享楽的実践主義

Easy Go! Easy Come!! The Show Must Go On!!! 百聞は一見に如かず! 百見は一遊に如かず!!

Therensia Duffar Kelemvor Cleric1

(Common)「初めまして・・・」

=====共有PCs/NPCsキャラクターシート Ver.1.0.0=====
※DMからのガイダンス
キャラクターシート内容に質問などがある場合は、掲示板セッション
https://trpgsession.click/community-detail.php?i=commu161473115022
にて、質問、確認、票決依頼などの投稿をお願いします。

Creator’s Name:Seth
Create Date:2022/03/27(日) Cleric1
UPdate:-

・共有PCs/NPCs紹介
1447DR時、フォアゴットン レルムズForgotten Realms、
https://forgottenrealms.fandom.com/wiki/Main_Page
フェイルーン大陸Faerûn、
https://forgottenrealms.fandom.com/wiki/Faer%C3%BBn
ソードコースト海岸Sword Coast、
https://forgottenrealms.fandom.com/wiki/Sword_Coast
魔法疫病の影響でウォーターディープWaterDeep
https://forgottenrealms.fandom.com/wiki/Waterdeep
へ避難したNPCアーシマール父に人間NPC母を両親に、次女として生まれる。

自らのNPCs家族もNPCs避難民であり、必然的にその幼少時より、
魔法疫病による多くのNPCs犠牲者を助け、また多くのその死に触れ、
いつしかNPCケレンヴォー神の神官として道を歩み、多くのNPCs者
たちが安寧の内のその死を迎えるように、それらの死を看取る。
しかし、それら長年の実績より、同時に多くの世事に煩わされる事となり、
ついには、それらを嫌い、逃れるように1476DRに自由砦FreeFort
https://sites.google.com/view/playogl/home/worlds/forgotten-realms/freefort
のケレンヴォー神殿に隠れるように落ち着き、静かなる時を見出したのであった。

1478DRには、自由砦FreeFortケレンヴォー神殿のDoomGuideとなり、
静かに自由砦FreeFort周辺のNPCs死者たちを守っている。

PCイメージ
普段は普通のおばちゃんの役を、本人も楽しんでいる。
騒乱の中で生まれ育ち生きた者たちにとっては、その平凡な役回りが
如何に貴重な物であるかを知っているからである。

参考資料url
3.x系 DoomGuide
http://dnd.arkalseif.info/classes/doomguide/index.html
https://www.realmshelps.net/charbuild/classes/prestige/realms/doomguide.shtml
掲示
https://forums.giantitp.com/showthread.php?497392-Kelemvor-Going-Into-the-Light
OGL系製品
https://www.boardgamer.games/marketing/dmg/doomguide-a-divine-domain-for-clerics-fantasy-grounds/


Shared PC/NPC Data
*****************************
共有PCs/NPCs名:テレンシア   デュファーTherensia Duffar
中型 LGアーシマール41才 Cleric1
身長176Cm、体重55kg
その他はキャラ絵の通り
言語 共通語Common,Celestial(種族),Elven(知力INT修正値)
信仰:NPCケレンヴォーKelemvor神
https://forgottenrealms.fandom.com/wiki/Kelemvor

+2習熟ボーナス
*種族による習熟
**背景による習熟
***クラスによる習熟

◆筋力Strength 15 +2
+2 ... 筋力判定Strength Ability Checks
+2 ... 筋力セイビングスローStrength Saving Throws
+4 … **運動Athletics Skill
*****ヴィリアント エンカンバランス
75 lbs. ... Maximum Carrying Capacity(Speed-10ft.) 15STRx5
150 lbs. ... Max. Push or Drag (Speed -20ft.,DisAdvantage) 15STRx10
225 lbs. ... Maximum Lift=Max Carrying(Over Speed 0ft.) 15STRx15

◆敏捷力Dexterity 13  +1
+1 ... 敏捷力判定Dexterity Ability Checks
+1 ... 敏捷力セイビングスローDexterity Saving Throws
+1 ... 軽業Acrobatics Skill
+1 ... 手先の早業Sleight of Hand Skill
+3 … **隠密Stealth Skill

◆耐久力Constitution 13 +1
+1 ... 耐久力判定Constitution Ability Checks
+1 ... 耐久力セイビングスローConstitution Saving Throws

◆知力Intelligence 13 +1
+1 ... 知力判定Intelligence Ability Checks
+1 ... 知力セイビングスローIntelligence Saving Throws
+1 ... 魔法学Arcana Skill
+1 ... 歴史History Skill* (背景)
+1 ... 捜査Investigation Skill
+1 ... 自然Nature Skill
+3 … ***宗教Religion Skill*(Cleric)

◆判断力Wisdom 16 (15+1アーアシマール) +3
+3 ... 判断力判定Wisdom Ability Checks
+5 ... 判断力セイビングスローWisdom Saving Throws*(Cleric)
+3 ... 動物使いAnimal Handling Skill
+3 ... 看破Insight Skill
+5 … ***医術Medicine Skill*(Cleric)
+3 ... 知覚Perception Skill *暗視DarkVision 60ft.(種族)
+5 … **生存Survival Skill

◆魅力Charisma 15 (13+2アーアシマール) +2
+2 ... 魅力判定Charisma Ability Checks
+4 ... 魅力セイビングスローCharisma Saving Throws*(Cleric)
+2 ... ペテンDeception Skill
+2 ... 威圧Intimidation Skill
+2 ... 芸能Performance Skill
+2 ... 説得Persuasion Skill

受動視認13 =10+3 ... 知覚Perception Skill *暗視DarkVision 60ft.(アーアシマール)

+1 イニシアチブ +1 =+1Dex mod.

移動力Speed 30ft. バックパックBackPack一式の装備は脱いで地面に置いている

HP9 =8+1Con mod.
Celestial Resistance.
You have resistance to necrotic damage and radiant damage.
HD1d8 Cleric1
小休憩Short Rest:1d8+0Con mod.x Max1
大休憩Long Rest:HPはすべてのHPダメージのみが回復、HDは+1d8HD=Cleric1/2(最小1HD)が回復

AC
鎧無し盾無し
AC11 = 10+1敏捷力DEX修正値

レザーアーマー
AC12 = 11+1敏捷力DEX修正値

Attacks
1d20+3 +1敏捷力DEX修正値+2習熟ボーナス 両手ライトクロスボウ(ボルト)80/320 ft.攻撃1回 ->
1d6+1 +1敏捷力DEX修正値  両手ライトクロスボウ(ボルト)刺突ダメージ ->
20本ボルト

ロングソード 片手/両手持ち
+4 =+2筋力STR修正値+2習熟ボーナス
1d8+2 片手持ち +2筋力STR修正値 斬撃/刺突ダメージ
1d10+2 両手持ち +2筋力STR修正値 斬撃/刺突ダメージ

片手ダガーDagger(妙技Finesse) 間合い5ft.
+4 =+2筋力STR修正値+2習熟ボーナス
1d4+2 +2筋力STR修正値 斬撃/刺突ダメージ

片手ダガーDagger(妙技Finesse) 投げ 20/60ft. 
+3 =+1敏捷力DEX修正値+2習熟ボーナス
1d4+1 +1敏捷力DEX修正値 刺突ダメージ

素手(単純武器) 間合い5ft. 日本語版PHB195p
https://roll20.net/compendium/dnd5e/Unarmed%20Strike
+4 = +2筋力STR修正値+2習熟ボーナス 
1+2 +2筋力STR修正値 殴打ダメージ

Spellcasting PHB p56 呪文 Cleric1
NPCケレンヴォーKelemvor神のホーリーシンボル 黄金天秤を掲げる白骨の手腕
Spell Attack +5 = +3判断力WIS修正値+2習熟ボーナス
Spell DC13 =8+3判断力WIS修正値+2習熟ボーナス

Healing Hands(アーシマール)
As an action, you can touch a creature and cause it 
to regain a number of hit points equal to your level. 
Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer(アーシマール)
You know the light cantrip. 
Charisma is your spellcasting ability for it.
魅力CHA修正値
ライト Light PHB p255 Evocation cantrip Casting Time: 1 action
Range: Touch Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour

Grave Domain
1st bane, false life

Circle of Mortality XGE p19[–]
At 1st level, you gain the ability to manipulate the line between life and death. 
When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, 
you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. 
For you, it has a range of 30 feet, and you can cast it as a bonus action.
Spare the dying PHB p277 Necromancy cantrip
Casting Time: 1 action Range: Touch
-> For you, it has a range of 30 feet, and you can cast it as a bonus action.
Components: V, S
Duration: Instantaneous 
You touch a living creature that has 0 hit points. The creature becomes stable. 
This spell has no effect on undead or constructs.

Eyes of the Grave XGE p19[–]
At 1st level, you gain the ability to occasionally sense the presence of the undead, 
whose existence is an insult to the natural cycle of life. 
As an action, you can open your awareness to magically detect undead. 
Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. 
This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). 
You regain all expended uses when you finish a long rest.

最大準備呪文種類数 4 =+3判断力WIS修正値+1クリレックレベル
呪文スロット Cantrips 1st
                   3             2
Cantrips
ガイダンス 精神集中判定するまで最大1分 +1d4技能判定前or後
レジスタンス 精神集中判定するまで最大1分 +1d4セイビングスロー判定前or後
セイドリック フレイム 60ft. 敏捷力DEXセイビングスロー失敗1d8光輝ダメージ+遮蔽無し、成功ダメージ無し。

1st
ディテクト マジック
ブレス
キュア ウーンズ
ヒーリング ワード


◆装備品一式と重量(1lb.=453.592g  1ft.=30.48Cm)
*****ヴィリアント エンカンバランス
https://sites.google.com/view/playogl/home/rules#h.t4dcjzr3ryem
を使用しているため適応し無い。
→ 見なし重量(DM裁定)
※DM裁定
共有PCs/NPCsの設定の内容から明らかに所有していると思われる
アイテム等は記入(妥当な数量、重量、装備/置き場など)して良い
=============
総重量
120lb. = 21.5武装一式+98.5その他一式
※実際の装備状況はそのシーン毎に異なる。
=============

魔法アイテム(重量は重量記載明記以外はすべて0lb.としている)
****日本語版ザナザー本126p「アイテムの作成」による変更

無し。

・所持現金(コイン100枚=1lb.どこかのポケットの中など):3gp 3sp 3cp

武装一式 21.5lb.=10+5+2.5+3+1

レザーアーマーLeather Armor PHB p144
Light armor 10 gp, 10 lb. AC 11 + Dex

イトクロスボウLight Crossbow PHB p149
Simple weapon, ranged weapon 25 gp, 5 lb.1d8 piercing
ammunition (80/320 ft.), loading, two-handed
Ammunition.
You can use a weapon that has the ammunition property to make a ranged attack
only if you have ammunition to fire from the weapon.
Each time you attack with the weapon, you expend one piece of ammunition.
Drawing the ammunition from a quiver, case, or other container is part of the attack.
Loading a one-handed weapon requires a free hand. At the end of the battle,
you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack,
you treat the weapon as an improvised weapon.
A sling must be loaded to deal any damage when used in this way.
Loading.
Because of the time required to load this weapon, 
you can fire only one piece of ammunition from it when you use an action,
bonus action, or reaction to fire it, 
regardless of the number of attacks you can normally make.
Two-Handed.
This weapon requires two hands to use. 
This property is relevant only when you attack with the weapon,
not when you simply hold it.

クロスボウ矢筒Crossbow Bolt Case + Crossbow Bolts (20) 一式2.5lb
PHB p151 Adventuring gear 1 gp, 1 lb.
This wooden case can hold up to twenty crossbow bolts.
クロスボウ ボルトCrossbow Bolts (20) PHB p150
Ammunition 1 gp, 1.5lb.
Crossbow Bolts (20) 一式x3=20+40本 1.5x3=4.5lb(Backpack or SaddleBag内)

ロングソードLongsword PHB p149 15 gp, 3 lb.
Martial weapon, melee weapon
1d8 slashing - versatile (1d10)

ダガーDagger PHB p149 Simple weapon, melee weapon 2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.) 
Finesse.
When making an attack with a finesse weapon, 
you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. 
You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. 
If the weapon is a melee weapon, you use the same ability modifier for that attack roll 
and damage roll that you would use for a melee attack with the weapon.
For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, 
you can use either your Strength or your Dexterity, since the dagger has the finesse property.

・その他装備一式 98.5lb.= 1+2+5x2+-II.+3III.+V.82.5

旅行者服Traveler’s Clothes x1 2gp/4lbs.装備一式
NPCケレンヴォーKelemvor神のホーリーシンボル 黄金天秤を掲げる白骨の手腕
銀製ペンタント1lb.
Component Pouch 25 gp, 2 lb.
https://5etools-mirror-1.github.io/items.html#component%20pouch_phb

水袋とポーチは腰ベルト周囲へ括り付けて装備
水袋a waterskin 2 sp, 5 lb. (full) PHB p153

ポーチPouch PHB p153
Adventuring gear 5 sp, 1 lb.〜+6lb.
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. 
A compartmentalized pouch for holding spell components is called a component pouch. 
A pouch can hold up to ⅕ cubic foot(30.48cmx(1/5)=6Cm立方体) or 6 pounds(約2.72155kg) of gear.

II.ポーチ
Revivify用diamonds worth 300gpx2回分 -lb.

III.ポーチPouch x1 5sp/1lbs.[2gp7sp/3lb.] 
 火口箱Tinderbox x1 5sp/1lbs.
 油Oil (flask) x5 1sp/1lbs.

バックパックは背中に背負って装備
V.冒険者パックExplorer’s Pack PHB p151 10gpに色々追加/削除して全82.5lb.   
バックパックBackpack PHB p153 Adventuring gear 2gp, 5 lb.x1
A backpack can hold one cubic foot約30Cm立方 or 30 pounds=30lb.=13.6078kgof gear. 
You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

**バックパック外に括り付け
** Crossbow Bolts (20) 一式x3=20+40本 1.5x3=4.5lb(Backpack or SaddleBag内)
** ランタン(ブルズアイ)Lantern, bullseye 10gp,2lbs.x1
** ジャベルShovel PHB p150 Adventuring gear 2gp, 5lb.x1
** トーチTorch PHB p153 Adventuring gear 1cp, 1lb.x10=10lb
** 寝袋Bedroll PHB p150 Adventuring gear 1gp, 7lb.x1
** 毛布Blanket PHB p150 Adventuring gear 5sp, 3lb.x1
** 二人用テントTwo-Person Tent PHB p153 2gp, 20lb. x1
** 皮で簡易包装した肉塊Chunk of Meat 3sp PHB p158 3日分相当普通食料(豚、牛肉など肉類中心)10lb.x1 

*バックパック内収納
* 食器類一式Mess Kit PHB p152 Adventuring gear 2sp, 1lb.x1
* ヤカンIron Pot PHB p153 Adventuring gear 2gp, 10lb.x1

* 普通の服Common Clothes PHB p150 Adventuring gear 5sp, 3lb.x1
* 手鏡Steel Mirror PHB p150 Adventuring gear 5gp, 0.5lb.x1
* コットンタオルCotton Cloth (1 sq. yd.30Cm平方) PHB p157 Trade good 5spx1 1lb.
* 石鹸Soap PHB p150 Adventuring gear 2cpx1   0.5lb.


 
以下、詳細****************

========
セッション参加履歴
無し

========

PC作成手順
Player’s Handbook日本語版
能力値Ability Scores 4d6でベスト3d6選択の6回振り
https://ccfolia.com/rooms/mLbwpffSr
2022/03/27(日)能力値Ability Scoresサイコロ振り結果
DMセス - 今日 19:23
rep6 4d6kh3 謎のNPCsの能力値Ability Scoresふり  久しぶりかなwww 
#1 (4D6KH3) > 13[1,3,4,6] > 13 
#2 (4D6KH3) > 15[2,4,5,6] > 15 
#3 (4D6KH3) > 13[3,3,4,6] > 13 
#4 (4D6KH3) > 13[1,3,4,6] > 13 
#5 (4D6KH3) > 15[2,4,5,6] > 15 
#6 (4D6KH3) > 13[2,3,4,6] > 13

種族
アーシマールAasimar (プロテクターProtector)
https://5etools-mirror-1.github.io/races.html#aasimar%20(protector)_vgm
Ability Scores: Cha +2; Wis +1 
Size: Medium 
Speed: 30 ft. 
Age.
Aasimar mature at the same rate as humans, but they can live up to 160 years.
Size.
Aasimar have the same range of height and weight as humans.
Darkvision.
Blessed with a radiant soul, your vision can easily cut through darkness. 
You can see in dim light within 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.
Celestial Resistance.
You have resistance to necrotic damage and radiant damage.
Healing Hands.
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. 
Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer.
You know the light cantrip. Charisma is your spellcasting ability for it.
Languages.
You can speak, read, and write Common and Celestial.
Radiant Soul.
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, 
causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. 
During it, you have a flying speed of 30 feet, and once on each of your turns,
 you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. 
The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

背景
避難民
技能習熟:生存、隠密、運動
道具習熟:無し
言語:好きな言語を一個選択
装備:食料一週間分の食料(保存食)その運搬用布袋1個

習熟技能
種族:無し
背景:生存、隠密、運動
クラス:クレリックCleric1
https://roll20.net/compendium/dnd5e/Cleric
*******日本語版DMG287pの「クラスの修正」による変更
鎧Armor: 軽装鎧Light armor, 中装鎧medium armor, ,盾shields
武器Weapons: 単純Simple weapons
道具Tools: 無しNone
Saving Throws: Wisdom, Charisma
Skills: Choose 2(+) from History, Insight, Medicine+, Persuasion, and Religion+

Class Level   Proficiency  Features/Skill
                    Bonus
Cleric1          +2              Spellcasting,Divine Domain
                                       Medicine,Religion

Spellcasting PHB p56
As a conduit for divine power, you can cast cleric spells. 
See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. 
You learn additional cleric cantrips of your choice at higher levels, 
as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. 
To cast one of these spells, you must expend a slot of the spell's level or higher. 
You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. 
When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). 
The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. 
With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.
If you prepare the 1st-level spell cure wounds, 
you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. 
Preparing a new list of cleric spells requires time spent in prayer and meditation: 
at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. 
The power of your spells comes from your devotion to your deity. 
You use your Wisdom whenever a cleric spell refers to your spellcasting ability. 
In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast 
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Divine Domain PHB p56
Choose one domain related to your deity from the list of available domains. 
Each domain is detailed in their own feature, and each one provides examples of gods associated with it.
Your choice grants you domain spells and other features when you choose it at 1st level. 
It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, 
and additional benefits at 6th, 8th, and 17th levels.
Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description.
Once you gain a domain spell, you always have it prepared, 
and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.


以上