純美蘋果園
站务管理 => 跑團歷史區 => 歷史區 => 水银槽 => 主题作者是: 水银 于 2009-02-09, 周一 02:43:21
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鉴于现在周日早上的团没人,重开个小黑屋团。仍然是4e maptool团,这次不定时间,QQ/msn/skype联系,到了足够的人就开,每周次数不定。
等级商量完毕,16级,起始资金255540gp,自行购买魔法物品,不可购>19级。
大家车卡。仍然继续接受报名。
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种族:影灵 阵营:无 信仰:Amaunator
体型:中 性别:男 语言:通用语
职业等级:19
PARAGON PATHS:morning lord
××××××××××××××××××××××××××××××××××××××××××××××××××××××××××
****************************************************************************
购点属性:
力量 21 (+5等级)
敏捷 13 (+1等级+2种族)
体质 13 (+1等级)
智力 11 (+1等级+2种族)
感知 21 (+5等级)
魅力 13 (+1等级)
****************************************************************************
HP 120/60
Healing Surge +30
Healing Surge 8次+2
Initiative +10(+9等级+1敏捷)
Speed5
Passive Perception ??
Vision: darkvision
****************************************************************************
Defenses
防御等级 32(10+9等级, +13盔甲)
强韧 31(10+9等级, +5属性,+2专长+3增强+2armor)
反射 25(10+9等级, +1属性,+2盾牌+3增强)
意志 31(10+9等级, +5属性,+2专长+3增强+2职业)
****************************************************************************
healing word+4d6+1d6+3+5
Channel Divinity:
Divinity Fortune(+1 AB to next ATT roll or sv)
Trun Undead(+18 vs will,5d10+9 dam)
Power of Amaunator(add 1d10 radint)
****************************************************************************
morning lord
Militant Dawn (11th level): When you use any
channel divinity power, you can also choose an enemy
within 5 squares of you to take radiant damage equal
to your Charisma modifier.
Unflagging Energy (11th level): When you
spend an action point to take an extra action to make
an attack, that attack is a critical hit on a roll of 18 or
higher
Burning Radiance (16th level): Whenever you
hit with a power that has the radiant keyword, the
target gains vulnerability 10 to radiant damage until
the end of your next turn.
****************************************************************************
At Will Power:
Rightous Brand(ATT:+23 vs AC DAM:1d12+15+10VA RADIANT,+5AB)
Sacred Flame(ATT:+20 vs ref DAM:1d6+9+10VA RADIANT,+9THP/sv)
****************************************************************************
Encounter Power
Wild Strike(+23 vs AC,4d12+15+10VA,charge)--without healing keyword
Inspiring Strike(+23 vs AC,2d12+15+10VA,you or a ally regains 26+1d6)
pure Glow(+20 vs will,2d8+9+10VA,20radiant)--withour healing keyword
Healing strike(+23 vs AC,2d12+15+10VA,target marked,1 ally can spend a HS )
****************************************************************************
Daily Power
consecreted cround(1d6+5+10VA radiant dam,bloodied ally +6hp+1d6/turn)
quicksliver stance
Knight pf Glory(+20 vs AC,3d10+9,conjuration)
****************************************************************************
Utility power
mARYTR'S BLESS
Dcine Vigor(regain use of second wind)
mass cure light wounds(hs+10+1d6)
rising sun(ally regain 15HP+1d6,sustain bloodied ally regain 10HP+1d6,CB 5)
Divine armor(+2 power AC,all ally +5 resit untill encounter ends,close 3)
****************************************************************************
skill
religion ,Insight ,Heal ,History
****************************************************************************
Feat
novice power(wild strike)
weapon prof.(heavy blade)
weapon foucs(fullbalde)
durable
Armor prof(scale)
student of the sword
adpet power(Defender's Gambit)
Ghostly Rejuvenation
geart fortitude
iron will
武器专精(heavy blade)
****************************************************************************
Gear 324/15.3K
Armor:Bloodiron scale +4 lv18 85K
+2 item AC against target on a hit
Weapon: sunblade(fullblade)/lv19 105k
magic holysimble +4
Arm:Iron Armbands of Power LV16 45K
+4 item dam to melee ATT
Feet: Feystep Lacings lv12 13K
TP 5S/DAY
Hands:Gloves of the Healer lv12 13k
Extra 1d6 HP with healing key word
Head:
Neck:Healer’s Brooch +4 lv19 13k
+4 on regain HP
Rings:War
Ring of Protection Level17/65k
+1sv,+2 to single defense/day
Waist:Healer’s Sash lv11 9K
+1 HS/encouter
Wondrous Items: Power Jewel
regain 1 encounter power/day
salve of power*3=15k
Potions:
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弗兰德拉(Valandra),人类法师,Lv 19
5英尺9英寸,138磅,中体型,速度6,无信仰,普通视觉,无阵营,使用通用语、精灵语
生命:94 复原力:23 每日复原力次数:10
先攻:+15 行动点:1
力量9,体质12,敏捷11,智力25,感知18,魅力13
AC32, Fort25, Ref36, Will32
SAVE: item1+feat1+2(AP)=4
+2 to saving throws when you have no action points remaining
A ranged attack against you from more than 5 squares away takes a –5 penalty to the attack roll.
AC:10+9lvl+7int+2armor+4enh=32
强韧:10+9lvl+1con+4enh+1racial=25
反射:10+9lvl+7int+1+2armor+4enh+2feat+1racial=36
意志:10+9lvl+4wis+4enh+2wizard+2feat+1racial=32
-SV:head2(will)+feat2=4
基础近战:- 伤害:-
基础远程:+22 vs ref (Magic Missile) 伤害:2D4+11
专长:Armor Proficiency (Leather), Acolyte Power, Durable, Quick Draw, Human Perseverance, Initiate of the Faith; Spell Focus, Iron Will, Lightning Reflexes, War Wizardry, Stubborn Survivor, Implement Expertise (orb)
Arcane Implement Mastery: Orb of Imposition
Healing Word Cleric Feature
Encounter (Special) · Divine, Healing
Special: Multiclass Cleric: Once per day
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6
at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
21st level, and 6d6 at 26th level.
Paragon Path: Divine Oracle
Path Features
Foresight (11th level): You and each ally within 5
squares of you can’t be surprised. Also, you roll twice
when making an initiative check; use whichever roll
you like.
Prophetic Action (11th level): When you spend
an action point to take an extra action, you also gain
an extra move action that you can use during another
turn later in this encounter.
Terrifying Insight (16th level): Whenever you
make an attack against Will, you can roll twice and
use the higher result. If the attack misses, you are
dazed until the end of your next turn.
POWERS (3/4/3/5)
【At-Will】
Magic Missile Wizard Attack 1
At-Will · Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When
a power allows you to make a ranged basic attack, you can
use this power.
Thunderwave Wizard Attack 1
At-Will · Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you
push the target a number of squares equal to your Wisdom
modifier.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will · Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
【Encounter】
Prismatic Burst Wizard Attack 13
You lob a fist-sized orb of pulsating white light some distance
away, blasting creatures in the area with rays of multicolored
light.
Encounter · Arcane, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier radiant damage, and the
target is blinded until the end of your next turn.
Crushing Titan's Fist Wizard Attack 17
Encounter · Arcane, Force, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier force damage, and the target
is immobilized until the end of your next turn.
Effect: Entering a square within the power’s area costs 4 extra
squares of movement. This effect ends at the end of your
next turn, and you can dismiss it as a minor action.
Enemies Abound Wizard Attack 7
You weave a veil of illusion over the eyes your enemies, causing them to view their allies as threats.
Encounter · Arcane, Illusion, Implement
Standard Action Area burst 1 within 20 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and you and your allies can treat the target as an ally for the purposes of flanking until the end of your next turn.
Prophecy of Doom Divine Oracle Attack 11
You predict dire results for your enemy.
Encounter · Divine
Standard Action Ranged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can
choose to make the attack a critical hit. This power lasts
until the end of your next turn or until you or an ally uses
it to make an attack a critical hit.
【Daily】 (今日准备:Sleep, Evard’s Black Tentacles, Prismatic Beams)
Sleep, Wall of Ice
Fireball, Stinking Cloud
Evard’s Black Tentacles, Ice Storm
Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily · Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
Evard’s Black Tentacles Wizard Attack 19
Wriggling, ebon tentacles of necrotic energy erupt from the
ground, grasping toward every creature within reach.
Daily · Arcane, Implement, Necrotic, Zone
Standard Action Area burst 4 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage, and the
target is immobilized (save ends).
Effect: The burst creates a zone of difficult terrain that lasts
until the end of your next turn.
Sustain Minor: When you sustain the power, repeat the
attack against any creature within the zone that is not
immobilized, and deal 1d10 necrotic damage to creatures
that are immobilized.
Prismatic Beams Wizard Attack 15
Scintillating beams of rainbow-colored light spring from your
outstretched hand, affecting your foes in unpredictable ways.
Daily · Arcane, Fire, Implement, Poison
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense,
the target takes 2d6 + Intelligence modifier poison
damage, and ongoing 5 poison damage (save ends).
Hit (Reflex): If the attack hits the target’s Reflex defense, the
target takes 2d6 + Intelligence modifier fire damage, and
ongoing 5 fire damage (save ends).
Hit (Will): If the attack hits the target’s Will defense, the
target is dazed (save ends).
Special: You make only one attack per target, but compare
that attack result against all three defenses. A target might
be subject to any, all, or none of the effects depending on
how many of its defenses were hit. The target must make a
saving throw against each ongoing effect separately.
【Utility】 (今日准备:Shield, Dimension Door, Blur, Good Omens, Divine Armor)
Shield, Feather Fall
Dimension Door, Dispel Magic
Blur, Arcane Gate
Good Omens
Divine Armor, Displacement
Shield Wizard Utility 2
You throw up your hand, and a shield of arcane energy springs
into existence, protecting you against imminent attacks.
Encounter · Arcane, Force
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense
until the end of your next turn.
Dimension Door Wizard Utility 6
You trace the outline of a doorway in front of you, step through
the portal, and reappear somewhere else nearby.
Daily · Arcane, Teleportation
Move Action Personal
Effect: Teleport 10 squares. You can’t take other creatures
with you.
Blur Wizard Utility 10
You cloak yourself with a shimmering aura, making your outline
almost impossible to discern.
Daily · Arcane, Illusion
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power
bonus to all defenses, and enemies 5 or more squares
away from you cannot see you.
Good Omens Divine Oracle Utility 12
You peer into the future and predict good fortune for you and
your allies.
Daily · Divine
Standard Action Ranged 10
Targets: You and each ally in range
Effect: The targets gain a +5 power bonus to all d20 rolls
until the end of your next turn, but the targets cannot
score critical hits while this power is in effect.
Divine Armor Cleric Utility 16
As you mutter a fervent prayer, the power of your god encases
you and healing motes of silver light surround you and all nearby
allies.
Daily · Divine, Healing
Standard Action Close burst 3
Targets: You and each ally in burst
Effect: You gain a +2 power bonus to AC, and all targets
gain resist 5 to all damage until the end of the encounter.
【Ritual】
Animal Messenger, Comprehend Language, Tenser's Floating Disk
Hand of Fate, Brew Potion
Raise Dead, Remove Affliction
Consult Mystic Sages, Shadow Bridge
Key Skill Ability Trained Bonus
Acrobatics Dex 9
Arcana Int Y 21
Athletics Str 8
Bluff Cha 10
Diplomacy Cha 10
Dungeoneering Wis Y 18
Endurance Con 10
Heal Wis 13
History Int Y 21
Insight Wis Y 18
Intimidate Cha 10
Nature Wis Y 18
Perception Wis 13
Religion Int Y 21
Stealth Dex 9
Streetwise Cha 10
Thievery Dex 9
WEAPON:
Orb of Unlucky Exchanges
Lvl 18 +4 85,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when you hit
a target with an attack with this implement. One effect
affecting you or an ally within 5 squares of you ends. The
target gains that effect with the same duration.
Orb of Karmic Resonance(携带)
Lvl 13 +3 17,000 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when an
enemy succeeds on a saving throw. Choose one of the
following effects:
· End an effect or condition currently affecting you or
one ally within 5 squares of you.
· The enemy’s saving throw fails instead of succeeding.
Regardless of your choice, your next saving throw made
in this encounter also fails.
Orb of Inescapable Consequences(携带)
Lvl 8 +2 3,400 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when an attack
with this orb misses its target. The target is affected by
any conditions or effects of the attack as if the attack
had hit.
Orb of Impenetrable Escape(携带)
This murky orb reflects the visage of your enemy suffering from
an ongoing barrage of conditions and afflictions.
Lvl 6 +2 1,800 gp
Implement (Orb)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when a
creature makes a save against one of your powers. It
rerolls its saving throw and must take the new result.
ARMOR:
Feytouched Armor
Materials from the Feywild are worked into this armor,
improving your reflexes and allowing you to disappear briefly.
Lvl 17 +4 65,000 gp
Armor: Leather, Snakeskin armor (+2 Ref)
Enhancement: AC
Property: Gain an item bonus to initiative checks equal to
the armor’s enhancement bonus.
Power (Encounter · Illusion): Standard Action. You become
invisible until the end of your next turn.
ARM:
Bracers of Bold Maneuvering
Lvl 8 3,400 gp
Item Slot: Arms
Power (Encounter): Minor Action. Gain a +4 power bonus
to AC against opportunity attacks until the end of your
next turn.
FEET:
Boots of Quickness
Lvl 8 3,400 gp
Item Slot: Feet
Property: Gain a +1 bonus to Reflex defense.
HANDS:
Gloves of Piercing
Item Slot: Hands 680 gp
Power (Daily): Minor Action. Until the end of the encounter,
your attacks ignore any resistance of 10 or lower.
Shadowfell Gloves(携带)
Lvl 6 1,800 gp
Item Slot: Hands
Power (Daily · Necrotic): Minor Action. Change the damage
type dealt by the next arcane power you use to necrotic.
Add 1d6 to the damage dealt by that power (if any).
HEAD:
Phrenic Crown
Lvl 17 65,000 gp
Item Slot: Head
Property: When you use a power against Will defense,
the target (or targets) takes a –1 penalty to saving throws
against any ongoing effect of that power.
Level 17: –2 penalty.
NECK:
Cloak of Distortion
Lvl 19 +4 105,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
Cloak of the Chirurgeon *2 = 1360(携带)
This garment gives you the confidence and knowledge to
assuage an ally’s pain.
Lvl 3 +1 680 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain an item bonus to Heal checks equal to the
enhancement bonus of this cloak.
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.
RINGS:
Ring of Protection
Item Slot: Ring 65,000 gp
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.
Iron Ring of the Dwarf Lords
Item Slot: Ring 21,000 gp
Property: Gain one healing surge.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by a power that has a pull, a push, or a
slide effect. You negate the forced movement.
If you’ve reached at least one milestone today, you also
gain immunity to pull, push, and slide effects (unless you
are willing to be moved) until the end of your next turn.
WAIST:
Healer's Sash *3 = 27000
With this white homespun wrap, you can keep your allies going
long after they have exhausted their healing resources.
Lvl 11 9,000 gp
Item Slot: Waist
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter · Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.
WONDEROUS:
Salve of Power
Wondrous Item 5,000 gp
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.
Solitaire (Cinnabar)
This jagged red crystal boosts your resilience when you hit your
foes hard.
Wondrous Item 1,800 gp
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.
Glowstone *3 = 600
Other Consumable 200 gp
Property: A glowstone radiates dim light in a 2-square radius.
Power (Consumable · Radiant, Zone): Standard Action.
Use the glowstone to creates a zone of bright illumination
in an area burst 2 within 5 squares of you. Any undead
creature that is vulnerable to radiant damage that enters
or starts its turn within the zone is affected as if it had
taken radiant damage. For example, a skeleton that has
vulnerable 5 radiant takes 5 radiant damage if it enters
or starts its turn in the zone. The zone remains until the
end of the encounter or for 5 minutes, whichever comes
first. Using this power turns the glowstone to dust.
Everlasting Provisions
This plain basket radiates delicious smells.
Wondrous Item 840 gp
Property: After an extended rest, you open the basket,
creating enough food and water to feed five Medium or
Small creatures (or one Large creature) for 24 hours.
Restful Bedroll Level 1
An extended rest in this magic bedroll grants you extra vitality.
Wondrous Item 360 gp
Power (Daily): Standard Action. Use this power when you
complete an extended rest in the restful bedroll. Gain 1d8
temporary hit points that last until you take another rest
(short or extended).
Bag of Holding Level 5
This item appears to be a simple sack of brown canvas.
Wondrous Item 1,000 gp
Property: This bag can hold up to 200 pounds in weight or
20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.
Potion of vitality *3 = 3000
冒险者工具包,蜡烛*10,扁瓶*10,粉笔*10,缝衣针,哨子,空麻袋x2,肥皂1磅,钢面小镜,宗教材料470G,自然材料760G,奥术材料155G = 1500
结余:76940
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元素人剑法兼政委-_-.........
倾向Paragon...
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没有战土epic推人feat只能用政委了……
悲剧啊……一整条专长链就这么搭进去了……还牺牲了成打的伤害……顺便还必须照顾到5属性orz
悲剧啊!太不能战了555
PS正在考虑是不是换掉个AtWill稍微拿点伤害玩玩
Warlord (Bravura Presence)
MC: Fighter
P: Polearm Master
Str 22(+6) = 16+2(race)+4(lvl)
Dex 15(+2) = 13+2(lvl)
Con 13(+1) = 12+1(lvl)
Int 9(-1) = 8+1(lvl)
Wis 15(+2) = 13+2(lvl)
Cha 18(+4) = 14+2(race)+2(lvl)
HP: 100 = 12+13(con)+5*15(lvl)
HS Value: 26 = 100/4+1(race)
HS: 10 = 7+1(con)+2(feat)
AC: 30 = 10+8(lvl)+8(armor)+4(enh)
Fort: 29 = 10+8(lvl)+6(str)+4(enh)+1(class)
Ref: 25 = 10+8(lvl)+2(dex)+4(dex)+1(feat)
Will: 29 = 10+8(lvl)+4(cha)+2(armor)+4(enh)+1(class)
Feat:
Student of the Sword
Adept Power
Draconic Arrogance
Uncanny Dodge
Durable
Polearm Gamble
Spear Push
Polearm Momentum
Blade Opportunist
Heavy Blade Opportunity
Power
At Will
Furious Smash
Opening Shove
Encounter
Flattening Charge
Headstrong Bravery
Sunder Armor
Daily
Lasting Threat
Denying Mark
Renew the Troops
Utility
(E m)Shake It Off: make SV with power bonus =cha
(E m)Guileful Switch: Switch Init w/ ally, grant target another turn.
(D m S)Encouraging Stance: Bloodied Ally in 5 gain 5+Cha Temp when I attack.
(E S)Warlord’s Banner: All Allies in CBurst 5 can spend HS and +2 power to attacks
Weapon: Controlling Glaive +4 (lvl 18) (+2, 2d4, +1 Push)
Armor: Magic Crysteel armor +4 (lvl 16) (8+4 +2will)
Neck: Amulet of Protection +4 (lvl 16)
Feet: Feystep Lacings (lvl 12)
Waist: Healer’s Sash (lvl 11)
Head: Helm of Opportunity (lvl 14)
Arm: Iron Armbands of Power (lvl 6)
Hand: Gauntlet of the Ram (lvl 8)
Ring: None
Ring: None
Wonderous Items:
Salve of Power (lvl 10)
Salve of Power (lvl 10)
Salve of Power (lvl 10)
Solitaire (Cinnabar) (lvl 6)
Battle standard of healing (lvl 3)
Battle standard of might (lvl 4)
Shopping:
Total 255,540 GP
lvl Price Left
18 85
16 45
16 45 = 80
14 21
11 9 = 50
12 13
10 5
10 5
10 5 = 22
8 3.4
6 1.8
6 1.8 = 15
3 0.68
4 0.84
Left 14,020 GP
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这团不定时间,随到随跑。跟奥秘非的结婚塔一样..
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底子, 慢慢改...
Genasi Swordmage 16/ Paragon: Coronal Guard
Unaligned,Male ----- Medium
Normal Vision, Perception: 20, Insight: 25,
Languages: Common, Primordial (Barazhad, Common)
Speed: 6, Init: +11
HP 120 ----- Bloodied 60 ----- Healing Surge 30 x 11 (+5 Healer's Sash)
Str 20 +5 | Dex 09 -1 | Wis 14 +2
Con 15 +2 | Int 22 +6 | Cha 11 +0
AC 37 Fort 31 Ref 28 Will 27
+2 saves
Resist 10 Necrotic
=== Basic Attacks ===
Str +13 | Con +10 | Dex +7 | Int +14 | Wis +10 | Cha +8
=== Skills ===
+ 7 . Acrobatics
+19 T Arcana
+18 T Athletics
+ 8 . Bluff
+ 8 . Diplomacy
+10 . Dungeoneering
+17 T Endurance
+15 T Heal
+13 . History
+15 T Insight
+8 . Intimidate
+13 . Nature
+10 . Perception
+14 . Religion
+ 7 . Stealth
+ 8 . Streetwise
+ 7 . Thievery
=== Features ===
----- Defense features
Earthsoul : +1 (racial) saves, +1 Fort;
----- Misc. features
Swordbond : Summon bonded light/heavy blade from 10 squares ; recreate whole blade from fragment
Elemental Origin : You are considered an elemental creature.
----- Paragon features------
Swordshield Action (11th level): When you
spend an action point to take an extra action, you also
gain a +2 bonus to all defenses until the start of your
next turn.
Improved Silver Shield (11th level): When
you use your aegis of shielding immediate interrupt,
you also gain 12 temporary hit points;
Improved Swordmage Armor (16th level):
Your Swordmage Warding bonus increases by 1,
becoming a +2 bonus to AC, or a +4 bonus if you have
one hand free.
----- Applied features and feats
Elemental Manifestation, Swordmage Warding, Swordmage Aegis,
=== Feats ===
Multiclass Warlord : One Warlord skill, Inspiring Word 1/day
Armor Proficiency (Hide) : Gain training with hide armor
Light Shield Proficiency;
Multiclass Utility : Swap 1 utility attack power
Multiclass Daily : Swap 1 daily attack power
Double Aegis: Mark two targets in area;
Hide Specialization: +1 AC, -1 ACP;
Weapon Proficiency: Spiked Shield;
Iron Will;
Great Fortitude;
=== At-will Powers ===
Aegis of Shielding -------- (Swordmage)
Minor, Burst 2
Effect: You matk the target. If you mark other creatures using other powers, the target is still marked. If marked target is within 10 squares of you and makes an attack that doesn't include you as a target and hit, you can reduce the damage to any one creature by 12 as an immediate interrupt.
Lightning Lure Swordmage Attack 1 ✦ Arcane, Implement, Lightning
Ranged 3
Target: One creature
Attack: [d20+18] vs. Fortitude
Hit: 1d6 +10 lightning damage, and you
pull the target to the nearest unoccupied space adjacent
to you.
Sword Burst Swordmage Attack 1 ✦ Arcane, Force, Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: + 18 vs. Reflex
Hit: 1d6 + 10 force damage.
=== Encounter Powers ===
Countering Thunderclap Coronal Guard Attack 11 ✦ Arcane, Implement, Thunder
Immediate Interrupt Close burst 5
Trigger: A creature hits your ally with a melee attack
Target: The triggering attacker
Attack: +18 vs. Fortitude
Hit: 1d6 + 10 thunder damage, and
you push the target 1 square. If the target can no longer
reach your ally, the attack misses.
Seed of Fire Swordmage Attack 13 ✦ Arcane, Fire, Weapon
Primary Target: One creature
Attack: + 20 vs. AC
Hit: 1d6+12 damage, and you push
the target 4 squares . Make a secondary attack.
Secondary Target: Each creature within 2 squares of the
primary target’s new location
Secondary Attack: +21 vs. Reflex
Hit: 2d6 +10 fire damage.
Aegis of Shielding: The secondary attack affects only
enemies.
Transposing Lunge Swordmage Attack 3✦ Arcane, Teleportation, Weapon
Target: One creature
Attack: +20 vs. AC
Hit: 2d6+12 damage, and you teleport
the target into a space adjacent to you.
Aegis of Shielding: When you use your aegis of shielding
immediate interrupt, you can use this power against the
target as part of the interrupt, even if the target is beyond
your reach.
Electrified Lash Swordmage Attack 7
Encounter ✦ Arcane, Implement, Lightning
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +18 vs. Fortitude
Hit: 2d6+ 10 modifier lightning damage.
Earthshock Racial Power
Minor Action Close burst 1
Target: Enemies in burst that are touching the ground
Attack:+17 vs. Fortitude;
Hit: The target is knocked prone.
=== Daily Powers ===
Shielding Fire Swordmage Attack 5 ✦ Arcane, Fire, Implement
Close burst 10
Target: One creature in burst
Attack: +18 vs. Fortitude
Hit: 2d10 +6 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.
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.
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.
Be Gone Swordmage Attack 9 ✦ Arcane, Reliable, Teleportation, Weapon
Target: One creature
Attack: +20 vs. AC
Hit: 2d6 + 12 damage, and you teleport the target 5 squares.
Lead the Attack Warlord Attack 1 ✦ Martial,Weapon
Target: One creature
Attack:+19 vs. AC
Hit: 3d6 + 11 damage. Until the end of the
encounter, you and each ally within 5 squares of you gain
a +7 power bonus to attack rolls against the target.
Miss: Until the end of the encounter, you and each ally within
5 squares of you gain a +1 power bonus to attack rolls
against the target.
=== Utility Powers ===
Dragon Scales Coronal Guard Utility 12 Daily ✦ Arcane, Force
Minor Action Personal
Effect: You gain a +2 bonus to AC until the end of the encounter,
or until you are knocked unconscious.
Inspiring Word -------- [Healing] (Warlord)
Daily, Minor, You or one ally / Burst 10
Effect: Target can spend a healing surge and regain an additional 4d6 hp.
Impenetrable Warding Swordmage Utility 10 Daily✦ Arcane, Stance
Minor Action Personal
Effect: Your warding provides its bonus to all your defenses, not just AC.
Aid the Injured Warlord Utility 2 Encounter ✦ Healing, Martial
Standard Action Melee touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.
Armathor’s Step Swordmage Utility 6 Encounter ✦ Arcane, Teleportation
Move Action Personal
Effect: Teleport 5 squares. If you end this move adjacent to
an enemy, you gain a +2 power bonus to the next attack
roll you make against that enemy during your turn.
Bolstering Warding Swordmage Utility 16 Daily ✦ Arcane, Stance
Minor Action Personal
Effect: At the end of each turn, before making saving
throws, remove one effect on yourself that a save can end.
===Equipment===
Weapon:+4 Defensive Spiked Sheild Lv 17 65000
Critical: +1d6 damage per plus
Property: When you take the total defense or second wind
action, add +4 item bonus to all of your defenses until the start of your
next turn.
Armor: Feytouched +4 Fey Hide Lv 17 65000
Property: Gain an +4 item bonus to initiative checks, +2 Fortitude;
Power (Encounter ✦ Illusion): Standard Action. You become
invisible until the end of your next turn.
Hands:Breaching Gauntlets Lv 6 1800
Property: Reduce the value of any resistance an enemy has
against your attacks by 1.
Power (Daily): Free Action. Use this power when you
hit with a weapon attack, but before you deal damage.
Reduce the value of any resistance the target has against
your attack by 5 (save ends).
Arms:Iron Armbands of Power Lv 6
Property: Gain a +2 item bonus to melee damage rolls.
Neck: +3 Cloak of Distortion Level 14 21000
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
+1 Cloak of the Chirurgeon Lv 3*2 1360
Enhancement: Fortitude, Reflex, and Will
Property: Gain +1 bonus to Heal checks;
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.
Feet: Boots of the Fencing Master Lv 7 2600
Property: When you shift, gain a +1 item bonus to AC and
Reflex defense until the end of your next turn.
Power (Encounter): Minor Action. Shift 2 squares.
Head: Crown of Nature’s Rebellion Lv 15 25000
Property: Gain resist 10 necrotic.
Power (Daily): Immediate Reaction. Use this power when
you are hit by an attack that deals necrotic damage. The
attacker takes an amount of damage equal to the nectoric
damage you took, along with any other effect from
the attack.
Waist: Healer’s Sash Lv 11 *5 45000
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.
Ring:
Iron Ring of the Dwarf Lords Lv 14 21000
Property: Gain one healing surge.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by a power that has a pull, a push, or a
slide effect. You negate the forced movement.
If you’ve reached at least one milestone today, you also
gain immunity to pull, push, and slide effects (unless you
are willing to be moved) until the end of your next turn.
Ring of Protection Lv 17 65000
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.
Wondrous Items:
Salve of Power Lv 10 *4 20000
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.
Solitaire (Cinnabar) Lv 6 1800
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.
Floating Lantern Lv 3 680
Property: This lantern never needs lighting or refilling.
When you let go of the lantern, it continues to hang in the
air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating
lantern or are adjacent to it, you can set its light to be
bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10
squares in any direction, but not more than 10 squares
from it.
Lamp of Discerning Lv 5 1000
Property: This lantern sheds light in a 10-square radius as
normal, but it never needs lighting or refilling. You and
all allies within the area of illumination gain a +1 power
bonus to Insight and Perception checks.
冒险套装+永燃火炬*2 100
1200GP, 7500XP
-
Kensei
Longtooth Shifting Shifter Racial Power
You unleash the primal beast within and take on a more savage
countenance.
Encounter ✦ Healing
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter or until rendered
unconscious, you gain a +2 bonus to damage rolls. In addition,
for as long as you are bloodied, you gain regeneration
2 (regeneration 4 at 11th level, regeneration 6 at 21st
level).
Str 16 + 2 + 4 = 22
Con 11 + 1 = 12
Dex 13 + 2 = 15
Int 8 + 1 = 9
Wis 16 + 2 + 3 = 21
Cha 10 + 1 = 11
AC 10 + 8lvl + 12armor + 1defensive + 1shield = 32
Fort 10 + 8lvl + 2class + 2feat + 6 Str + 3 enh = 31
Ref 10 + 8lvl + 2feat + 2 Dex + 3 enh + 1shield = 26
Will 10 + 8lvl + 2armor + 2feat + 5 Wis + 3 enh = 30
HP: 15 + 12 + 10feat + 6 * 15 = 127
HS: 12/day
HSvalue: 31
Speed: 6
Init: +10
AB + 8lvl + 4enh + 6 Str + 3prof + 2class = +23 (+26 if CA)
dmg 1d8 + 6Str + 4 enh + 4 class + 2feat + 2class +4item= 1d8+22 (+5 against marked)
Dual Strike Fighter Attack 1
You lash out quickly and follow up faster, delivering two small
wounds.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand
weapon), two attacks
Hit: 1[W] damage per attack.(1d8 +16, +5 against marked)
Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent
to you takes damage equal to your Strength modifier.
Pass Forward Fighter Utility 2
With perfect timing, you slip by your foe without dropping your
guard.
At-Will ✦ Martial
Move Action Personal
Effect: You pick an adjacent enemy and move up to your
speed. As long as you end this movement in a square
adjacent to that enemy, your movement does not
provoke opportunity attacks from that enemy.
======================================================================
Rain of Blows Fighter Attack 3
You become a blur of motion, raining a series of blows upon your
opponent.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade, a spear, or a flail
and have Dexterity 15 or higher, make a secondary attack.
Secondary Target: The same or a different target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Come and Get It Fighter Attack 7
You call your opponents toward you and deliver a blow they will
never forget.
Encounter ✦ Martial,Weapon
Standard Action Close burst 3
Target: Each enemy in burst you can see
Effect: Each target must shift 2 and end adjacent to you, if
possible. A target that can’t end adjacent to you doesn’t
move. You can then attack any targets that are adjacent to
you (close burst 1).
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. (1d8+18 (+5 against marked))
Masterstroke Kensei Attack 11
An unerring strike foretells your enemy’s demise.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 2[W] + Strength modifier damage.
Storm of Blows Fighter Attack 13
You duck and weave between your enemies while slashing at
them ferociously.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a heavy blade or a light blade,
you gain a bonus to the damage roll equal to your Dexterity
modifier.
Effect: After the attack, you can shift 1 square and repeat
the attack against another target within reach. You can
then shift 1 square and repeat the attack against a third
target within reach. After the final attack, you can shift
1 square.
Into the Fray Fighter Utility 10
You unleash a fierce battle cry as you leap boldly into the fray.
Encounter ✦ Martial
Minor Action Personal
Effect: You can move 3 squares, as long as you can end your
move adjacent to an enemy.
Surprise Step Fighter Utility 16
You dog your enemy’s footsteps, refusing to yield.
Encounter ✦ Martial
Immediate Reaction Personal
Trigger: An adjacent enemy moves away from you
Effect: Shift into the square that the enemy vacated. You
have combat advantage against that enemy until the end
of your next turn.
======================================================================
Rain of Steel Fighter Attack 5
You constantly swing your weapon about, slashing and cutting
into nearby enemies.
Daily ✦ Martial, Stance,Weapon
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes
1[W](1d8+10(+5 against marked)) damage, as long as you are able to make opportunity
attacks.
Victorious Surge Fighter Attack 9
You strike true, and your enemy’s howl of pain is like music to
your ears, making you forget about your own wounds.
Daily ✦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you regain hit
points as if you had spent a healing surge.
Defender’s Gambit Fighter Attack 15(MP)
Inviting attack, you lure your enemy into letting its guard down
for a counterattack.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Strength vs. Will
Hit: Until the end of your turn, you gain a power bonus to
melee attack rolls and melee damage rolls against the
target equal to your Wisdom modifier.
Effect: The target can make a basic attack against you as
an immediate reaction, and then you make a secondary
attack against it as a free action.
Secondary Attack: Strength vs. AC
Hit: 5[W] + Strength modifier.
Miss: Half damage.
Settling the Score Fighter Utility 6
When the attack hits you, you decide then and there to take your
enemy out.
Daily ✦ Martial
Immediate Reaction Personal
Trigger: An enemy hits you with an attack
Effect: You gain a +2 power bonus to attack rolls against
the triggering enemy until the end of the encounter.
Ultimate Parry Kensei Utility 12
With a whirl of your weapon, you expertly deflect an enemy’s
attack.
Daily ✦ Martial
Immediate Reaction Personal
Trigger: You take damage from an attack
Effect: Reduce the damage by an amount equal to your
level.
-------------------------------------------------------------
feat:
Nimble Blade
Iron Will
Great Fortitude
Lightning Reflex
Toughness
Durable
武器熟练
Weapon Focus
Uncanny Dodge
Marked Scourge
Prerequisites: 11th level, fighter, Combat Challenge
class feature
Benefit: Add your Wisdom modifier to damage
rolls you make against enemies marked by you.
Sunblade Level 19
This heavy golden sword attacks with the power and intensity of
the sun, burning nearby enemies.
Lvl 19 +4 105,000 gp
Weapon: Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: This weapon can shed bright or dim light up to 20
squares. You control the brightness and range of the light.
Power (At-Will ✦ Radiant): Free Action. All damage dealt
by this weapon is radiant damage. Another free action
returns the damage to normal.
Power (Daily ✦ Radiant): Standard Action. You cause
motes of light to burst out and attach to your enemies.
Make an attack: Close burst 1; targets enemies; Strength
vs. Reflex (apply a bonus to the attack roll equal to the
weapon’s enhancement bonus); on a hit, the target takes
1d8 radiant damage.
Level 14 or 19: 2d8 radiant damage.
Level 24 or 29: Close burst 2; 3d8 radiant damage.
Meliorating Crysteel (chain)armor Level 18
This dull steel armor looks extremely well-made, but also quite
simple. The more you get hit, the harder the armor gets.
Lvl 18 +4 85,000 gp
Armor: Chain
Enhancement: AC
Property: Each time you reach a milestone in a day, the
enhancement bonus of this armor increases by 1. This
bonus resets to the armor’s normal enhancement bonus
after an extended rest.
Cloak of Distortion Level 14
This cloak roils about you like the rippling air of a scorching
desert.
Lvl 14 +3 21,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
Iron Armbands of Power Level 16
These plate armbands enhance the damage you dole out.
Lvl 16 45,000 gp
Item Slot: Arms
Property: Gain a +2 item bonus to melee damage rolls.
Level 16: +4 item bonus.
Level 26: +6 item bonus.
从Suez处借460
-
名字:PETER 种族:elf 阵营:无 class:ranger
体型:中 性别:男 语言:通用语,精靈語
职业等级:17
PARAGON PATHS:匕首大师
Speed:7
HP:119
Bloodied:59
Healing Surge:29(8)
Initiative:+16
-------------------------------
Str9 |Dex 23|Wis19
Con15| Int11 |Cha11
------------------------------
+20 Acrobatics(受訓)
+9 Arcana
+13 Athletics(受訓)
+ 9 Bluff
+ 9 Diplomacy
+18 Dungeoneering(受訓)
+11 Endurance
+13 Heal
+9 History
+20 Insight(受訓)
+9 Intimidate
+20 Nature(受訓)
+15 Perception
+9 Religion
+15 Stealth
+ 9 Streetwise
+20 Thievery(受訓)
------------------------------
Defenses:
ac:37(10+9lv+6dex+4hide+4+1feat+1护身)
fort:25(10+9lv+2con+4)
ref:29(10+9lv+6dex+4)
will:27(10+9lv+4wis+4)
---------------------------------
Beast:
LIZARD
Ability Scores:
Str21 |Dex18|Wis13
Con15| Int10 |Cha7
Size: Medium
Speed: 6 squares
Defenses:
AC:32
Fort:29
Ref:29
Will:27
Hit Points:142
Attack Bonus:21
Damage: 1d8
Melee Basic Attack: Bite or claw:20vs. AC; 1d8+5
Opportunity Attacks: A lizard gains a +2 bonus to the
attack roll when making an opportunity attack.
Trained Skills: Athletics, Endurance
------------------------------------
ab:+24
at-will:
Twin Strike,Nimble Strike
Encounter:
Shaft Splitter Sylvan Archer Attack 11
As your foe launches his attack, you loose a shot right down his
sights.
Encounter ✦ Martial, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy hits you or an ally within 5 squares of
you with a ranged attack
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target
takes a –5 penalty to the triggering attack roll.
Bloodlust Strike Ranger Attack 13
You aim for where the blood already flows.
Encounter ✦ Martial, Weapon
Standard Action Ranged weapon
Target: One bloodied creature
Attack: Dexterity vs. AC (ranged)
Hit: 3w+7dex+3wis
蝎狮连刺 遊俠攻擊7
你急速射出两箭。
遭遇 ◆ 战技,武器
标准动作 远程武器
目标:一个或两个生物
攻击:敏捷 vs. AC,每个目标一次攻击
命中:2[W]+敏捷修正的伤害(第一次射击)以及 1[W]+敏捷修正的伤害(第二次射击)。
雷牙猛突Thundertusk Boar 遊俠攻擊3
你雙重的攻擊使你的敵人狼狽的退後。
遭遇✦戰技,武器
標準動作 遠程武器。
目標:一個或兩個生物
攻擊:敏捷vs護甲(遠程),兩次攻擊
命中:1w+dex。在每一次命中後,你都可以推擠對手1格。如果兩次攻擊皆命中相同目標,則你可以推擠目標等同1+睿智調整值的格數。
复仇之箭 游侠攻击 17
你将弓指向胆敢伤害你朋友的恶棍,射出一支复仇之箭。
遭遇 ◆ 战技,武器
即时反应 远程武器
触发:射程范围内的一个生物攻击你的盟友
目标:做出攻击的生物
攻击:敏捷 vs. AC,同时此次攻击获得等于你感知修正的威能加值。
命中:2[W]+敏捷修正的伤害。
daily
重击借机 匕首大师攻击11
你的第一击造成严重的伤口,所以你追加另一击。
遭遇✦战技,武器
次要动作 近战武器
必要条件:你必须手持一把匕首且在这一回合用匕首对一个敌人造成重击。
目标:被重击的敌人
攻击:敏捷vs.防御等级
命中:3[W]+敏捷调整值的伤害。
亂箭飛射Spray of Arrows 遊俠攻擊9
你用短弓接連不斷的開火,在你面前的敵人就這樣遭受箭雨攻擊。
每日✦戰技,武器
標準動作 近距衝擊3
先決條件:你必須持用遠程武器。
目標:在你視線所及中,衝擊範圍內的每個敵人
攻擊:敏捷vs護甲
命中:2w+dex
失手:傷害減半。
二重射击 游侠攻击 19
第一箭总是最有力的。
每日 ◆ 战技,武器
标准动作 远程武器
目标:一个生物
攻击:敏捷 vs. AC,两次攻击。如果第一次攻击命中,你的第二次攻击骰获得+5加值。如果第一次攻击失手,则正常进行第二次攻击。
命中:每次攻击2[W]+敏捷修正的伤害。
失手:每次攻击伤害减半。
Utility
剑之沉思 匕首大师实用12
集中精力一阵后,你用意志指导剑刃。
每日✦战技,武器
次要动作 自身
效果:直到遭遇结束,你的匕首的伤害骰增大一个级别。
暫退Yield Ground 遊俠輔助2
就算你的敵人與你相鄰,你依然向後一躍,遠離了接下來對你更重的傷害。
遭遇✦戰技
立即反應 個人
觸發:一個敵人對你造成近戰攻擊傷害
效果:你可以移步等同於睿智調整值的格數。在你的所有防禦值上得到+2威能加值直到你下一回合結束為止
藉敵穿梭Weave through the Fray 遊俠輔助6
你在密佈的戰鬥中閃躲著,不讓敵人有機會把你定在原地。
遭遇✦戰技
立即干涉 個人
觸發:一名敵人移動到鄰近你的位置
效果:你可以移步等同於睿智調整值的格數
迅捷步伐Expeditious Stride 遊俠輔助10
你如同瞪羚般的迅速移動使敵我皆大吃一驚。
遭遇✦戰技
次微動作 個人
效果:直到你下一回合結束為止,你的速度增加4,並且在你移步時可以多額外移步1格。
避擊一步Evade the Blow 遊俠輔助16
當你的敵人攻擊時,你從原地躍開,使他除了空氣外什麼都沒打中。
每日✦戰技
立即干涉 個人
觸發:敵人的近戰攻擊命中你。
效果:從你敵人身邊移步1格離開對方。
----------------------------
feats:
1.擅长武器(格挡匕首)
2.精靈之精確Elven Precision〔精靈〕
3.盔甲專精(革甲)Armor Specialization(Hide)
4.近戰訓練 Melee Training
5.遙距優勢 Distant Advantage
6.武器專攻(輕刃)
7.毁灭重击 Devastating Critical
8.即时备战 Quick Draw
9.致命獵手Lethal Hunter
10.阴影偷袭 Sneak of Shadows [兼职 游荡者]
--------------------------------------
格挡匕首
+4恶毒匕首
65,000 gp
ch:+4d12
+4Magic 暗黑革甲
45,000 gp
+2Companion’s Defender
Lvl 15 25,000 gp
Property: While adjacent to you, your companion gains a +2
item bonus to all defenses.
Flame Bracers
Flickering flames dance across your arm guards, darting to
cover your weapon on crucial attacks.
Lvl 13 17,000 gp
Item Slot: Arms
Property: When you score a critical hit with a melee attack,
deal an extra 1d10 fire damage.
Power (Daily): Minor Action. Your next successful weapon
attack before the end of your next round deals an extra
2d6 fire damage.
Gloves of Missile Deflection
17,000 gp
Property: Gain a +1 item bonus to AC against ranged
weapon attacks.
Power (Daily): Immediate Interrupt. Use this power when
you are hit by a ranged weapon attack. Gain resist 15
against that attack
+4防御护符
45,000gp
弩矢*2000
100GP
活力药水*42
-
这个比传奇有爱。。。
-
姓名:阿方索 铁须 等级:16 职业:督军 典范之道:无 传奇天命:无 激励风采
种族:龙裔 体型:中型 年龄:18 性别:男 身高:5英尺5英寸 体重:220磅 阵营:无 信仰:无
属性 基础 最终 调整值
力量 20 22 +6
体质 15 15 +2
敏捷 15 15 +2
智力 10 10 +2
感知 9 9 -1
魅力 18 20 +5
生命 临时生命 重伤 复原力 复原点 死亡豁免 调整值
102 0 51 27 9 0/3 0
抗力:无
当前状态:正常
技能 属性 合计 属性/等级调整值 受训 护甲惩罚 其它
运动 力量 +10 +7 +5 -2
坚韧 体质 +7 +4 +5 -2
杂技 敏捷 +2 +4 -2
隐秘 敏捷 +2 +4 -2
贼活 敏捷 +2 +4 -2
神秘 智力 +3 +3
宗教 智力 +3 +3
历史 智力 +5 +3 +2
地城 感知 +3 +3
自然 感知 +3 +3
医疗 感知 +3 +3
侦查 感知 +3 +3
洞察 感知 +3 +3
唬骗 魅力 +6 +6
交涉 魅力 +11 +6 +5
威吓 魅力 +13 +6 +5 +2
市井 魅力 +6 +6
先攻 敏捷 等级 其它
+6 +1 +3 +2
速度 基础 护甲 物品 其它
7格 7格
被动侦查:13
被动洞察:13
语言:通用语,龙语
行动点:1
专长:擅长重盾,擅长重斧,擅长鳞甲,鳞甲专精,致命之斧,草上飞,三防+2,盾牌专精
防御 合计 等级 护甲/属性 职业 专长 增强 其它
防御等级 35 10 +8 +13 +3
强韧 34 10 +8 +6 +1 +3 +2 +2 +2
反射 28 10 +8 +2 +0 +3 +2 +3
意志 30 10 +8 +5 +1 +3 +1 +2
职业特性:
战斗领袖:你和盟友+2先攻
激励风采:花费ap进行额外攻击时,恢复13点hp
随意威能:狼群战术:+20vsAC,造成1d12+10伤害,一个与我或敌人相邻的盟友可以快步一格
狂怒重击:+20vs强韧,造成4点伤害,选择一个临近于我或目标的盟友,该盟友在对目标的下次攻击和伤害上获得+3加值
————————————————————
遭遇威能:nimble footwork:+20vsAC,2d12+10伤害,我可以快步1格,2格之内一个盟友可以快步一格
威势打击:+20vsAC,2d12+6伤害,下轮结束前,所有针对目标的伤害+4
龙息:近程爆发3,+6vs反射,造成1d6+1伤害
雄狮怒哮:+20vsAC,2d12+10伤害,你或一处于你5格以内的盟友可使用一个复原力。你的盟友(并非你)额外获得3点生命值。
血怒:5格盟友半血,之前我可以移动我的速度格,+20vsAC,2d12+10伤害,半血盟友进行一次基础攻击
————————————————————
每日威能:
lead by example:+20vsAC,攻击前可以快步一格,2d12+10伤害,所有盟友对目标获得战斗优势直到我下个回合开始,失手:5格内的盟友可以快步一格并进行一次基础攻击
雄风再起:+20vsAC,3d12+10伤害,所有10格内盟友可以使用一次hs,并且额外恢复3点
督军恢复:自由动作盟友用遭遇攻击然后自己回复一个遭遇
强固阵势:+20vsAC,3d12+10伤害,视线内盟友恢复hs,额外恢复5点
————————————————————
辅助威能:
困境脱离(遭遇):远程10,目标作一次和面,获得魅力调整加值
复原之语(遭遇):次要,近程爆发5,目标可以使用2个hs,并且额外恢复8点伤害。
整防(每日):爆发5,所有人hs并且可以豁免,下轮结束前防御+2
重整旗鼓(遭遇):爆发5,所有人可以使用hs,知道我下一轮结束前,攻击+2
盾墙:姿态,到姿态结束,你和与你相邻的盟友对远程和范围攻击获得掩蔽
————————————————————
魔法物品威能:
battleforged sheild(每日):自由动作,当相邻的盟友回复生命时使用,盟友额外获得等同于其回复力的生命值,就如同试用了一次回复力一样。
boots of eagerness(遭遇):自由动作,在自己轮内进行一次额外的移动动作。
————————————————————
魔法物品
battleforged sheild
boots of eagerness
healer's sash
clock of distortion +3 21000 +3三防
battlemaster's wepon +4 105000 +4攻击
imposter's amor +4 45000 +13ac +2强韧
carcanet of psychic schism 25000 +1will
————————————————————
其它装备 价格 重量
-
姓名:米克•巴卢
等级:19级 野蛮人 典范:Stone Blessed
XP:14675/24000
种族:哥利亚 体型:中 年龄:45
性别:男 身高:7尺5寸 体重:300磅
阵营:无阵营 信仰 语言:通用语,矮人语
简历:
======================================================================
先攻:+10 移动:6
力量 23(+6)
体质 23(+6)
敏捷 12(+1)
智力 9 (-1)
感知 14(+2)
魅力 11(+0)
AC:31=10+9等级+3盔甲+4增强+2敏捷+2职业+1专长
强韧:34=10+9等级+6力量+4增强+2职业+1专长+2革甲
反射:29=10+9等级+1敏捷+4增强+2职业+1专长+2道具
意志:27=10+9等级+2感知+4增强+1种族+1专长
HP:156 重伤:78 复原力:39 复原力数量:14
行动点:1 每日道具:2
抗火10 抗寒10
种族/职业特性
哥利亚特性:
技能奖励:+2运动,+2自然。
山脉坚韧:意志防御+1。
Powerful Athlete:当使用运动检定进行跳跃或攀爬时,投两次并取较好的一次。
Stone's Endurance:你可以使用Stone's Endurance威能
Stone's Endurance 哥利亚种族威能
遭遇
次级动作 自身
效果:你获得全抗性10直到你下回合结束。
野蛮人特性:
野蛮人活力:当你未穿着重甲时,你在AC和反射上获得+2加值。
狂暴之血活力:你获得迅捷冲锋威能。另外,当你使一名敌人生命值降低到0以下,你获得+16的临时生命值。
迅捷冲锋 野蛮人特性
当你的对手倒下时,你冲向下一个牺牲品。
遭遇◆自然
自由动作 自身
触发条件:你的攻击使敌人生命值降到0。
效果:你对一名敌人发起冲锋。
狂暴
你的每日攻击威能被称为狂暴,它们使你能够释放情感,意志力,与自然能量的强力爆发。每次狂暴都以一次强力攻击开始,并在狂暴结束前提供一个持续的增益。
狂暴Rage
◆ 持续时间:狂暴持续到你进入一次新的狂暴,或生命值降低到0或更低,或此次遭遇结束。
◆ 狂暴打击:狂暴时,你能够使用威能:狂暴打击,允许你将一次未使用的狂暴能力导入毁灭攻击中。
◆ 增强随意攻击威能:狂暴时,你的野蛮人随意攻击威能会获得额外好处。
狂暴打击 野蛮人特性
你将原始的狂暴力量灌注到一次毁灭性攻击中来。
随意◆自然,武器
标准动作 近战武器
前提条件:你必须处于狂暴状态,并拥有至少一个未使用的狂暴威能。
目标:一个生物
效果:攻击前,你消耗一个未使用的狂暴威能。
攻击:+24 vs AC
命中:你造成的伤害基于所消耗的未使用狂暴威能等级:
1级 3W+力量调整值
5级 4W+力量调整值
9级 5W+力量调整值
15级 6W+力量调整值
19级 7W+力量调整值
25级 8W+力量调整值
29级 9W+力量调整值
失手:一半伤害。
特殊:你每天可以使用此能力两次。
暴殴
每轮一次,当你使用野蛮人攻击威能成功造成一次重击,你能够立刻以一个自由动作进行一次基础近战攻击。你不必攻击此次重击的目标。
Stone Blessed特性
Stone hide action(11级):若你花费1个行动点获得额外行动的时候,你获得+2AC直到你的下一个回合结束。
Unusual Reach(11级):你的近战触及+1。
Mountain Crush(16级):当你用双手武器造成重击时,此攻击获得相当于你体质调整值两倍(12点)的额外伤害。
攻击骰
力量•武器1:+24=+9等级+6属性+5增强+2擅长+2专长
力量•武器1:+20=+9等级+6属性+1增强+2擅长+2专长
基础攻击
+24 vs AC 近战,触及2,1d12+18,高重击;重击5d8+2d12+
+20 vs AC 远程5/10,1d6+9,副手,重投掷;重击1d12+15
随意能力:
嚎叫打击 野蛮人攻击1
随意◆自然,武器
标准动作 近战武器
前提条件:你必须使用双手武器
目标:一个生物
攻击:+24 vs AC
命中:1d12+2d6+18伤害;冲锋时+2d6。
特殊:冲锋时,你能用此威能替换掉基础近战攻击。当你处于狂暴状态时,则在冲锋过程中的移动不会引发借机攻击。(重击5d8+2d12+54;冲锋时+66)
挤压打击 野蛮人攻击1
随意◆自然,武器
标准动作 近战武器
目标:一个生物
效果:攻击前,你快步2格。快步过程中你能穿越一名敌人所占据的方格,但不能在这种地方终止移动。
攻击:+24 vs AC
命中:1d12+18伤害。同时推开目标1(+1)格。当你处于狂暴状态时,该攻击造成1d6额外伤害。(重击5d8+2d12+42)
遭遇能力:
利刃扫荡 野蛮人攻击3
遭遇◆自然,武器
标准动作 近战武器
目标:一个生物
攻击:+24 vs AC
命中:2d12+18伤害。同时每名邻近你的重伤敌人都受到6点伤害。(重击5d8+2d12+54)
狂暴之血活力:每名邻近你的敌人,不论重伤与否,都受到6点伤害。
Storm of Blades 野蛮人攻击13
遭遇◆自然,武器
标准动作 近战武器
目标:一个生物
攻击:+24 vs AC
命中:1d12+18伤害。你对同一目标或触及内的另一目标再做一次相同的攻击。你最多可以以此法进行等同于你体质调整值(+6)次数的攻击。(重击5d8+2d12+42)
猛撞肩 野蛮人攻击17
遭遇◆自然,武器
标准动作 近战武器
最初目标:一个生物。
最初攻击:+24 vs 强韧
命中:2d12+18伤害;冲锋时+2d6。同时推离目标1(+1)格。然后你可以快步1格并进行第二次攻击。(重击5d8+2d12+54;冲锋时+66)
第二目标:最初目标以外的一个生物。
第二攻击:+24 vs AC
命中:1d12+18伤害。(重击5d8+2d12+42)
特殊:冲锋时,你能够使用此威能替换掉基础近战攻击。如果你冲锋,则在最初攻击的攻击检定上获得等同于你体质调整值(+6)的加值。
Mountain Sweep Stone Blessed攻击11
遭遇◆武器
标准动作 近战武器
目标:一个或两个生物
攻击:+24 vs AC
命中:2d12+24伤害。(重击5d8+2d12+60)
每日能力:
狂怒龙兽狂暴 野蛮人攻击1
每日◆自然,狂暴,武器
标准动作 近战武器
目标:一个生物
攻击:+24 vs AC.如果目标半血,你在攻击检定上获得+2加值。
命中:3d12+18雷鸣伤害。(重击4d8+2d12+66)
失手:一半伤害。
效果:你显现出狂暴龙兽的愤怒。直到狂暴结束,每回合1次,当你将一名敌人的生命值降到0或更低时,可以以自由动作进行一次基础近战攻击。
海德拉狂暴 野蛮人攻击19
每日◆自然,狂暴,武器
标准动作 近战武器
目标:一个生物
攻击:+24 vs AC
命中:4d12+18伤害,同时目标眩晕(豁免结束)。(重击5d8+2d12+78)
失手:一半伤害。
效果:你显现出海德拉的愤怒。直到狂暴结束,每回合1次,每当你在近战攻击中失手,你可以以一个自由动作进行一次基础攻击。
狩猎雄狮狂暴 野蛮人攻击15
每日◆自然,狂暴,武器
标准动作 近战武器
目标:一个生物
攻击:+24 vs AC
命中:4d12+18伤害,并击倒目标。(重击5d8+2d12+78)
失手:一半伤害。
效果:你显现出狩猎雄狮的愤怒。直到狂暴结束,你在攻击具有战斗优势的敌人时在攻击骰上获得+2威能加值。
辅助能力
强力跳跃 野蛮人辅助2
通过力量与意志的迸发,你不用助跑启动就跳出很远的距离。
遭遇◆自然
移动动作 自身
前提条件:你必须已在运动上受训。
效果:你在进行跳跃的运动检定时获得+5威能加值。你被视作已经过助跑启动,并移动检定允许的距离。
Combat Surge 野蛮人实用6
每日◆自然
自由动作 自身
触发条件:你在一次攻击中失手。
前提条件:你必须处于狂暴。
效果:你重投此次攻击。
Heart Strike 野蛮人辅助10
每日◆自然,架势
直觉打断 自身
效果:直到架势结束,每当你使用随意攻击威能命中,在伤害骰上获得等同于你体质调整值(+6)的加值。
Fuel the fire 野蛮人辅助16
遭遇◆自然
自由动作 自身
效果:每个毗邻你的敌人可以对你进行一次借机攻击。你在下一次攻击检定上因每一个借机攻击你的敌人而获得+2加值。
Summit Advanyage Stone Blessed辅助12
遭遇
次级动作 自身
效果:你获得威胁触及直到你的下一回合结束时。
专长:
Deadly Rage
(当你处于狂暴状态时,在伤害骰上获得+2加值)
Goliath Greatweapon prowess
(你擅长所有简易和军用双手武器,并且在伤害骰上获得+3专长加值)
精通狂暴之血活力
(你的狂暴之血活力带来的临时生命值+5)
胜利印记
(当你在遭遇中第一次做攻击骰时,你投两次并选择较好的一次)
武器专精-戟
paragon defense
(强韧、反射、意志获得+1专长加值)
Unyielding Stone
(当你使用Stone's Endurance种族能力时,你获得9+6点临时生命值)
革甲专精
Discipll of Divine Wrath
(每遭遇一次Oath of enmity能力,持续到下回合结束;宗教受训)
猛力攻击
健壮
技能
技能 属性 合计 属性/等级调整值 受训 护甲惩罚 其它
运动 力量 +22 +15 +5 +2
坚韧 体质 +24 +15 +5 +4
杂技 敏捷 +10 +10
隐秘 敏捷 +10 +10
贼活 敏捷 +10 +10
神秘 智力 +8 +8
宗教 智力 +13 +8 +5
历史 智力 +8 +8
地城 感知 +11 +11
自然 感知 +18 +11 +5 +2
医疗 感知 +11 +11
侦察 感知 +11 +11
洞察 感知 +11 +11
唬骗 魅力 +9 +9
交涉 魅力 +9 +9
威吓 魅力 +14 +9 +5
市井 魅力 +9 +9
物品:
Healer's Sash 等级11 9000金币
Item Slot: Waist
Property: This sash can have no more than 5 charges at one time and resets to 1 charge after an extended rest. Power (At-Will): Standard Action. You or an adjacent ally expends a healing surge but does not regain hit points as normal. Instead, add 1 charge to this sash. Power (Encounter • Healing): Immediate Reaction. Use this power when an ally within 5 squares of you takes damage. Expend 1 charge from the belt. The ally regains hit points as though he or she had spent a healing surge, and regains an extra 1d6 hit points.
次元袋 等级5 1000金币
它看起来只是个普通的棕色布袋。
奇物
特性:
这个口袋可以装入最多200磅重量或20立方英尺的物品。它的重量永远保持在1磅。由次元袋中取出道具是一个次要动作。
+5Reckless巨斧“巴卢的切肉刀” 等级18 425000金币
重击:+5d8伤害
Power (At-Will): Free Action. Use this power before making a melee attack against an adjacent target. You gain a power bonus to that attackfls damage roll equal to twice this weaponfls enhancement bonus. You take a -2 penalty to AC until the end of your next turn.
力量铁护臂 等级16 45000金币
装备栏位 臂部
效果:在近战伤害上获得+4道具加值。
+4Wildleaf精怪革甲 等级17 65000金币
基础防御+3,强韧防御+2
增强加值+4
特性:你在户外无视困难地形的效果。
+4生存斗篷 等级19 105000金币
这件棕色的斗篷可以增加你的耐久力,并且提供对冰霜和火焰的抗力。
装备栏位 颈部
增强: 强韧、反射和意志。
特性:
坚韧检定获得等同于斗篷增强加值(+4)的物品加值。获得10点冰霜抗力和10点火焰抗力。
角盔 等级16 45000金币
装备栏位 头部
特性:
冲锋伤害获得+2d6加值
公羊护手 等级8 3400金币
这双带甲手套上有一个公羊头颅形徽记。
装备栏位 手部
特性:
当你造成一次推离效果时,推离距离增加1格。
活力药水 等级15 1000金币
这种强效药水可以治疗创伤,医治病害。
药水
威能(消耗• 医疗):
次要动作。饮用药水并耗用一次复原力。你回复25点生命值而不是通常的回复效果。此外,你对一个可由豁免终止的效果投一次豁免检定。
反射之靴 等级18 85000金币
装备栏位 足部
特性:反射防御获得+2道具加值。
+1恶毒手斧 等级2 520金币
无尽餐篮 等级4 840金币
这个普通的篮子散发出美味香气。
奇物
特性:
在一次长休息后,你打开篮子,取出可供5名中型或小型生物(或一名大型生物)24小时食用的食物与饮水。
卡夫统灵药 等级12 13000金币
这个小药罐每天都可以产出一小团强效药膏。
奇物
威能(每日•医疗):
标准动作。将药膏涂在你或一个相邻的盟友身上,涂了药膏的人自动终止一种可经由豁免而终止的疾病或中毒效果;也可以回复一次复原力(由你决定)。
医疗战斗图腾柱 等级3 680金币
Power (Encounter ✦ Healing, Zone): Standard Action. When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard’s square can
remove it from the ground as a standard action.
各种杂物;照明杖×20;永燃火把
共计:798920金币;剩余金币35080
-
Ryhs
Human Swordmage 19 Paragon: Coronal Guard
Unaligned, Male ----- Medium
Low-Light Vision, Perception: 26, Insight: 26,
Languages: Common, Elven (Common, Rellanic)
Speed: 6, Init: +15
HP 141 ----- Bloodied 70 ----- Healing Surge 35 x 13+4 Healer's Sash
Str 14 +2 | Dex 9 -1 | Wis 15 +2
Con 19 +4 | Int 23 +6 | Cha 11 -1
Fort 31 -+- Ref 32 --+- Will 31 -+- AC 39
SV +2
=== Basic Attacks ===
Str +11 | Con +13 | Dex +8 | Int +15 | Wis +11 | Cha +9
=== Features ===
----- Misc. features
Swordbond : Summon bonded light/heavy blade from 10 squares ; recreate whole blade from fragment
Fey Origin : You are considered a fey creature.
----- Applied features and feats
Swordmage Warding, Swordmage Aegis;
=== Feats ===
Armor Proficiency (Hide) : Gain training with hide armor
Multiclass Utility : Swap 1 utility power;
Shield Proficiency (Light) : Gain proficiency with light shields.
Multiclass Warlord : One Warlord skill, Inspiring Word 1/day
Armor Specialization Specialization: +1 AC, -1 ACP;
Double Mark: Mark two targets;
Arcane Reach;
Paragon Defense;
Implement Expertise;
Weapon Expertise;
Human Perseverance;
Timely Respite;
=== Skills ===
+11 . Acrobatics
+22 T Arcana
+11 . Athletics
+ 8 . Bluff
+ 8 . Diplomacy
+11 . Dungeoneering
+19 T Endurance
+16 T Heal
+22 T History
+16 T Insight
+ 8 . Intimidate
+11 . Nature
+16 T Perception
+15 . Religion
+11 . Stealth
+ 8 . Streetwise
+11 . Thievery
----- Paragon features------
Swordshield Action (11th level): When you
spend an action point to take an extra action, you also
gain a +2 bonus to all defenses until the start of your
next turn.
Improved Silver Shield (11th level): When
you use your aegis of shielding immediate interrupt,
you also gain 14 temporary hit points;
Improved Swordmage Armor (16th level):
Your Swordmage Warding bonus increases by 1,
becoming a +2 bonus to AC, or a +4 bonus if you have
one hand free.
=== At-will Powers ===
Aegis of Shielding -------- (Swordmage)
Minor, Burst 2
Effect: You matk the target. If you mark other creatures using other powers, the target is still marked. If marked target is within 10 squares of you and makes an attack that doesn't include you as a target and hit, you can reduce the damage to any one creature by 14 as an immediate interrupt.
Lightning Lure ✦ Arcane, Implement, Lightning
Ranged 3
Target: One creature
Attack: +21 vs. Fortitude
Hit: 1d6 +10 lightning damage, and you
pull the target to the nearest unoccupied space adjacent
to you.
Sword Burst ✦ Arcane, Force, Implement
Close burst 1
Target: Each enemy in burst
Attack: + 21 vs. Reflex
Hit: 1d6 + 13 force damage.
Frigid Blade ✦ Arcane, Cold, Weapon Melee weapon
Target: One creature
Attack: +23 vs. AC
Hit: 1d6 + 10 cold damage. If the
target starts its next turn adjacent to you, it takes -4
penalty to speed until the end of its next turn.
=== Encounter Powers ===
Countering Thunderclap Coronal Guard Attack 11 ✦ Arcane, Implement, Thunder
Immediate Interrupt Close burst 5
Trigger: A creature hits your ally with a melee attack
Target: The triggering attacker
Attack: +21 vs. Fortitude
Hit: 1d6 + 13 thunder damage, and
you push the target 1 square. If the target can no longer
reach your ally, the attack misses.
Spidersilk Slash Swordmage Attack 17
Encounter ✦ Arcane, Weapon
Close burst 1
Target: Each enemy in burst
Attack: +23 vs. Fortitude
Hit: 1d10 + 13 damage, and the target
is immobilized until the end of your next turn.
Transposing Lunge Swordmage Attack 3✦ Arcane, Teleportation, Weapon
Target: One creature
Attack: +23 vs. AC
Hit: 2d6 +10 damage, and you teleport
the target into a space adjacent to you.
Aegis of Shielding: When you use your aegis of shielding
immediate interrupt, you can use this power against the
target as part of the interrupt, even if the target is beyond
your reach.
Electrified Lash Swordmage Attack 7 ✦ Arcane, Implement, Lightning
Close burst 1
Target: Each enemy in burst
Attack: +21 vs. Fortitude
Hit: 2d6 + 13 lightning damage.
=== Daily Powers ===
Shielding Fire ✦ Arcane, Fire, Implement
Close burst 10
Target: One creature in burst
Attack: +21 vs. Fortitude
Hit: 2d10 +11 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.
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.
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.
Reaper’s Challenge ✦ Arcane, Implement, Necrotic
Immediate Interrupt Close burst 5
Trigger: A creature attacks an ally
Target: Triggering creature
Attack: +21 vs. Will
Hit: 2d6 + 13 necrotic damage and
the target is weakened until the end of its next turn.
Effect: Until the end of the encounter, if the target
makes an attack that does not include you as a target,
the target is weakened until the end of its next turn.
Death’s Resurgence ✦ Arcane, Healing, Implement, Necrotic
Immediate Interrupt Close burst 2
Trigger: You become bloodied or brought to 0 or fewer
hit points
Target: Each enemy in burst
Attack: +21 vs. Reflex
Hit: 3d8 + 13 necrotic damage.
Miss: Half damage.
Effect: You may spend a healing surge. If you do, you
regain +1d6 hit points for each enemy bloodied or
brought to 0 hit points or fewer by this attack.
=== Utility Powers ===
Dragon Scales Coronal Guard Utility 12 Daily ✦ Arcane, Force
Minor Action Personal
Effect: You gain a +2 bonus to AC until the end of the encounter,
or until you are knocked unconscious.
Inspiring Word -------- [Healing] (Warlord)
Daily, Minor, You or one ally / Burst 10
Effect: Target can spend a healing surge and regain an additional 4d6 hp.
Impenetrable Warding Swordmage Utility 10 Daily ✦ Arcane, Stance
Minor Action Personal
Effect: Your warding provides its bonus to all your defenses, not just AC.
Aid the Injured Warlord Utility 2 Encounter ✦ Healing, Martial
Standard Action Melee touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.
Armathor’s Step Swordmage Utility 6 Encounter ✦ Arcane, Teleportation
Move Action Personal
Effect: Teleport 5 squares. If you end this move adjacent to
an enemy, you gain a +2 power bonus to the next attack
roll you make against that enemy during your turn.
Bolstering Warding Swordmage Utility 16 Daily ✦ Arcane, Stance
Minor Action Personal
Effect: At the end of each turn, before making saving
throws, remove one effect on yourself that a save can end.
=== Equipments ===
Weapon:+4 Defensive Spiked Sheild Lv 17 65000
Critical: +1d6 damage per plus
Property: When you take the total defense or second wind
action, add +4 item bonus to all of your defenses until the start of your
next turn.
Armor: Feytouched +4 Fey Hide Lv 17 65000
Property: Gain an +4 item bonus to initiative checks, +2 Fortitude;
Power (Encounter ✦ Illusion): Standard Action. You become
invisible until the end of your next turn.
Arms: Bracers of Mental Might Lv 6 1800
Power (Encounter): Free Action. Use this power when
making a Strength attack, Strength check, or Strengthbased
skill check. Use your Intelligence, Wisdom, or
Charisma modifier in place of your Strength modifier to
determine the result of the roll.
Hand: Vampiric Gauntlets Lvl 16 45000
Power (Encounter ✦ Healing, Necrotic): Standard Action.
Make a melee attack: Dexterity + 4 vs. Reflex; on
a hit, the target takes necrotic damage equal to your
healing surge value, and you regain hit points equal to
that amount.
Neck: +4 Cloak of Distortion Level 19 105000
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
+1 Cloak of the Chirurgeon Lv 3*2 1360
Enhancement: Fortitude, Reflex, and Will
Property: Gain +1 bonus to Heal checks;
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.
Feet: Boots of the Fencing Master Lv 7 2600
Property: When you shift, gain a +1 item bonus to AC and
Reflex defense until the end of your next turn.
Power (Encounter): Minor Action. Shift 2 squares.
Head: Crown of Nature’s Rebellion Lv 15 25000
Property: Gain resist 10 necrotic.
Power (Daily): Immediate Reaction. Use this power when
you are hit by an attack that deals necrotic damage. The
attacker takes an amount of damage equal to the nectoric
damage you took, along with any other effect from
the attack.
Waist: Healer’s Sash Lv 11 *4 36000
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.
Ring:
Ring of Protection Lv 17 65,000
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.
Ring of the Dragonborn Emperor Level 15 25,000
Property: Gain a +3 item bonus to damage rolls with close
attacks. If you are dragonborn, gain a +5 item bonus to
damage rolls with your dragon breath.
Power (Daily): Immediate Reaction. Use this power when
you become bloodied. Use one of your encounter powers.
If you’ve reached at least one milestone today, you can
use an encounter power that you have already expended.
If you use a power that has not already been expended,
you don’t expend the use of that power.
Wondrous Items:
Salve of Power Lv 10 *4 20000
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.
Solitaire (Cinnabar) Lv 6 1800
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.
Floating Lantern Lv 3 680
Property: This lantern never needs lighting or refilling.
When you let go of the lantern, it continues to hang in the
air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating
lantern or are adjacent to it, you can set its light to be
bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10
squares in any direction, but not more than 10 squares
from it.
Lamp of Discerning Lv 5 1000
Property: This lantern sheds light in a 10-square radius as
normal, but it never needs lighting or refilling. You and
all allies within the area of illumination gain a +1 power
bonus to Insight and Perception checks.
Handy Haversack Lv 10 5000
Property: This backpack can hold up to 1,000 pounds in
weight or 100 cubic feet in volume, but it always weighs
only 1 pound.
Drawing an item from a handy haversack is a minor action.
Flying Carpet Lv 20 125,000
Power (At-Will): Move Action. A character on a flying carpet
can mentally command it to fly 6 squares. The carpet has
a maximum altitude of 10 squares. If no rider is upon it, it
hovers in place 1 foot above the ground if it is unrolled or
sits on the ground if it is rolled up.
The carpet’s flight isn’t entirely stable; while on the carpet,
a rider takes a –2 penalty to AC and Reflex defense.
The carpet can carry one Medium or Small character of
no more than 300 pounds. If more than 300 pounds
are placed on it, the carpet (and all it carries) falls to the
ground, and the character and all objects the carpet was
holding take falling damage.
Solitaire (Citrine) Lv 11 9,000
Power (Encounter ✦ Healing): Free Action. Use this power
when you score a critical hit on your turn. You spend a
healing surge.
Special: You cannot use more than one solitaire in an
encounter.
冒险套装+永燃火炬*2 (100)
5000gp
-
Tempest战士匕首大师
Longtooth Shifting Shifter Racial Power
You unleash the primal beast within and take on a more savage
countenance.
Encounter ✦ Healing
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter or until rendered
unconscious, you gain a +2 bonus to damage rolls. In addition,
for as long as you are bloodied, you gain regeneration
2 (regeneration 4 at 11th level, regeneration 6 at 21st
level).
Str 16 + 2 + 4 = 22
Con 11 + 1 = 12
Dex 13 + 2 = 15
Int 8 + 1 = 9
Wis 16 + 2 + 3 = 21
Cha 10 + 1 = 11
AC 10 + 8lvl + 12armor + 1shield = 31
Fort 10 + 8lvl + 2class + 6 Str + 4 enh + 1 item= 31
Ref 10 + 8lvl + 2feat + 2 Dex + 4 enh + 1shield + 1 item= 28
Will 10 + 8lvl + 2armor + 2feat + 5 Wis + 4 enh + 1 item = 32
HP: 15 + 12 + 6 * 16 = 123
HS: 12/day
HSvalue: 30
Speed: 5
Init: +10
AB + 8lvl + 4enh + 6 Str + 3prof + 2class = +22 (+25 if CA)
dmg 1d4 + 6Str + 4 enh + 2feat + 2class +4item= 1d4+18 (+5 against marked)
Dual Strike Fighter Attack 1
You lash out quickly and follow up faster, delivering two small
wounds.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand
weapon), two attacks
Hit: 1[W] damage per attack.(1d8 +12, +5 against marked)
Cleave Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent
to you takes damage equal to your Strength modifier.
Pass Forward Fighter Utility 2
With perfect timing, you slip by your foe without dropping your
guard.
At-Will ✦ Martial
Move Action Personal
Effect: You pick an adjacent enemy and move up to your
speed. As long as you end this movement in a square
adjacent to that enemy, your movement does not
provoke opportunity attacks from that enemy.
======================================================================
Rain of Blows Fighter Attack 3
You become a blur of motion, raining a series of blows upon your
opponent.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] + Strength modifier damage.
Weapon: If you’re wielding a light blade, a spear, or a flail
and have Dexterity 15 or higher, make a secondary attack.
Secondary Target: The same or a different target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Probing Attack Fighter Attack 3
With a careful strike, you find a weak spot in your enemy’s
defenses.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and you gain a +4
power bonus to attack rolls against the target until the
end of your next turn.
Special: When making an opportunity attack, you can use
this power in place of a melee basic attack.
Critical Opportunity Daggermaster Attack 11
Your first attack deals a critical wound, so you follow the attack
with another strike.
Encounter ✦ Martial,Weapon
Minor Action Melee weapon
Requirement: You must be wielding a dagger and have scored
a critical hit with a dagger against an enemy during this turn.
Target: The same creature you hit with a critical hit
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Harrying Assault Fighter Attack 17
You frustrate your enemy, landing a calculated blow and then
moving away before he can retaliate.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: After the attack, you can move a number of squares
equal to your Dexterity modifier and make a melee basic
attack after your move.
Into the Fray Fighter Utility 10
You unleash a fierce battle cry as you leap boldly into the fray.
Encounter ✦ Martial
Minor Action Personal
Effect: You can move 3 squares, as long as you can end your
move adjacent to an enemy.
Surprise Step Fighter Utility 16
You dog your enemy’s footsteps, refusing to yield.
Encounter ✦ Martial
Immediate Reaction Personal
Trigger: An adjacent enemy moves away from you
Effect: Shift into the square that the enemy vacated. You
have combat advantage against that enemy until the end
of your next turn.
======================================================================
Rain of Steel Fighter Attack 5
You constantly swing your weapon about, slashing and cutting
into nearby enemies.
Daily ✦ Martial, Stance,Weapon
Minor Action Personal
Effect: Any enemy that starts its turn adjacent to you takes
1[W](1d8+10(+5 against marked)) damage, as long as you are able to make opportunity
attacks.
Victorious Surge Fighter Attack 9
You strike true, and your enemy’s howl of pain is like music to
your ears, making you forget about your own wounds.
Daily ✦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you regain hit
points as if you had spent a healing surge.
Quicksilver Stance Fighter Attack 15 (MP)
Like liquid metal, you flow wherever the gravity of battle carries
you.
Daily ✦ Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you can shift 1 square
(or 2 squares if you aren’t wearing heavy armor) and
make a melee basic attack as a move action. If you
have combat advantage against the target of the attack
and hit, the attack deals extra damage equal to your
Wisdom modifier.
Settling the Score Fighter Utility 6
When the attack hits you, you decide then and there to take your
enemy out.
Daily ✦ Martial
Immediate Reaction Personal
Trigger: An enemy hits you with an attack
Effect: You gain a +2 power bonus to attack rolls against
the triggering enemy until the end of the encounter.
Meditation of the Blade Daggermaster Utility 12
With a moment of concentration, you focus your will into the
point of your blade.
Daily ✦ Martial, Weapon
Minor Action Personal
Effect: Until the end of the encounter, your dagger’s damage
die increases by one size.
-------------------------------------------------------------
feat:
Nimble Blade
Iron Will
Devastating Critical
Lightning Reflex
Durable
兼贼
Weapon Focus
Uncanny Dodge
Marked Scourge
Prerequisites: 11th level, fighter, Combat Challenge
class feature
Benefit: Add your Wisdom modifier to damage
rolls you make against enemies marked by you.
Reckless Attacker
Prerequisites: 11th level, fighter
Benefit: When you score a critical hit with a
fighter attack power, you can make a melee basic
attack as a free action. If you do so, you take a –2 penalty
to AC until the end of your next turn.
血铁匕首85K*2
戒指45K..
+4伤害护腕45K
魔法甲45K
魔法斗篷45K
三防各+1(鞋,头盔,腰带) 3.4K*3
共350K+3.4K*3
-
Ryhs
Human Druid /Cleric 19 Paragon: Divine Oracle
Good, Male ----- Medium
Perception: 30, Insight: 30;
Languages: Common, Elven (Common, Rellanic)
Speed: 6, Init: +11
HP 120 ----- Bloodied 60 ----- Healing Surge 30 x 11+4 Healer's Sash
Str 14 +2 | Dex 15+2 | Wis 23 +6
Con 18 +4 | Int 11 +0 | Cha 11+0
Fort 31 -+- Ref 30 -+- Will 32 +- AC 37
SV +2 (+2 without AP)
=== Basic Attacks ===
Str +11 | Con +13 | Dex +11 | Int +9 | Wis +15 | Cha +9
=== Features ===
Primal Guardian, Ritual Casting, Wildshape;
=== Feats ===
Armor Proficiency (Chain), Armor Proficiency (Scale),Armor Proficiency (Scale), Light Shield Proficiency,Quick Wildshape, Stubborn Survivor, Paragon Defense, Implement Expertise, Initiate of Faith, Novice Power, Human Perseverance, Psychic Lock;
=== Skills ===
Trained: +14 Arcana, +18 Endurance, +14 Religion, +20 Insight, +20 Nature, +20 Perception;
=== Paragon Features ===
Foresight (11th level): You and each ally within 5
squares of you can’t be surprised. Also, you roll twice
when making an initiative check; use whichever roll
you like.
Prophetic Action (11th level): When you spend
an action point to take an extra action, you also gain
an extra move action that you can use during another
turn later in this encounter.
Terrifying Insight (16th level): Whenever you
make an attack against Will, you can roll twice and
use the higher result. If the attack misses, you are
dazed until the end of your next turn.
=== Powers ===
=== At Will ===
Wildshape;
Call of the Beast ✦ Charm, Implement, Primal, Psychic
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +21 vs. Will
Hit: The target can’t gain combat advantage until the end
of your next turn. In addition, on its next turn the target
takes 11 psychic damage when it makes any attack that doesn’t include your
ally nearest to it as a target.
Storm Spike ✦ Implement, Lightning, Primal
Ranged 10
Target: One creature
Attack: +21 vs. Reflex
Hit: 1d8 +10 lightning damage. If the
target doesn’t move at least 2 squares on its next turn,
it takes 6 lightning damage.
Chill Wind ✦ Cold, Implement, Primal
Area burst 1 within 10 squares
Target: Each creature in burst
Attack:+21 vs. Fortitude
Hit: 1d6 + 4 cold damage, and you slide the target 1 square.
Grasping Claws ✦ Beast Form, Implement, Primal
Melee touch
Attack:+21 vs. Reflex
Hit: 1d8 + 10 damage, and the target is
slowed until the end of your next turn.
Special: This power can be used as a melee basic attack.
=== Encounter Attacks ===
Swirling Winds ✦ Implement, Primal
Standard Action Ranged 10
Target: One creature
Attack: +21 vs. Reflex
Hit: 1d10 + 10 damage, and you pull each
creature within 3 squares of the target 1 square.
Primal Guardian: If you pull one or more creatures that
are adjacent to the target, the target takes 4 extra damage.
Prophecy of Doom ✦ DivineRanged 5
Target: One creature
Effect: You or an ally who hits the target with an attack can
choose to make the attack a critical hit. This power lasts
until the end of your next turn or until you or an ally uses
it to make an attack a critical hit.
Mantle of Glory ✦ Divine, Healing, Implement, Radiant
Close blast 5
Target: Each enemy in blast
Attack: +18 vs. Will
Hit: 2d10 + 9 radiant damage.
Effect: Allies in the blast can spend a healing surge.
Windstorm ✦ Implement, Primal
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +21 vs. Fortitude
Hit: 3d6 + 10 damage, and you slide the target 5 squares.
=== Daily Attacks ==
Roar of Terror ✦ Beast Form, Fear, Implement, Primal, Psychic
Standard Action Close blast 5
Target: Each creature in blast
Attack: +21 vs. Will
Hit: 2d6 + 10 psychic damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Call Lightning Storm ✦ Implement, Lightning, Primal, Zone
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +21 vs. Reflex
Hit: 2d6 + 10 lightning damage.
Effect: The burst creates a zone of wind and lightning that
lasts until the end of your next turn. Any creature that
enters the zone or starts its turn there is slowed until the
end of your next turn. As a move action, you can move the
zone 5 squares.
Sustain Minor: The zone persists, and each creature within
it takes 5 lightning damage.
Baleful Polymorph ✦ Implement, Polymorph, Primal
Standard Action Ranged 10
Target: One creature
Attack: +21 vs. Will
Hit: The target is stunned and assumes the form of a harmless,
Tiny natural beast or fey beast such as a newt, a
turtle, or a mouse (save ends both). As a minor action,
you can end the effect, which makes the target subject to
the aftereffect.
Aftereffect: 1d10 + 10 damage.
Miss: 1d10 + 10 damage, and the target is
dazed (save ends).
=== Utilities ===
Healing Word -------- [Healing]
Daily, Minor, You or one ally / Burst 10
Effect: Target can spend a healing surge and regain an additional 4d6 hp.
Barkskin Encounter ✦ Primal
Minor Action Ranged 5
Target: You or one ally
Effect: Until the end of your next turn, the target gains a +4 power bonus to AC.
Camouflage Cloak Encounter ✦ Primal
Minor Action Ranged 5
Target: You or one ally
Effect: The target becomes invisible until he or she moves
or until the end of your next turn.
Feywild Sojourn Encounter ✦ Primal, Teleportation
Move Action Personal
Effect: You teleport to a safe place in the Feywild. While
you are there, you can’t take any actions other than using
your second wind and wild shape. At the end of your
next turn or as a move action before then, you reappear
in an unoccupied space within 10 squares of the space
you left.
Primal Restoration Daily ✦ Healing, Primal
Standard Action Close burst 2
Target: You and each ally in burst
Effect: Each target can spend a healing surge either to
regain hit points or to remove one effect that a save
can end.
Good Omens Daily ✦ Divine
Ranged 10
Targets: You and each ally in range
Effect: The targets gain a +5 power bonus to all d20 rolls
until the end of your next turn, but the targets cannot
score critical hits while this power is in effect.
=== Equipments ===
Weapon: Defensive Parry Dagger +3 Lv 17 13000
Critical: +3d6 damage
Property: +3 Item bonus to all defenses with Second Wind or Total Defense action.
Implement: Spring Renewal Totem +4 Lv 20 125000
Enhancement: Attack rolls and damage rolls
Critical: +4d6 damage, and one ally within 5
squares of you regains 8 hit points.
Power (Daily ✦ Healing): Free Action. Trigger: You hit
an enemy with a primal attack power using this totem.
Effect: One ally within 5 squares of you gains regeneration 8
until the end of the encounter.
Symbol of Security +3 Lv 13 17000
Critical: +3d6 damage
Power (Encounter ✦ Teleportation): Immediate Reaction.
Use this power when an ally within 10 squares of you
is first bloodied in an encounter.
Symbol of Hope Lv 3 *2 1360
Critical: +1d6 damage
Power (Daily): Immediate Reaction. You can use this power
when you or an ally within 5 squares of you is hit by
an effect that a save can end. You or the ally gains a +5
power bonus to saving throws against the effect.
Armor: Agile Stormscale +4 Lv 20 125000
Property: While you are not bloodied, you gain an item
bonus to AC equal to your Dexterity modifier up to a
maximum of +2.
Arms: Dragonscale Spiked Shield Lv 19 105000
Property: Gain cover against all attacks that use a blast
or burst area of effect.
Power (Daily): Immediate Interrupt. Use this powe
when you are in the area of a blast attack. One ally in
the area gains cover against the attack.
Hand:Gloves of the Healer Lvl 12 13000
Property: When you use a power that has the healing
keyword, one target regains an extra 1d6 hit points.
Power (Daily ✦ Healing): Standard Action. Spend a healing
surge. An adjacent ally regains hit points equal to the
value of the healing surge you lost.
Neck: +4 Cloak of Distortion Level 19 105000
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
+1 Cloak of the Chirurgeon Lv 3*2 1360
Enhancement: Fortitude, Reflex, and Will
Property: Gain +1 bonus to Heal checks;
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.
Feet: Feystep Lacings Lv 12 13,000
Property: Gain a +1 bonus to Reflex defense.
Power (At-Will, 5 Charges/Day ✦ Teleportation): Move
Action. Spend a number of charges to teleport that number
of squares.
Head:Phrenic Crown Lv 17 65000
Property: When you use a power against Will defense,
the target (or targets) takes a –2 penalty to saving throws
against any ongoing effect of that power.
Waist: Healer’s Sash Lv 11 *4 36000
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.
Ring:
Ring of Shadow Guard Lv 18 85000
Property: Gain resist 10 cold and resist 10 necrotic.
Power (Daily ✦ Cold, Necrotic): Standard Action. You
infuse your shadow with the essence of the Shadowfell.
Until the end of your next turn, any enemy that starts
its turn or moves adjacent to you takes 2d10 cold and
necrotic damage.
If you’ve reached at least one milestone today, you also
gain 15 temporary hit points. This benefit lasts until
none of these temporary hit points remain or until you
take an extended rest.
Ring of Protection Lv 17 65,000
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.
Wondrous Items:
Salve of Power Lv 10 *4 20000
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.
Solitaire (Cinnabar) Lv 6 1800
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.
Floating Lantern Lv 3 680
Property: This lantern never needs lighting or refilling.
When you let go of the lantern, it continues to hang in the
air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating
lantern or are adjacent to it, you can set its light to be
bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10
squares in any direction, but not more than 10 squares
from it.
Lamp of Discerning Lv 5 1000
Property: This lantern sheds light in a 10-square radius as
normal, but it never needs lighting or refilling. You and
all allies within the area of illumination gain a +1 power
bonus to Insight and Perception checks.
Handy Haversack Lv 10 5000
Property: This backpack can hold up to 1,000 pounds in
weight or 100 cubic feet in volume, but it always weighs
only 1 pound.
Drawing an item from a handy haversack is a minor action.
Solitaire (Citrine) Lv 11 9,000
Power (Encounter ✦ Healing): Free Action. Use this power
when you score a critical hit on your turn. You spend a
healing surge.
Special: You cannot use more than one solitaire in an
encounter.
冒险套装+永燃火炬*2 (100)
91700
-
拟定的Power
feat至少兼职/换2power
ENCOUNTER
Probing Attack Fighter Attack 3
With a careful strike, you find a weak spot in your enemy’s
defenses.
Encounter ? Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and you gain a +4
power bonus to attack rolls against the target until the
end of your next turn.
Special: When making an opportunity attack, you can use
this power in place of a melee basic attack.
Storm of Blades Barbarian Attack 13
You lift your weapon again and again, each blow’s impact
fueling the next swing.
Encounter ? Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. Then repeat the
attack against the target or against another creature
within reach. You can make the attack a number of times
equal to your Constitution modifier.
Devastating Blow Barbarian Attack 17
Your powerful blow shatters your target’s defenses.
Encounter ? Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target
takes a –2 penalty to AC until the end of your next turn.
Thaneborn Triumph: The penalty to AC equals your Charisma
modifier.
DAILY
Frost Wolf Rage Barbarian Attack 5
Like the great spirit wolf whose breath is the cold north wind,
you are wreathed in frost, chilling those who try to harm you.
Daily ? Cold, Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Before the attack, the target can make a melee basic
attack against you as a free action. If it does so, your attack
deals 1[W] extra cold damage.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier cold damage.
Miss: Half damage.
Effect: You enter the rage of the frost wolf. Until the rage
ends, any enemy that hits you with a melee attack takes
cold damage equal to 3 + your Constitution modifier.
Hunting Lion Rage Barbarian Attack 15
You channel the spirit of the hunting lion into a mighty blow. As
you rage, the lion’s spirit makes the most of every advantage.
Daily ? Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the hunting lion. Until the
rage ends, you gain a +2 power bonus to attack rolls
against any target that is granting combat advantage
to you.
Hydra Rage Barbarian Attack 19
Your overwhelming attack leaves your target staggered, and
the spirit of the hydra courses through you. As you rage, your
weapon darts and bites like the hydra’s many heads.
Daily ? Primal, Rage, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and the target is
dazed (save ends).
Miss: Half damage.
Effect: You enter the rage of the hydra. Until the rage ends,
once per round when you make an attack that misses,
you can make a melee basic attack as a free action.
UTILITY
Boundless Endurance Fighter Utility 2
You shake off the worst of your wounds.
Daily ✦ Healing, Martial, Stance
Minor Action Personal
Effect: You gain regeneration 2 + your Constitution modifier
when you are bloodied
Loss of Will Barbarian Utility 6
As you turn aside your foe’s attack, you stare into its eyes. Your
enemy now knows that the battle is in your favor.
Encounter ✦ Primal
Immediate Reaction Personal
Trigger: An enemy misses you with you an attack
Target: The triggering enemy
Effect: Until the end of the target’s next turn, the target
takes a penalty to attack rolls against you equal to your
Charisma modifier.
Wellspring of Renewal Barbarian Utility 10
You draw on a fount of primal energy to renew your strength
and your focus.
Encounter ✦ Primal
Minor Action Personal
Effect: You gain temporary hit points equal to one-half
your level + your Constitution modifier. In addition, if you
are marked, that condition ends.
Fuel the Fire Barbarian Utility 16
You lower your weapon, allowing your opponent to score a
glancing blow, but the pain only fuels your rage and adds
strength to your own attacks.
Encounter ✦ Primal
Minor Action Personal
Effect: Each enemy adjacent to you can make an
opportunity attack against you. Until the end of your next
turn, you gain a bonus to attack rolls equal to +2 for each
enemy that makes the opportunity attack.
-
Red XIII, Stormrage
Elven Druid/Sylvan Archer
Wis24 Dex22 Con14 Int11 Cha11 Str9
HP: 116
HS: 29/*9
Speed:9 (+1 beast)
AC 32
defense: 28/29/32
MBA:savage rend(beast)
RBA: Longbow
init:+17(+4 beast)
passive perception:37(+5 beast)
passive insight: 31
========================
Power:
at will
wild shape
storm spike
savage rend(beast)
pounce(beast)
daily
lv 5 roar of terror(beast)
lv 15 baleful polymorph
lv 19 lunge and vanish(beast)
encounter
lv 1 cull the herd (beast)
lv 3 predator's flurry(beast)
lv 17 scavenger's prize(beast)
elven accuracy
Paragon: shaft splitter
utility
lv 2 fleet pursuit
lv 6 camouflage cloak
lv 10 feywild sojourn
lv 16 howl of the wild
Paragon: elven eye archery
===========================================
skill:
nature 23
stealth 24(+5 in beast form)
perception 25(+5 in beast form)
athletics 17
insight 21
=========================================
feat:
multiclass ranger(perception)
Implement expertise
brutal accuracy
predatory action
elven precision
wild elf luck
hunting wolf form
quick wild shape
hunter's advantage
stalking panther form
paragon defense
================================================
equipment:
Feyslaughter Longbow +3
Staff of Ruin +4
Amulet of Inner Voice +4
Sylvan Feyhide +4
Carcanet of Psychic Schism
Solitaire (Cinnabar)
Handy Haversack
Salve of Power *4
Healer’s Sash *3
Boots of Free Movement
Bracers of Mental Might
Premonition Ring
Everlast Provision
Floating Lantern
-
暂时还很挫的无脑2刀4投男。。=。=
人物姓名:
人物简介:(可选,最多3行)
****************************************************************************
种族:half-elf 阵营:邪恶 信仰:无
体型:中 性别:男 语言:通用语
职业等级:19
PARAGON PATHS:
****************************************************************************
购点属性:
力量 21 (+5)
敏捷 21 (+5)
体质 14 (+2)
智力 9 (-1)
感知 14 (+2)
魅力 13 (+1)
****************************************************************************
HP 136/Bloodied 68
Healing Surge +34
Healing Surge 9次
Initiative +14(+9等级+5敏捷)
Speed 6(基本速度 6)
Passive Perception ??
Vision: 普通
****************************************************************************
Defenses
防御等级 35(10+9等级, +6盔甲, +5敏捷+3class+2feat)
强韧 30(10+9等级, +5属性,+1职业+4增强+1feat)
反射 34(10+9等级, +5属性,+1职业+2armor+4增强+1+feat+2item)
意志 29(10+9等级, +2属性,+1职业+4增强+1+feat+2item)
****************************************************************************
ATT=9lv+5str+3prof+2feat+4enh=23
dmg=5str+4enh+2wf+4item=15
crit=n*4+15+12d10
At Will Power:
游侠双打(+24 vs AC,1d4+10)
Bond of Pursuit(+20 vs AC.shift 1d4+12,6 squares if the target doesn't end its next turn adjacent to you)
****************************************************************************
Encounter Power
Ready the Final Blow(+20 vs AC,2d4+109,target inmmoblilized,+7 ab aganist the target) 17
Sequestering Word(+15 vs will,2d8+10,tp target 5 squares,TP adjacent to target, enemy ends its turn adadjcent to me take 11 thunder dmg) 13
Inexorable Pursuit(+20 vs AC,SHIFT 7,2D4+12)
Crtiticle Opportunity(after critical,+23 vs ac,3d4+15)
****************************************************************************
Daily Power
Daunting Barrage(+20 vs AC,3d4+12,target dazed sv,CB5,effect)
Temple of Shadow(+20 vs AC,2d4+12,zone CB1,gain concealment,make stealth checks becom hidden.effect)
Aspect of Fury(+20 VS AC,3D4+12,enemy adjacent or hit/miss take with MA take 5dmg,effect)
Temple of Respite(+20 vs ac,2d4+12,target slowed,+2 bonus to all defenses,effect)
****************************************************************************
Utility power
Bulwark of Defiance(sv effect dont affect until the end of your next turn,but still sv,no action)
Oath of Enduring Wrath(+2 power sv,daily)
Distracting Flare(invisible untile end of the movement)
Eye of Justice(see invisible creatrue in 5 squares)
meditation of the blade(dagger's damage die increses by 1)
****************************************************************************
Class Feature
Oath of enmity
channel divinity
ajbure undead(+15 vs will,cb5,6d19+8 dmg,push targer6 square and it become immobilized)
divine gaidance
daggermaster
11th:use AP reroll a ATT or Dammage roll with dagger
11th:critical 18-20 with dagger
16th:targer grant CA after critical
****************************************************************************
****************************************************************************
Feat
WE+WF
armor prof(leather)
improved armor of faith
兼职贼
two weapon fighting
paragon Def
two weapon opening
IE
Versatile Master
devastating critical
****************************************************************************
杂技 敏捷 +19
隐秘 敏捷 +23
洞察 感知 +19
***********************************i*****************************************
Gear 673.54k-605=68.54k
Armor:Armor of Resistance +4 lv17 65
resist clod 10
Weapon:blood iron dagger +4/blood iron dagger+4 85k+85k
Arm:Iron Armbands of Power LV16 45K
+4 item dam to melee ATT
Feet:ref靴子 65k/lv17
+2ref
Hands:
Head:Circlet of Indomitability 85k/lv18
+2 item to will
Neck:elven cloak 65k/lv 17
+4 item to stealth
Rings:war ring lv 16
extra 1 die to crit
Ring of Protection Level17/65k
+1sv,+2 to single defense/day
Waist:Healer’s Sash lv11 9K
+1 HS/encouter
Wondrous Items:
Potions:
****************************************************************************
-
人物姓名:Ghost 背景:LUSKAN XP:69000 AP:1
****************************************************************************
种族:Halfling 阵营:善良 信仰:Sheela Peryroyl
体型:小 性别:男 语言:Common, Elven
职业等级:lv. 16 Rogue
PARAGON PATHS:Daggermaster
****************************************************************************
购点属性:12,13,16,10,11,14
力量 14(+2等级)
体质 14(+1等级)
敏捷 22(+2种族, +4等级)
智力 12(+2等级)
感知 12(+1等级)
魅力 20(+2种族,+4等级)
****************************************************************************
HP 12+14+5*18+10=126/Bloodied 63
Healing Surge +31
Healing Surge 8次
Initiative +16(+6敏捷,+10等级)
Speed 7
Passive Perception 19
Passive Perception 19
Vision: normal
****************************************************************************
Defenses
装甲 35(10+10等级, +7盔甲, +6属性, +2盾牌),对机会攻击44
强韧 28(10+10等级, +2属性, +4增强, +1专长, +1其他)
反射 35(10+10等级, +6属性, +2职业, +4增强, +1专长, +2盾牌)
意志 30(10+10等级, +5属性, +4增强, +1专长)
豁免 against effects with the illusion or charm keywords+2,against fear+5.
****************************************************************************
Basic Attack
[Ranged] +26(+10等级,+2专长,+6敏捷,+3擅长,+4武器,+1职业) ,d4+12(+4武器,+6敏捷,+2专长,),cirt 16+5d6+1d10+2d4
[Melee] +21,d4+7,crit 11+5d6+1d10+2d4
****************************************************************************
At Will Power:
ATTACK
Deft Strike
Sly Flourish
UTILITY
Shadow Stride
Chameleon
****************************************************************************
Encounter Power
ATTACK
Critical Opportunity Daggermaster Attack 11
Tornado Strike
Cloud of Steel
Hounding Str
Utility
Second Chance Halfling Racial Power
Luck and small size combine to work in your favor as you dodge your enemy’s attack.
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack with a -2 penalty again. The enemy uses the second roll, even if it’s lower.
Hide in Plain Sight
****************************************************************************
Daily Power
ATTACK
Mind-Boggling Onslaught(MP P81)
Rogue’s Recovery(MP P79)
Feinting Flurry
Utility
Meditation of the Blade Daggermaster Utility 12
Reap the Rattled
****************************************************************************
Item Power
Property: Gain a +1 bonus to Fortitude defense.
Property: Gain a +1 item bonus to speed when wearing light or no armor.
Property: Gain a +2 item bonus to Bluff and Stealth checks, and to saving throws against effects with the illusion or charm keywords.
Property: Gain resist 5 to damage from all ranged attacks.
Power (At-Will): Free Action. Use this power before
making a melee attack against an adjacent target. You
gain a power bonus to that attack’s damage roll equal to
twice this weapon’s enhancement bonus. You take a –2
penalty to AC until the end of your next turn.
Property: Each encounter, you gain a +2 item bonus to AC and Reflex defenses until an attack hits you.
Power (Daily ✦ Teleportation): Immediate Interrupt.
Use this power when you would be hit with a melee or ranged attack. The attacker must reroll the attack, using the second result even if it’s lower. If the attacker misses you, you can teleport 1 square.
Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Property: When you score a critical hit, deal 1 extra die of
critical hit damage, based on the weapon or implement
you wield. If your weapon or implement deals no extra
damage when you score a critical hit, deal an extra 1d6
damage when you score a critical hit.
Power (Daily): Free Action. Use this power when you
score a critical hit with a weapon or implement. Add 2
extra dice of critical hit damage based on the weapon or
implement. If your weapon or implement deals no extra
damage when you score a critical hit, deal an extra 2d6
damage when you score a critical hit.
If you’ve reached at least one milestone today, instead
of rolling the extra dice of critical hit damage, deal extra
damage equal to the maximum value of those dice.
****************************************************************************
Class Feature
(此处列出需要选择的Class Feature)
First Strike
Artful Dodger
Sneak Attack(3d8)
Prime Shot
Daggermaster’s Action (11th level): You can spend an action point to reroll one attack roll or
damage roll you made using a dagger, instead of taking an extra action.
Dagger Precision (11th level): You can score critical hits with daggers on a roll of 18–20.
Dagger Advantage (16th level): When you score a critical hit with a dagger, the target grants combat advantage to you until the end of your next turn.
****************************************************************************
Racial Traits
(此处列出非Power形式,并且不在其他栏目中出现的Racial Traits)
****************************************************************************
Feat
Rogue Weapon Mastery,Weapon Expertise(Light Blade),Paragon Defenses,Backstabber,Defensive Mobility,Halfling Agility,Weapon Focus(Light Blade),Devastating Critical,Shield Proficiency (Light),Shield Specialization,健壮
****************************************************************************
技能 属性 合计 属性 等级 受训 其它
运动 力量 9 1 8 攀爬+2
坚韧 体质 10 2 8
杂技 敏捷 21 6 8 5 2
隐秘 敏捷 22 6 8 5 3
贼活 敏捷 22 6 8 5 3(开锁或解除陷阱再+2)
神秘 智力 8 0 8
宗教 智力 8 0 8
历史 智力 8 0 8
地城 感知 9 1 8
自然 感知 9 1 8
医疗 感知 9 1 8
侦查 感知 9 1 8
洞察 感知 9 1 8
唬骗 魅力 20 5 8 5 2
交涉 魅力 13 5 8
威吓 魅力 18 5 8 5
市井 魅力 18 5 8 5
****************************************************************************
Gear
Armor: +4 Displacer Feyleather armor (lv.16)
Weapon: +4 reckless Dagger (FRCG P56,lv17)
Arms: Shield of Deflection(lv12,13000gp)
Feet: Boots of Striding(lv9, 4200GP )
Hands: Gloves of Piercing(680gp)
Head: Eye of Deception(lv8,3400GP, AV p141)
Neck: +4 Cloak of Displacement(AV p150,Lv. 15)
Rings:
Waist: Belt of Vim(lv8,3400GP,AV P164)
Wondrous Items:
Potions:
标准冒险包,蜡烛10000根,链条,宝箱,攀爬工具,精美衣服,10个瓶子,圣徽,旅行面包(30天份),灯笼,帐篷,火把(10根),盗贼工具
320gp left
****************************************************************************
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尚未完成,若是谷save被击败就去堆伤害....
X'alout, the Unicorn
19 Deva Invoker/Hammer of Vengeance
wis23 int22 con 14 cha14 dex 13 str9
HP: 96
HS: 24/*8
Speed:6
AC 33
defense: 30/32/33
MBA: none
RBA: sun strike
init:+12
passive perception:25
passive insight: 30
========================
Power:
at will
Sun strike
Vanguard's lightning
daily
lv 5 Searing Orb
llv 9 Visions of Paradise
lv 19 summon angel of light
encounter
Channel Divinity:Rebuke Undead, Preserver's Rebuke, Armor of Bahamut
lv 1 blades of astral fire
lv 13 Seal of Heretic
lv 17 curse of haemnathuun
paragon: mark of castigation
Race: Memory of a thousand lifetimes
utility
lv 2 wall of light
lv 6 demand justice
lv 6 symbol of hope
lv 16 shield of justice
Paragon: Thundering Summons
===========================================
Trained Skill:
religion, insight, history, arcane, diplomacy
=========================================
feat:
channel divinity:bahamut
multi-warlock (dire radiant, diplomacy)
star fire womb
implement expertise
sacrifice to caiphon
auspicious lineage
invoker's defense
quickdraw
radiant power
paragon defnese
ascendant lineage
================================================
equipment:
Staff of Ruin +4 or Cunning Staff +4
Amulet of Inner Voice +4
Resistance Feyhide +4
Rod of Reaving +1
Quickcurse Rod +1*6
Rod of the Feywild +2*5
Carcanet of Psychic Schism
Solitaire (Cinnabar)
Solitaire (Citrine)
Handy Haversack
Warlock’s Bracers
Long Battle Tattoo
Salve of Power *4
Healer’s Sash *4
Everlast Provision
Floating Lantern
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姓名:凯文 格拉斯 等级:11 职业:牧师 典范之道:luckbringer of Tymora(dragon #365)传奇天命:
种族:长牙兽化人 体型:中型 年龄:20岁 性别:女 身高:5英尺9英寸 体重:142磅 阵营:善良 信仰:泰莫拉
属性 基础 最终 调整值
力量 17 24 +7
体质 13 15 +2
敏捷 10 11 +0
智力 10 11 +0
感知 14 21 +5
魅力 8 9 -1
生命 重伤 复原力 复原点 死亡豁免 调整值
117 5 29 9 3/3
抗力:无
当前状态:正常
技能 属性 合计 属性/等级调整值 受训 护甲惩罚 其它
先攻 敏捷 等级 其它
+9 +0 +9 +0
速度 基础 护甲 物品 其它
6格 6格
被动侦查:17
被动洞察:22
语言:通用语
行动点:1
专长:擅长鳞甲,weapon expertise(重刃),implement expertise(重刃),武器专攻(重刃),直觉闪避,student of battle(兼职政委),专精鳞甲,强韧加强,闪电反射,钢铁意志,助手威能(兼职)
防御 合计 等级 护甲/属性 职业 专长 增强 其它
防御等级 33 10 +9 +13 +1
强韧 35 10 +9 +7 +0 +4 +2 +2
反射 25 10 +9 +0 +0 +4 +2
意志 33 10 +9 +5 +2 +4 +2 +1
职业特性:
引导神力,治愈真言
luck blade:我擅长全长巨剑,并且我可以使用全长巨剑作为牧师威能的法器
divine fortune:当我或者5格内友方miss时,我可以以自由动作花费一个ap让目标以+2加值重投一次
机运操控:每遭遇一次,我可以重投任何一个d20使用较好的结果
————————————————————
武器ab=9(lv)+7(力量)+3(擅长)+2(专长)+4(enh)=25
法器ab=9(lv)+5(感知)+2(专长)+4(enh)=20
武器伤害=7(力量)+4(enh)+4(护腕)+2(专长)=17
法器伤害=5(感知)+4(enh)+2(专长)=11
随意威能:
圣印:+25vsAC,1d12+17伤害,直到我下个回合结束,
辉之炎:+20vs反射,1d6+11光耀伤害,选择一名可见盟友获得8点临时hp或者进行一次豁免
————————————————————
遭遇威能:
信仰坚壁:+25vsAC,2d12+17伤害,我和任何邻近该目标的盟友可以使用一次复原力
荣光普照:近程冲击5,+20vs意志,2d10+11伤害,处于冲击范围内的盟友可以使用一个hs
警哨预击:+25vsAC,3d12+17伤害,选择一个5格内的盟友,如果被现在的目标攻击则伤害为0
神的偏心:爆发内所有友方防御+5直到我下轮结束,+20vs意志,范围内所有敌人防御-5直到我下轮结束。
————————————————————
每日威能:
神能:+25vs强韧,2d12+13光耀伤害,并且推离目标1格。在遭遇结束前我获得5点再生,处于爆发内的盟友和我ac上获得+2威能加值。
安宁咒刻:+25vs意志,1d12+17伤害,目标不能作出攻击性动作(豁免结束),失手:在我下回合结束前,目标不能作出攻击性动作
不屈之魂:+25vsAC,3d12+17伤害,失手伤害减半,我和邻近5格内的盟友恢复生命如同使用hs
————————————————————
辅助威能:
治疗轻伤:目标恢复生命如同使用了一个复原力
恢复之音:目标可以使用2个复原力(政委6级辅助)
群体治疗轻伤:目标恢复生命如同使用了一个复原力
星之护盾
————————————————————
魔法物品:
Tymora's luck blade(tenacious 全长巨剑+4) 105000gp:
heartening armor +4 85000gp:
iron armbands of power 45000gp
boots of eagerness 4200gp
vloves of the healer 13000gp
carcanet of psychic schism 25000gp
cloak of distortion +4 105000
healer's sash*2
————————————————————
物品威能:
武器:
遭遇:进行攻击前声明,投2次攻击取其中较好的
盔甲:
对抗恐惧的豁免+4,二风时获得12点临时hp
手腕:
+4近战伤害
鞋子:
遭遇:自由动作,在自己的回合获得一个额外移动动作
手套:
使用医疗关键词威能目标额外获得1d6点
每日:标准动作,使用一个hs,与你相邻的目标获得你hs恢复的值。
头冠:
+1意志
每日:直觉打断,当一个使你震慑,支配或眩晕的威能攻击你时使用,获得-2攻击和意志代替原效果
颈部:
对5格外的远程攻击-5
腰部:
随意:冲入hs,获得一个充能
遭遇:直觉反应,使用一个充能,目标恢复生命如同使用了hs
————————————————
剩余:总重量
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鳞甲专精要Dex 15 :em006
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我没有英文phb :em003 :em003 :em003 :em003
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Armor Specialization (Scale)
Prerequisites: Dex 15, training with scale armor
我之前也是用的鳞, 但看见这个悲剧的前提后就铁心换板了 :em006
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Human Swordmage/Wizard Hybrid, MC Bard 16/ Paragon: Life Singer
Unaligned,Male ----- Medium
Normal Vision, Perception: 18, Insight: 18,
Languages: Common, Primordial (Barazhad, Common)
Speed: 6, Init: +10
HP 12+18+5*15=105----- Bloodied 52 ----- Healing Surge 26 x 11
Str 14 +2 | Dex 9 -1 | Wis 11 +0
Con 18 +4 | Int 22 +6 | Cha 15 +2
AC 10+8lv+6int+2leather+3enhance+3warding+1greater warding=33
Fort 10+8lv+4con+3cloak+1human+1greater warding=27
Ref 10+8lv+6int+3cloak+1leather+1human+1greater warding+1shoe=31
Will 10+8lv+2cha+3cloak+1human+1wiz+1swordmage+1greater warding+1circlet=28
=== Basic Attacks ===
Str +10 | Con +12 | Dex +7 | Int +14 | Wis +8 | Cha +10
=== Skills ===
Trained: Arcana, Bluff, Endurance, History;
=== Features ===
Swordmage Warding;
Cantrips;
Aegis of Shielding;
----- Paragon features------
Find Another Way (11th level): Allies within 5 squares +2 to skill and ability checks;
Peaceful Action (11th level): 5 squares spends an AP to take an extra action that is not an attack, gains Id8 + 2 modifier temp HP;
Serene Will (16th level): double throw powers Vs. Will, if no damage directly, +2 power ab;
=== Feats ===
Hybrid Talent: Swordmage Warding;
Risky Aegis;
White Lotus Ripostes;
MC: Brd;
Implement Expertise (Heavy Blade);
Weapon Expertise (Heavy Blade);
Greater Swordmage Warding;
Double Aegis;
Leathter Proficiency;
Stubborn Survivor;
Psychic Lock;
=== At-will Powers ===
AB: Weapon: +8lv+6int+4implement+2expertise+3proficiency=+22 ;
Implement: +19;
Aegis of Shielding (Hybrid): Mark and -14 Dam;
Sword Burst (Swordmage), VS. Ref, 1d6+9 Dam;
Magic Missle (Wizard): VS. Ref, 2d4+9 Dam;
Illusionary Ambush(Wiz): Psy, Vs. Will, 1d6+9 Dam, -4 ab;
=== Encounter Powers ===
Rejuvenating Strike(SM): melee, W Vs. AC, 2d8+9, Spend a HS;
Dimensional Vortex(SM): range 10, Vs. Will, No Damage, Imm I, Melee Hit trigger, teleport 5 then attack a target you choose, +4 dam;
Maze of Mirrors(Wiz):bust 1 range 10, Vs. Will, immobilize, -6ab;
Pacifying Voice (PP): range 10, +15 Vs. Will, Until the end of your next turn, dazed and weakened and -6 ab;
=== Daily Powers ===
Wizard's Fury (Wiz): MM as Minor;
Face of Death (Wiz): range 10, Psy, Vs. Will, Hit immobilized (save ends), failed for the first saving throw:helpless (save ends), aftereffect:The target is slowed (save ends).
Mss:The target is immobilized (rave endr), aftereffect The target is slowed (save ends).
Reaper's Challenge(SM): Vs. Will, 2d6+9, within 5 attacks an ally, weakened until the end of its next turn, then until end of encounter, if its attacks does not include you, weakened;
=== Utility Powers ===
Borrowed Confidence (SM): minor, encounter Until end of your next turn, double throw sv and ab, use either.
Illusory Wall (Wiz): Standard, encounter 8 squares within 10, no line of sight or move (vs will) for enemies, minor persist;
Shield(Wiz): Imm I, hit trigger, +4 power ac and ref, until end of your next turn;
Armathor’s Step (SM): move, encounter, Teleport 5, if next to an enemy, +2 power ab;
Majestice Word (Brd) Daily, Minor, You or one ally / Burst 10, target can spend a healing surge and regain an additional 3d6+2 hp, slide.
Inspired Solutions (PP): Daily, close burst 5 take an extra standard action as part of next turn which cannot be attack that deals damage;
===Equipment===
Weapon:+4 Piercing Songblade Lv 13 17000
CH: +3d10
Armor: Feytouched +3 Drowmesh Lether Lv 12 13000
Property: Gain an +3 item bonus to initiative checks, +1 Ref;
Power (Encounter ✦ Illusion): Standard Action, invisible until the end of your next turn.
Neck: +3 Cloak of Distortion Lv 14 21000
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
Head: Circlet of Indomitability Lv 8 3400
+1 Will;
Arms: Bracers of Bold Maneuvering Lv 8 3400
Power (Encounter): Minor Action. Gain a +4 power bonus
to AC against opportunity attacks until the end of your
next turn.
Belt: Healer's Sash Lv 9 9000
Feet: Feystep Lacings Lv12 13,000 gp
+1 Reflex
Power (At-Will, 5 Charges/Day ✦ Teleportation): Move Action.
Ring:
Ring of Vigilant Defense Lv17 65,000 gp
Property: Gain a +4 item bonus to all defenses when using total defense.
Power (Daily): Minor Action. Gain a +2 bonus to all defenses until the start of your next turn.
If you’ve reached at least one milestone today, gain a +3
power bonus to all defenses until the end of your next turn.
Wondrous Items:
Salve of Power *2 10,000
Floating Lantern 680
Lamp of Discerning 1000
3520
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还真hybrid么……
那么我去做reckless双头剑 SM/Wiz兼职战士的白莲教徒吧……biubiubiubiu!
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相比mm风暴和蛮战多打, 看我多么刚健朴实 :em001
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現在流行車濫強卡嗎=v=
我也車個玩玩 :em003
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冤枉啊, 我4个counter里面3个都没伤害.........
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遭遇n打2n投 :em009
法師猎手!
Swordmage/fighter,mc:Avenger,eladrin
Paragon: SWORD OF ASSAULT
hp118,blood59.hs29*10
20(+5)
13(+1)
20(+5)
13(+0)
15(+2)
11(+0)
int10,speed6
Feat:
1Hybrid Talent:Tempest Technique
2Fey Charge
3mc
4借机重刃 Heavy Blade Opportunity
5擅长革甲
6Eladrin Sword mage Advance
7武器专攻
8武器專精
9Paragon Defenses
10擅长双头劍
FEATURES:
Assaulting Charge (11th level): When spend action point to charge, use a melee at-will attack power or a melee encounter attack
power in place of the charge's melee basic attack.
Battlemage Readiness (11th level): When use your aeais of assault to attack, use a swordmage melee at-will attack power
Double Spell Assault (16th level): Once before the end of the encounter as a minor action after hitting with a melee attack.
Tempest Technique
Combat Challenge (hybrid)
攻击庇护
ab(weapon):8lv+2feat+1class+3p+4eh=23,dmg+19
ab(implemen):8lv+4eh+1int+1class=15,dmg+5
ac=18lv+4arom+4eh+5dex+1sheild+1=33
fort=18lv+5str+4eh+1feat+1class=29
ref=18lv+4int+4eh+1fea+11sheildt=28
will=18lv+2wis+4eh+1fea+1classt=26
at-will
剑爆*力场 近程爆发1(敌人)vs.ref
Dual Strike,21vs.ac*2,d6+14
Encounter
暴雨连击23vs. AC,两次攻击
命中:1w+力量调整值的伤害
武器:如果你装备轻刃,矛或链枷并且拥有15以上的敏捷,进行第二次攻击。
第二次攻击:力量vs. AC
命中:1w+力量调整值的伤害
来战!(f) 近距离爆发3(敌人)拉动每个目标2格到一个临近你的地方。23vs.ac,d10+19
苦痛之刺 vs.ac,2w,如果目标在他的下回合结束前移动,它会受到5+力量调整的力场伤害。
攻击庇护:当你使用你的“攻击庇护”的直觉动作时,你可以使用此威能取代通常的普通攻击
Spell Strike(p)+aries,vs. AC,w+2d6+5+4
daily
水银势Quicksilver Stance(f)
效果:直到架势结束,你可以快步2格,并且以一个移动动作进行一次近战基本攻击。如果你对攻击的目标具有战斗优势并且成功命中,则攻击造成等同于你感知修正值的额外伤害。
信标之刃 (s)vs.ac,1w+目盲(豁免中止)+發光(10格)+隐形依然能被准确定位
Dimensional Bond( S)vs. AC,2w.Miss: Half damage.Effect: Until the end of the encounter, can teleport 10squares as a move action. You must end this movement adjacent to the target.
Utility
Aegis Reserve(p)
Minor Action Close burst 5(Targett1)
Effect: marked by your aeais of assault.
远古之速 (s)每日
效果:当你在投先攻前使用这个能力,你在先攻上获得+5威能加值。你在战斗中的第一个回合内可以进行一次额外的移动动作(或突袭轮中,如果你可以在突袭轮中动作)。
战斗意识
没有恶徒或怪物可以捡你的漏!
每日?战技
无动作 个人
效果:你获得+10到你的先攻检定。在你投过先攻之后使用此能力。
次元闪避 (s)每日,即时打断
先决条件:任何20格内的敌人使用远程武器击中你
效果:你传送到那个敌人的身边
奇袭步伐(f)遭遇
直觉反应动作
触发:一个邻接你的敌人离开你。
效果:快步进入那个敌人空下来的格子,在你的下一回合结束前你对该敌人拥有战斗优势。
裝:
+4魔法甲
+4魔法武器
+4防御护符
+4Iron Armbands of Power
Healer's Sash
麥登的護脛Greaves of Maldeen
角盔(+2d6)
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突然发现要先学leather...于是AC又低了...
这年头Defender真不好做...
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还招人不?
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爱来就来,贴卡为准。本来就是测试build用的战力团。
不过近期可能没团。不过我快暑假了。不过欢迎加群讨论build。不过群里一般人也不多。不过AD和萝卜和Suez一般在。不过虽然有人但是没团。
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orz
就是说招人但是没团拉? :em006
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本质上来说是的……
不过人多永远会激发思路的~对大家都有好处XD