deafened until the end of your next turn.
Effect: Each ally in the burst gains a +2 power bonus to all defenses and resist 5 radiant until the end of your next turn.
 
Silverlight Strike
Encounter Arcane, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier radiant damage. Until the end of your next turn, all your allies are invisible to the target.
Aegis of Shielding: The attack deals extra damage equal to your Constitution modifier.
 
Surprising Transposition
Encounter Arcane, Implement, Teleportation
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you hits an ally with a melee attack
Target: One creature other than the triggering enemy or the ally who was hit
Attack: Intelligence vs. Fortitude. If the target is an ally, you do not make an attack roll.
Hit: The target swaps positions with the ally, and the target is subject to the triggering enemy's attack.
 
 
 
Hand of Radiance
At-Will Divine, Implement, Radiant
Standard Action Ranged 10
Target: One, two, or three creatures
Level 21: Target an additional creature.
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier radiant damage.
 
 
 
 
 
 
 
 
 
 
 
 
1日毎パワー
Swordmage Shielding Fire
Daily Arcane, Fire, Implement
Standard Action Close burst 10
Target: One creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Constitution modifier fire damage, and the creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature's mark supersedes this one.
Miss: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature's mark supersedes this one.
Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents.
 
Mountain's Might
Daily Implement, Polymorph, Primal, Spirit
Standard Action Melee spirit 1
Primary Target: One ally
Effect: Your spirit companion disappears. Until the end of your next turn, the primary target assumes the form of mountain's might. While in this form, the primary target is slowed, gains resist 5 to all damage, and gains a power bonus to melee damage rolls equal to your Intelligence modifier. The primary target can end the effect as a minor action. Make an attack that is a close burst 1 centered on the primary target.
Secondary Target: Each enemy in the burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier damage, and the secondary target falls prone.
Miss: Half damage.
Sustain Minor: The form of mountain's might persists.
 
Tree Father's Bounty
Daily Implement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier damage.
Miss: Half damage.
Effect: The burst creates a zone of trees that lasts until the end of the encounter. The zone is difficult terrain for your enemies. You and your allies gain cover while within the zone. When any ally starts his or her turn within the zone, you can use a free action to slide that ally 3 squares.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
汎用パワー
Dimensional Warp
Encounter Arcane, Teleportation
Minor Action Close burst 3
Target: You and one ally in the burst or two allies in the burst
Effect: Each target teleports into the other's space. Both targets must occupy the same size space, or the power fails.
 
Primal Gust
Encounter Primal
Minor Action Ranged 10
Target: One creature
Effect: You slide the target 3 squares.
 
Shroud of Warning
Daily Divine
No Action Close burst 10
Trigger: You and your allies roll initiative at the beginning of an encounter
Target: You and each ally in the burst
Effect: Each target gains a bonus to the initiative check equal to 2 + your Intelligence modifier.
 
Faces of the Fallen
Daily Primal, Spirit
Minor Action Personal
Effect: Until the end of the encounter, an enemy that starts its turn adjacent to your spirit companion is weakened until the start of its next turn.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
儀式