Alice's Abilities and Powers

These are Homebrew Abilities and Powers. Those marked with an X means that Alice already has them. Alex, you might want to double check if you have Riposte and/or if you have Sweeping Strike.

X Iron Endurance
You are tough as nails and able to endure punishing attacks against your being.
Minor Action + 2 FP
Gain DR 5 until the beginning of your next turn.

X Endless Endurance
You have deep reserves that allow you to regain vitality during the darkest moments of combat.
Prerequisite: Iron Endurance
Standard Action + Healing Surge + X FP
You may burn a Healing Surge and up to as many Fatigue Points as you can up to your point of exhaustion. You gain 3 Temporary Hit Points per Fatigue Point spent.

X Power Charge
You dash in daring an extremely powerful charge attack knocking your foe back in the assault.
Standard + Move + 1FP
Resolve charge as normal, but for each 3 spaces moved during the charge attack, deal an additional d6 damage. If hit, target is thrown back d6 spaces + Strength Mod.

X Explosive Charge
Your charge knocks back all foes in the area!
Prerequisite: Power Charge
Move + Standard + Minor + 3 Fatigue
Resolve a charge as normal.
After charge, All adjacent targets are knocked back 1 space and take d6 damage +1 damage per space moved during charge. Roll once for damage and apply it against all targets. Each adjacent target makes a save. If they fail, they are knocked prone.

X Counter-Charge
In a quick response, you charge an enemy charging you.
Prerequisite: Power Charge
Opportunity Attack, held Move +1 Fatigue, Immediate Interrupt
If you are charged, you may counter-charge by moving two spaces towards the charger. Both attacker and defender rolls initiative to see which attack is resolved first. You make a basic melee attack against the charger. Attackers charge bonuses are negated if they moved less than four spaces.

X Sweeping Strike
With one sweeping swing, you strike two opponents.
Standard Action + 1 FP
Melee -2 vs. AC
[W] + STR damage
Make one attack against two opponents. The opponents must be within melee reach and must be adjacent to one another. If the attack hits, they both take damage as normal.

Arc of Justice
With one sweeping strike, you strike multiple opponents.
Prerequisite: Sweeping Strike
Standard Action +1 FP
Melee -2 vs. AC
[W] + STR damage.
Make one melee basic attack against three opponents that are adjacent to one another. You may strike additional opponents within reach but it costs an additional +1 FP per additional opponent over 3. If the attack hits, all opponents take damage as normal. Roll one damage for all opponents hit.

X Whirlwind Attack
In a blazing swirl of attacks, you strike at every foe around you.
Standard Action, +3 FP
Melee -2 vs. AC, Melee Burst 1,
Target: all adjacent enemies
[W] + Str Damage
Make a melee basic attack with a -2 hit penalty against each enemy adjacent to you. Roll damage once and apply it to all targets hit by the attack.

X Cleave
After striking down one foe you immediately strike at another foe!
Immediate Reaction, Opportunity Action + 1 FP
If you drop a foe in melee (zero or less hit points), you may immediately make a melee basic attack. If you are Nimble, you may expend your Minor Action to shift 1 space before making the attack. You may only Cleave once per round.

X Shield Block
Defensive Action, Opportunity Action, Immediate Interrupt
You may shield block an attack made against you. When you are hit by a melee or ranged attack, you may immediately block to avoid the attack. If your block roll is equal to or greater than the attack you, you successfully block the attack. If you are attacked by an area effect (like a flame blast) you may attempt to successfully shield block for half damage. You may Shield Block only once per Round unless otherwise noted.

Shield Block Roll = d20 + ½ level + Strength OR Con bonus + 2x Shield Bonus

Powerful Blows
You are so strong that each attack knocks foes back.
Free Action, Melee
Each time you hit a target with a melee attack, you may knock back target 1 space. You may only knock back targets that are 1 size larger than you.

Momentous Strike
Minor Action, Melee
If you successfully drop a targeted foe with a melee attack, you may, as a Minor Action, immediately shift into the space of your victim. If you dropped the opponent with a critical strike, you may immediately make a melee basic attack before or after the shift. You do not need to shift to effect the melee basic attack.

Obstinate Stance
Damn you’re stubborn…
If you are knock backed or thrown, due to your stubborn will, you may reduce the knock back or thrown by 1 space.

Dodge
You missed =)
Defensive Action, Opportunity Action,
Immediate Interrupt
You may dodge an attack against you. When you are hit by a melee or ranged attack, you may immediately dodge to avoid the attack. If your dodge roll is equal to or greater than the attack roll, you successfully dodge the attack. If you are attacked by an area effect (like a flame blast) you may attempt to successfully dodge for half damage. You may normally Dodge as many times as your Dodge rating (usually one) per Round. If you “hold” your Move Action you may use it as an additional Dodge. The Move Action Dodge does not cost an Opportunity Action.

Dodge = d20 + ½ level + Dex Bonus + 5 + any additional dodge bonuses; may apply OA defense bonus if struck by an OA

X Parry
Defensive Action, Opportunity Action,
Immediate Interrupt
You may parry to block a melee attack. When you are hit by a melee attack, you may immediately make a parry roll to deflect the attack. If your roll is equal to or greater than the attack roll, you successfully parry the attack. You may Parry as many times per round as your Parry rating (normally one). If you “hold” your Move Action you may use it as an additional Parry. The Move Action Parry does not cost an Opportunity Action.

Parry = d20 + Melee Attack Bonus

Riposte
The essence of fencing is to give, but by no means to receive." Moliere
Prerequisite: Either Shield Block, Parry, or Dodge
Opportunity Attack, Immediate Reaction
After a successful Parry, Shield Block, or Dodge, you may immediately make a basic melee attack against your attacker.
You may only Riposte once per round.

Fall with Grace
Well, that looked intentional.
Immediate Reaction
Prerequisite: Athletics trained
When thrown, make your resist as normal to prevent knockdown. If successful, you take no additional damage from the throw as you land on your feet. If failed, you roll with the fall and only take half damage from the additional throw damage.

Shield Mastery
Prerequisite: Shield Block
You gain +2 to Shield Block.

Hold the Line
Hold the Line!!!
Prerequisite: Shield Block
Standard + Move Action +2 FP
You plant yourself down holding the line against the enemy. You gain a +2 power bonus to all your defenses (like Total Defense). You now block LOS through your space (includes ranged and melee attacks). This also includes blocking burst attacks and AOE attacks for your teammates that are behind you. You also gain an additional +2 DR. Also, all adjacent spaces around you become VERY difficult terrain. Any and all enemies that move into an adjacent space must immediately stop their movement. Also, all adjacent allies gain a +2 power bonus to AC and Reflex against ranged attacks as long as they are adjacent to you while you are holding the line. This effect lasts until the beginning of your next turn.

X Intervene
“Over here you bitch!”
Defensive Action, Immediate Interrupt
Once per round, you make take a hit for an adjacent ally. You must declare taking the hit BEFORE the attacker rolls to attack. For all intent and purposes, you take the ensuing attack. Intervene may only be used in directed attacks such as a melee or ranged attack, but not against burst, blast, or other AOE attacks. You may Shield Block or Parry the attack after you Intervened.

X Juggernaut Shield
“I’m the Juggernaut!”
Defensive Action, Immediate Interrupt, 2 FP
Once per round, as an Immediate Interrupt, you grant all adjacent allies +2 Defense versus one AOE attack. This burns 2 FP. Further, after all attack rolls have been made, you may choose to automatically choose to take full damage (as opposed to ½ if attack fails against you personally) to reduce damage by ½ against all adjacent allies. This may reduce their damage to ¼ or more.
You may still Shield Block (but not Parry or Dodge) the AOE attack.

X Intercept
“Here I am to save the day!” or, “I am a meat shield. =(“
Defensive Action, Immediate Interrupt, 3FP
Once per round, as an Immediate Interrupt, if a nearby teammate is hit by a melee or ranged attack you may immediately shift up to 2 spaces then use your Intervene on your teammate. You must be adjacent to your teammate after the shift. You may not be adjacent to your teammate prior to the shift. This expends your Intervene for the round and burns 3FP.

X Bodyguard
Defensive Action, Immediate Interrupt
Once per round, you may as an Immediate Interrupt, Parry or Shield Block an attack made against an adjacent ally. You may choose to Bodyguard AFTER the attack roll has been made and AFTER your teammate has made any defensive actions against the attack.
This expends one Parry or Shield Block. You must have an active Parry or Shield Block in order to Bodyguard.

Challenging Roar
“Roaaaar!!!”
Minor Action 2FP, Recharge 5
Close Burst 2
Target: all enemies within burst
As a Minor Action and 2 FP, you make a challenging roar marking all the enemy targets within the close burst. These enemies are more likely than naught to attack you as opposed to an ally.

Armored Juggernaut
My armor is like a second skin.
Prerequisite: Skilled in Heavy Armor
You gain +2 DR when wearing heavy armor.

Shake it Off
Alice vigorously shakes the effects off, then stares dangerously at the wizard who caused her such pain.
Minor Action, 2 FP
At the beginning of your turn, you may at the cost of 2 FP and a Minor Action, make one saving throw against an effect on you before it takes effect for your turn. For example, if you are stunned until the end of your turn, you may make a save at the beginning of your turn against it. You may only make one save at the beginning of your turn once per round.

X Mounted Combat
With a loyal mount you rush into war with full confidence in your battle beasts abilities.
Mounted Combat is normally considered a feat but may be taken as an ability.
You gain additional bonuses while riding a trained war beast in combat. You gain:

+1 Defense versus non-mounted attackers:
+1 melee attack bonus for having the high ground (unless they are equal height or greater);
+1 to parries and shield blocks versus ranged and/or non-mounted melee attackers.
Mount takes ½ damage from AOE attacks which includes you.
Mount Attack ability.

X Mount Attack
You order your mount to make an additional attack against your foe.
Prerequisite: Mounted Combat
Minor Action, comes free with Mounted Combat
You may command your mount to make an attack. Mounts usually only can make one attack a round.

Mounted Charge
You and your loyal mount dash into combat charging and trampling your foes before you.
Prerequisite: Mounted Combat
Standard Action
As with Charge but gain additional +d6 damage if hit and increase max charge distance to Move +Mounts Charge Bonus.
If hit, target makes a save (with Stability bonus) or is knocked prone. You may only knock prone targets that are up to one size larger than your mount.
Some weapons deal additional damage when used during a mounted charge.

Ride-by-Attack
You ride by your foe swinging to take their head off, your mount then carries you to safety right after.
Prerequisite: Mounted Combat
Move + Standard Action
You may opt to make a ride by attack. Move into melee reach range, make a basic melee attack, and continue your mounted move. However, any enemies may still make Opportunity Attacks against you.

Alice's Abilities and Powers

The Madness of Wunderland MingChi