「PC データ置き場/Princes of The Apocalypse キャンペーン PC」の編集履歴(バックアップ)一覧はこちら

PC データ置き場/Princes of The Apocalypse キャンペーン PC」の最新版変更点

追加された行は青色になります。

削除された行は赤色になります。

 PPP Princes of The Apocalypse キャンペーン用キャラクター。
 ----
 &big(){&bold(){ Andrew ( アンドリュー )}}
 
 &big(){&bold(){&underdot(#5555ff,2px){ Race }}}
  &bold(){Half-Elf}
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Alignment }}}
  &bold(){Lawful Good}
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Experience / Next Level }}}
  &bold(){ - / - xp}
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Classes / Level }}}
  &bold(){Cleric} 1 / &bold(){Warlock} 12 / &bold(){Paladin} 2 / &bold(){Fighter} 2
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Patron Deity / Faith }}}
  &bold(){Bahamut}
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Background }}}
  &bold(){Solder}
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ キャラ設定 }}}
  戦士やパラディン、戦司祭を輩出している士族の末弟。
  本人はパラディン志望だったが、兄姉の支えになれと、神官の道を強制されたため、不満を抱く。
  神官の道を修め家に戻ったところ、一顧だにされなかったことに溜めこんでいた拗れが爆発し、出奔。
  自身の力のみで成り上がるべく、流れの神官として荒事を求めていた。
  その一環として、兵役も経験している。
  が、兵役中に勲をたてられるような大きな争いもなかったため、冒険者の一団に加わることになる。
  ( 将来ウォーロックを入れるため、色々と隙の多い設定 )
 
 【 2017/04/15 追記 ( ウォーロッククラス追加の顛末 ) 】
  ネクロマンサーを倒してレッドラーチに戻った後、共同礼拝所で声を掛けられる。
  どこからかネクロマンサー討伐の話を聞きつけたのかは分からないが、その功績を称えたいと酒の席に誘われた。
  美酒を振る舞われ酩酊したところで、彼は自分の正体をバハムートの使いと名乗り、正しい行いをしたアンドリューに
  更なる力を与えるよう遣わされたと明かした。
  もちろんそれは、アンドリューの未熟さと功名心に付け込もうとするフィーンドの罠だったわけだが。
  愚かなアンドリューは、その誘いを受け、契約書にサインをしてしまう……、
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Hit Points }}} 
  &bold(){109} = 8 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 5 + 6 + 6 + 6 + 6 + 17 CON Mod. ( = + 1 CON ×17Lv. )
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Ability Scores }}}
 |【|CENTER:STR|】|RIGHT:21|(|CENTER:+|RIGHT: 5|)|=|RIGHT:15|( 9pts. )|+ 1 Racial|/ 21 ( Belt of Hill Giant Strength )|
 |【|CENTER:CON|】|RIGHT:12|(|CENTER:+|RIGHT: 1|)|=|RIGHT:12|( 4pts. )|||
 |【|CENTER:DEX|】|RIGHT:10|(|CENTER:+|RIGHT: 0|)|=|RIGHT:10|( 2pts. )|||
 |【|CENTER:INT|】|RIGHT: 3|(|CENTER:-|RIGHT: 4|)|=|RIGHT: 8|( 0pts. )||- 5 Idiot|
 |【|CENTER:WIS|】|RIGHT:14|(|CENTER:+|RIGHT: 2|)|=|RIGHT:13|( 5pts. )|+ 1 Racial||
 |【|CENTER:CHA|】|RIGHT:18|(|CENTER:+|RIGHT: 4|)|=|RIGHT:14|( 7pts. )|+ 2 Racial|+ 2 Lv|
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Initiative & Move Speed }}}
 |&bold(){Initiative}|:|+ 0 = + 0 DEX|
 |&bold(){Land Speed}|:|35 feet.|
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Armor Class }}}
  &bold(){21} = 18 Plate mail + 2 Shield + 1 Fighting Style
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Saving Throws }}}
 |【|CENTER:STR|】 |+|RIGHT: 5||( = + 5|CENTER:STR||)|
 |【|CENTER:CON|】 |+|RIGHT: 1||( = + 1|CENTER:CON||)|
 |【|CENTER:DEX|】 |+|RIGHT: 0|( 2 ) ※|( = + 0|CENTER:DEX||)|
 |【|CENTER:INT|】 |-|RIGHT: 4||( = - 4|CENTER:INT||)|
 |【|CENTER:WIS|】 |+|RIGHT: 8||( = + 2|CENTER:WIS|+ 6 Proficiency|)|
 |【|CENTER:CHA|】 |+|RIGHT:10||( = + 4|CENTER:CHA|+ 6 Proficiency|)|
 ※ See Shield Master feat.
 
 &big(){&bold(){&underdot(#5555ff,2px){ Proficiencies }}}
 |>|>|&bold(){Proficiency Bonus} + 6|
 |&bold(){Armor   }|:|All Armor, shields|
 |&bold(){Weapons }|:|All Simple Weapons, Martial Weapons|
 |&bold(){Tools   }|:|One type of gaming set, vehicles ( land )|
 |&bold(){Language}|:|Common, Elvish, Giant|
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Attacks }}}
 |&bold(){Ironfang}       |>|>|Thrown ( Range 20 / 60 ), Versatile ( 1d10 )|
 |~                       |Attack|:|+ 13 ( = + 5 STR + 6 Proficiency + 2 Enc. )|
 |~                       |Damage|:|1d8 + 7 ( = + 5 STR + 2 Enc. ) + 1d8 ( Acid ) / Piercing|
 |~                       ||||
 |&bold(){Longsword}      |>|>|Versatile ( 1d10 )|
 |~                       |Attack|:|+ 11 ( = + 5 STR + 6 Proficiency )|
 |~                       |Damage|:|1d8 + 5 ( = + 5 STR ) / Slashing|
 |~                       ||||
 |&bold(){Longsword, Silvered}|>|>|Versatile ( 1d10 )|
 |~                       |Attack|:|+ 11 ( = + 5 STR + 6 Proficiency )|
 |~                       |Damage|:|1d8 + 5 ( = + 5 STR ) / Slashing|
 |~                       ||||
 |&bold(){Warhammer}      |>|>|Versatile ( 1d10 )|
 |~                       |Attack|:|+ 11 ( = + 5 STR + 6 Proficiency )|
 |~                       |Damage|:|1d8 + 5 ( = + 5 STR ) / Bludgeoning|
 |~                       ||||
 |&bold(){Dagger}         |>|>|Finesse, Light, Thrown ( Range 20 / 60 )|
 |~                       |Attack|:|+ 11 ( = + 5 STR + 6 Proficiency )|
 |~                       |Damage|:|1d4 + 5 ( = + 5 STR ) / Piercing|
 |~                       ||||
 |&bold(){Javelin}        |>|>|Thrown ( Range 30 / 120 )|
 |~                       |Attack|:|+ 11 ( = + 5 STR + 6 Proficiency )|
 |~                       |Damage|:|1d6 + 5 ( = + 5 STR ) / Piercing|
 |~                       ||||
 |&bold(){Light Crossbow} |>|>|Ammunition ( Range 80 / 320 ), Loading, Two-handed|
 |~                       |Attack|:|+  6 ( = + 0 DEX + 6 Proficiency )|
 |~                       |Damage|:|1d8 + 0 ( = +  DEX ) / Piercing|
 |~                       ||||
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Skills }}}
 |Strength    |■|Athletics      |:|+|RIGHT:11|( = + 5|CENTER:STR|+ 6 Proficiency )|
 |Dexterity   | |Acrobatics     |:|+|RIGHT: 0|( = + 0|CENTER:DEX|)|
 |            | |Sleight of Hand|:|+|RIGHT: 0|( = + 0|CENTER:DEX|)|
 |            | |Stealth        |:|+|RIGHT: 0|( = + 0|CENTER:DEX|)|
 |Intelligence| |Arcana         |:|-|RIGHT: 1|( = - 1|CENTER:INT|)|
 |            |○|History        |:|-|RIGHT: 1|( = - 1|CENTER:INT|)|
 |            | |Investigation  |:|-|RIGHT: 1|( = - 1|CENTER:INT|)|
 |            | |Nature         |:|-|RIGHT: 1|( = - 1|CENTER:INT|)|
 |            |○|Religion       |:|-|RIGHT: 1|( = - 1|CENTER:INT|)|
 |Wisdom      | |Animal Handling|:|+|RIGHT: 2|( = + 2|CENTER:WIS|)|
 |            |●|Insight        |:|+|RIGHT: 8|( = + 2|CENTER:WIS|+ 6 Proficiency )|
 |            |○|Medicine       |:|+|RIGHT: 2|( = + 2|CENTER:WIS|)|
 |            | |Perception     |:|+|RIGHT: 2|( = + 2|CENTER:WIS|)|
 |            | |Survival       |:|+|RIGHT: 2|( = + 2|CENTER:WIS|)|
 |Charisma    | |Deception      |:|+|RIGHT: 4|( = + 4|CENTER:CHA|)|
 |            |■|Intimidation   |:|+|RIGHT:10|( = + 4|CENTER:CHA|+ 6 Proficiency )|
 |            | |Performance    |:|+|RIGHT: 4|( = + 4|CENTER:CHA|)|
 |            |●|Persuasion     |:|+|RIGHT:10|( = + 4|CENTER:CHA|+ 6 Proficiency )|
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Traits }}}
 |&bold(){Half-Elf}                |&bold(){Ability Score Increases}|:|+ 2 CHA, + 1 other two abilities|
 |~                                |&bold(){Size }                  |:|Medium|
 |~                                |&bold(){Speed}                  |:|30 feet|
 |~                                |&bold(){Darkvision}             |:|You can see in dim light 60 feet of you as if it were bright light, and in darkness as|
 |~                                |~                               |~ |if it were dim light.|
 |~                                |~                               |~ |You can't discern color in darkness, only shades of gray.|
 |~                                |&bold(){Fey Ancestry}           |:|You have advantage on saving throws against being charmed, and magic can't put|
 |~                                |~                               |~ |you to sleep.|
 |~                                |&bold(){Fleet of Foot}          |:|Your base walking speed increases to 35 feet.|
 |~                                |&bold(){Languages}              |:|Common, Elvish, one other language|
 |&bold(){Cleric} 1                |&bold(){Hit Dice}               |:|1d8 / Lv.|
 |~                                |&bold(){Armor Proficiencies}    |:|Light Armors, Medium Armors, Shields|
 |~                                |&bold(){Weapon Proficiencies}   |:|All Simple Weapons|
 |~                                |&bold(){Tool Proficiencies}     |:|None|
 |~                                |&bold(){Saving Throw Proficiencies}|:|Wisdom, Charisma|
 |~                                |&bold(){Skills}                 |:|Choose two skills from History, Insight, Medicine, Persuasion, Religion|
 |~                                |&bold(){Divine Domain}          |:|War Domain|
 |~                                |&bold(){- Bonus Proficiencies}  |:|You gain proficiency with martial weapons and heavy armor.|
 |~                                |&bold(){- War Priest}           |:|When you use the Attack action, yhou can make one weapon attack as a bonus action.|
 |~                                |~                               |~ |You can use this feature a number of times equal to your Wisdom modifier|
 |~                                |~                               |~ |( a minimum of once ).|
 |~                                |~                               |~ |You regain all expended uses when you dinish a long rest.|
 |~                                |&bold(){Spellcasting}           |:|3 Cantrips Known, 2 / - / - / - / - / - / - / - / -|
 |~                                |~                               |~ ||
 |&bold(){Warlock} 12              |&bold(){Hit Dice}               |:|1d8 / Lv.|
 |~                                |&bold(){Armor Proficiencies}    |:|Simple Armors|
 |~                                |&bold(){Weapon Proficiencies}   |:|All Simple Weapons|
 |~                                |&bold(){Tool Proficiencies}     |:|None ( multiclassing )|
 |~                                |&bold(){Saving Throw Proficiencies}|:|None ( multiclassing )|
 |~                                |&bold(){Skills}                 |:|None ( multiclassing )|
 |~                                |&bold(){Other Worldly Patron}   |:|the Fiend|
 |~                                |&bold(){- Dark One's Blessing}  |:|When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your|
 |~                                |~                               |~ |Charisma modifier + Warlock level ( minimum of 1 ).|
 |~                                |&bold(){- Dark One's Own Luck}  |:|When you make an ability check or a saving throw. you can use this feature to add a d10 to|
 |~                                |~                               |~ |your roll.|
 |~                                |~                               |~ |You can do so after seeing the initial roll but before any of the roll's effects occur.|
 |~                                |~                               |~ |Once you use this feature, you can't use it again until you  finish a short or long rest.|
 |~                                |&bold(){- Fiendish Resilience}  |:|You can choose one damage type when you finish a short or Long Rest.|
 |~                                |~                               |~ |You gain Resistance to that damage type until you choose a different one with this feature.|
 |~                                |~                               |~ |Damage from magical Weapons or silver Weapons ignores this Resistance.|
 |~                                |&bold(){Pact Magic}             |:|4 Cantrips Known, 11 Spells Known, 3 Spell Slots ( 5th Level )|
 |~                                |&bold(){Eldrich Invocations}    |:||
 |~                                |&bold(){- Agonizing Blast}      |:|When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.|
 |~                                |&bold(){- Fiendish Vigor}       |:|You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or|
 |~                                |~                               |~ |material components.|
 |~                                |&bold(){- Thirsting Blade}      |:|You can attack with your pact weapon twice, instead of once, whenever you take the Attack|
 |~                                |~                               |~ |action on your turn.|
 |~                                |&bold(){- Repelling Blast}      |:|When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from|
 |~                                |~                               |~ |you in a straight line.|
 |~                                |&bold(){- Grasp of Hadar}       |:|Once on each of your turns when you hit a creature with your eldritch blast, you can move that|
 |~                                |~                               |~ |creature in a straight line 10 feet closer to you.|
 |~                                |&bold(){- Lifedrinker}          |:|When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal|
 |~                                |~                               |~ |to your Charisma modifier (minimum 1).|
 |~                                |&bold(){Pact Boon}              |:|Pact of the Blade|
 |~                                |~                               |~ |You can use your action to create a pact weapon in your empty hand.|
 |~                                |~                               |~ |You can choose the form that this melee weapon takes each time you create it.|
 |~                                |~                               |~ |You are proficient with it while you wield it.|
 |~                                |~                               |~ |This weapon counts as magical for the purpose of overcoming resistance and immunity to|
 |~                                |~                               |~ |nonmagical attacks and damage.|
 |~                                |~                               |~ |Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more.|
 |~                                |~                               |~ |It also disappears if you use this feature again, if you dismiss the weapon (no action required),|
 |~                                |~                               |~ |or if you die.|
 |~                                |~                               |~ |You can transform one magic weapon into your pact weapon by performing a special ritual|
 |~                                |~                               |~ |while you hold the weapon.|
 |~                                |~                               |~ |You perform the ritual over the course of 1 hour, which can be done during a short rest.|
 |~                                |~                               |~ |You can then dismiss the weapon, shunting it into an extradimensional space, and it appears|
 |~                                |~                               |~ |whenever you create your pact weapon thereafter.|
 |~                                |~                               |~ |You can’t affect an artifact or a sentient weapon in this way.|
 |~                                |~                               |~ |The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on|
 |~                                |~                               |~ |a different weapon, or if you use a 1-hour ritual to break your bond to it.|
 |~                                |~                               |~ |The weapon appears at your feet if it is in the extradimensional space when the bond breaks.|
 |&bold(){Paladin} 2               |&bold(){Hit Dice}               |:|1d10 / Lv.|
 |~                                |&bold(){Armor Proficiencies}    |:|Light Armor, Medium Armor, Shields|
 |~                                |&bold(){Weapon Proficiencies}   |:|All Simple Weapons, Martial Weapons|
 |~                                |&bold(){Tool Proficiencies}     |:|None ( multiclassing )|
 |~                                |&bold(){Saving Throw Proficiencies}|:|None ( multiclassing )|
 |~                                |&bold(){Skills}                 |:|None ( multiclassing )|
 |~                                |&bold(){Divine Sense}           |:|As an action, until the end of your next turn, you know the location of any celestial, fiend,&br()or undead within 60 feet of you that is not behind total cover.&br()You know the type of any being whose presence you sense, but not its identity.&br()Within the same radius, you also detect the presence of any place or object&br()that has been consecrated or desecrated.&br()You can use this feature a number of times equal to 1 + your Charisma modifier.&br()When you finish a long rest, you regain all expended uses.|
 |~                                |&bold(){Lay on Hands}           |:|You have a pool of healing power that replenishes when you take a long rest.&br()With that pool, you can restore a total number of hit points equal to your paladin level x 5.&br()As an action, you can touch a creature and draw power from the pool to restore a number of&br()hit points to that creature, up to the maximum amount remaining in your pool.&br()Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one&br()disease or neutralize one poison affecting it.&br()You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on&br()Hands, expending hit points separately for each one.&br()This feature has no effect on undead and constructs.|
 |~                                |&bold(){Fighting Style}         |:|Defense.&br()While you are wearing armor, you gain a +1 bonus to AC.|
 |~                                |&bold(){Spellcasting}           |:||
 |~                                |&bold(){Divine Smite}           |:|When you hit a creature with a melee weapon attack, you can expend one spell slot to deal&br()radiant damage to the target, in addition to the weapon's damage.&br()The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st,&br() to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.|
 |&bold(){Solder ( Background )}   |&bold(){Skill Proficiencies}    |:|Athletics, Intimidation|
 |~                                |&bold(){Tool Proficiencies}     |:|One type of gaming set, vehicles ( land )|
 |&bold(){Boots of Speed}          |>|>|While you wear these boots, you can use a Bonus Action and click the boots' heels together.&br()If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage&br()on the Attack roll. If you click your heels together again, you end the effect.&br()When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.&br()Requires Attunement.|
 |&bold(){Belt of Hill Giant Strength}|>|>|Your Strength score is 21 while you wear these gauntlets. They have no effect on you if your Strength is already 21 or higher.&br()Requires Attunement.|
 |&bold(){Drown}                   |>|>||
 |&bold(){Brooch of Shielding}     |>|>|While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.&br()Requires Attunement.|
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Feats }}}
 |War Caster   |・You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.|
 |~            |・You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.|
 |~            |・When a hostile creature's movement provekes an opportunity attack from you, you can use your reaction to cast a spell at the creature,|
 |~            | rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.|
 |Shield Master|・If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.|
 |~            |・If you aren't incapaciated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful|
 |~            | effect that tagets only you.|
 |~            |・If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to|
 |~            | take nodamage if you succeedon the saving throw, interposing your shield between yourself and the source of the effect.|
 |~            ||
 |~            ||
 |~            ||
 |~            ||
 |~            ||
 |~            ||
 |~            ||
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Spells }}}
 |Cleric  1|0Lv.|Guidance    |
 |~        |~   |Light       |
 |~        |~   |Sacred Flame|
 |~        |1Lv.|Bless ( Prepared )|
 |~        |~   |Healing Word ( Prepared )|
 |~        |~   |Sanctuary ( Prepared )|
 |Paladin 2|1Lv.|Command ( Prepared )|
 |~        |~   |Compelled Duel ( Prepared )|
 |~        |~   |Cure Wounds ( Prepared )|
 |~        |~   |Protection from Evil and Good ( Prepared )|
 |~        |~   |Shield of Faith ( Prepared )|
 |Warlock 1|0Lv.|Eldritch Blast|
 |~        |~   |Green Flame Blade|
 |~        |~   |Mage Hand|
 |~        |~   |Sword Burst|
 |~        |2Lv.|Blindness/Deafness|
 |~        |3Lv.|Counterspell|
 |~        |~   |Fireball|
 |~        |~   |Fly|
 |~        |~   |Remove Curse|
 |~        |4Lv.|Charm Monster|
 |~        |~   |Dimension Door|
 |~        |~   |Fire Shield|
 |~        |~   |Wall of Fire|
 |~        |5Lv.|Scrying|
 |~        |~   |Synaptic Static|
 |~        |6Lv.|Mass Suggestion|
 
 
 
 &big(){&bold(){&underdot(#5555ff,2px){ Equipments }}}
-| |★|Drown ( Trident + 2 )|
+| |★|Ironfang ( War Pick + 2 )|
 | | |Longsword|
 | | |Longsword, Silvered|
 | | |Warhammer|
 | | |Light Crossbow|
 | | | - Bolt × 20|
 | | |Dagger|
 | | |Javelin × 4|
 | | |Plate mail|
 | | |Shield|
 | | |Holy Symbol|
 | | |Component Pouch|
 | |★|Belt of Hill Giant Strength|
 | |☆|Brooch of Shielding|
 | |★|Boots of Speed|
 | |☆|Bag of Holding|
 |○○○○○○○|☆|Potion of Healing × 7|
 |○|☆|Potion of Healing, Greater × 1|
 |○|☆|Potion of Giant Strength × 1|
 | | |Priest's Pack|
 | | |- Backpack|
 | | |- Blanket|
 | | |- Candle × 10|
 | | |- Tinderbox|
 | | |- Alms Box|
 | | |- 2 Blocks of Incense|
 | | |- Censer|
 | | |- Vestments|
 | | |- Ration × 2 Days + 11 Days|
 | | |- Waterskin|
 | | |Bedroll|
 | | |Healer's kit ( 20 use )|
 | | |Rope, hempen × 50ft.|
 | | |Belt Pouch|
 | | |An insignia of rank|
 | | |A trophy taken from a fallen enemy|
 | | |A set of deck of cards|
 | | |A set of common clothes|
 | | |18,342gp |
 ----