Annie's Abilities and Powers

Scott, abilities marked with an X before the name are ones that Annie already possesses. Annie will get Mage Shield as a free ability as she trained to become level 10. I am not sure if you got Mounted Combat yet.

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.

Cat’s Grace
Cat’s always land on their feet…mostly.
Immediate Reaction
Prerequisite: Acrobatics 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.

Dispel Magic
Encounter (2x), Arcane, Implement
Standard Action, Range 10, costs 1 Daily Power, 1 Healing Surge
Target: One magic conjuration, zone, enchantment, etc.
As a Standard Action, and the expenditure of one unused Daily Power spell, you may target a magical zone, enchantment, or even conjuration and dispel it. Make a Dispel Magic Roll vs. Dispel Magic Defense

Dispel Magic Roll = d20 + ½ level + Intelligence Bonus + Implement Bonus + Level of Daily Spell expended.
Dispel Magic Defense = Caster’s Will Defense + Level of Spell to be dispelled.

If hit, the target is stunned or made inert until the end of its next turn.
At end of the next turn, target makes a save. If fail, the target becomes dispelled. If it saves, it becomes unstunned/inert.
Caster/Summoner may attempt to challenge the Dispel. As a Standard Action within range 5 the summoner may grant the target an additional save. If successful the target is undispeled at the end of its turn. If failed, the target gets to make a save at the end of its turn as normal.

X Mage Shield
The dazzling eldritch blast slams into an invisible magical shield surrounding the mage, trickles of colorful magical energy slowly floats down impotently around her.
Immediate Interrupt, Opportunity Action
Once per round, you may make a defensive roll against one attack against you. If successful, the attack is blocked. If not, you are hit as normal. This uses up the mages Opportunity Action. Mage Shield is not considered a Defensive Shield.

Mage Shield = d20 + ½ Level + Intelligence Bonus + Implement Bonus +3

Magic Resistance
Prerequisite: Mage Shield
Immediate Reaction
If you are hit by an Arcane attack, you may immediately make a save against it. If you save you take only ½ damage from the attack.

Anti-Magic Shield
Prerequisite: Mage Shield
Standard Action, Recharge 5+, Defensive Shield
As a Standard Action, you may cast Anti-Magic Shield around yourself. When you are hit by an Arcane attack you may immediately sacrifice the Anti-Magic Shield to absorb the attack. The shield can absorb up to 25 damage. Apply the Anti-Magic Shield AFTER Mage Shield but before Magic Resistance. The Anti-Magic Shield may only be used to block one attack, once it is used it becomes expended. You may only have one “Defensive Shield” active at a time.

Molten Shield
Prerequisite: Mage Shield
Standard Action, Recharge 5+, Defensive Shield
Minor to Sustain
As a Standard Action, you may cast Molten Shield around yourself. Molten Shield grants DR5 against Arcane attacks, it also grants +1 power bonus to AC versus melee attacks. If an adjacent enemy hits you with a melee attack they take your base bonus fire damage to your fire spells. Molten Shield must be sustained at the beginning of each turn with a Minor Action. You may only have one “Defensive Shield” active at a time.

Summon Skeletal Servants
Calling upon the powers of the Necrophilianomicon, you summon some dandy skeletal aides.
Ritual: Costs 100gp in materials per Skeletal Servant
Cast Time: 30 minutes
You may summon as many undead skeletal servants equal to your level. Each skeleton costs 100gp in materials to summon. Each summoning summons as many skeletons are you are willing to summon but to your limit. You may not have more Skeletal Servants than your level at any given moment. You need skeletons in addition to the 100gp in mats.

Skeletal Servants
AC Base 13, F14/R12/W14
HP10, Move 5
Attack +5 Base
1 Skill at 10

Skeletal Servants may be commanded to do simple actions (attack, defend, pour me coffee, clean the bear, etc.) as long as you are within 20 spaces of the skeletal. If they are more than 20 spaces away, the skeletons become inert and stand down. However, you may build arcane anchor points (500gp/cast time 10 minutes) which are small objects that anchor a skeleton to a certain point. As long as the skeletons are within 10 spaces of the anchor, they may carry out relatively simple orders…such as defend, recognize friend/foe, open door for friends, clean the bear poop, etc… These are skeletal servants, not really active combatants.

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.

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.

Annie's Abilities and Powers

The Madness of Wunderland MingChi