Action Points

Acquiring Action Points:

 

  • A 1st-level character begins with 5 action points. If starting above 1st level the character begins with a number of 5 + 1/2 his current character level in action points. 
  • Every time a character gains a level, he or she gets  5 + 1/2 his new character level in action points.

 

Using Action Points:

You can only ever spend 1 action point during a round.  You can spend that action point as follows:  

  • Add to a single d20 roll:  1-7th level = 1d6; 8-14th level = 2d6; 15-20th level = 3d6.  Add the result of a 1d6 to any d20 roll to help you meet or exceed the target number. You can declare the use of 1 action point after the roll is made, but only before the GM reveals the result of that roll. 
  • Activate class ability:  A character can spend 1 action point to gain an extra use of a class ability that has a limited number of uses per day.
  • Boost Defense:  When fighting defensively, a character can spend 1 action point as a free action to gain an additional +3 bonus to AC for the entire round. 
  • Emulate Feat:  At the beginning of a character’s turn, he or she may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat, and gains the benefit until the beginning of his next turn. 
  • Extra attack:  During any round in which a character takes a full attack action, he may spend 1 action point to make one extra attack at his highest base attack bonus (melee or ranged attacks). 
  • Spell Boost:  Before casting a spell, a character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. 
  • Spell Recall:  Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast, which can then be cast again later. This is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This is a free action and can only be done as the spell is being cast. 
  • Stable: Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

 

Improving Feats:  You can spend an action point to improve the effects a a feat you already have.  Below are a few examples, other uses may be allowed at the GM's discretion.  Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

  • Blind-Fight:  Negate your miss chance for a single attack.
  • Combat Expertise:  Double the bonus to AC granted by the feat. For example, if you take a penalty of – 3 on your attack roll, you gain a +6 dodge bonus to AC. 
  • Dodge:  Increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
  • Improved Critical:  Triple your critical threat range. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range. 
  • Improved Initiative:  Double the bonus on initiative checks granted by the feat, from +4 to +8. 
  • Metamagic Feats:  When applying a metamagic feat that you have to a spell you are casting you can spend 1 action point to cast the spell at its normal level and it takes no extra time to cast. 
  • Power Attack:  Double the bonus on damage rolls granted by the feat. For example, if you take a penalty of – 3 on your attack roll, you add +6 to your damage roll. 
  • Spell Focus:  Double the increase to save DCs granted by the feat, from +1 to +2. 
  • Spell Penetration:  Double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.

 

 

 

 

Action Points

Well of Odium Annadeus