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Action Points
Action points give characters the means to affect game play in significant ways, by improving important rolls, using special abilities, or even cheating death. Each character has a limited number of action points, and once an action point is spent, it is gone for good.
ACQUIRING ACTION POINTS
A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + ½ his current character level.
Every time a character advances, he loses any remaining action points and then gains a number of action points equal to 5 + ½ his new character level.
USING ACTION POINTS
Players can spend 1 action point either to add to a single d20 roll, to take a special action, to improve the use of a feat, or to stave off death.
You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.
Add to a Roll
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 roll to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the DM reveals the result of that roll. You can’t use an action point to alter the results of a d20 roll when you are taking 10 or taking 20.
Depending on character level (see the table below, a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.
| Character Level | Action Point Dice Rolled |
| 1st-7th | 1d6 |
| 8th-14th | 2d6 |
| 15th-20th | 3d6 |
Special Actions
A character can perform certain tasks by spending an action point.
Activate Class Ability: A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
Boost Defense: A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefit for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
Emulate Feat: At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat that he doesn’t have. He must meet the prerequisites of the feat. He 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 an extra attack at his highest attack bonus. Action points may be used in this way with both melee and ranged attacks.
Spell Boost: A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.
Spell Recall: Spellcasters who prepare their spells in advance can spend 1 action to recall any spell he or she just cast. This spell can be cast again later with no effect on other prepared spells. This use of an action point 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 use of an action point is a free action and can only be done as the spell is being cast.
Improving Feats
The use of action points opens up a whole range of possible feats. However, it’s easier on character simply to improve existing feats to take advantage of action points – that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.
Blind Fight: You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise: You can spend 1 action point to 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: You can spend one action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
Improved Critical: You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20 (including the effect of the Improved Critical feat). This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.
Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
Metamagic Feats: You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast.
Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects, even though the wizard prepared it normally (as a 1st-level spell).
Power Attack: You can spend 1 action point to 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. If you are using a 1-handed weapon in 2 hands, or a 2-handed weapon, the use of an action point on this feat triples the bonus on damage rolls instead.
Spell Focus (Greater Spell Focus): You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2 (or from +2 to +4).
Spell Penetration (Greater Spell Penetration): You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4 (or +4 to +8). The effect lasts for the entire encounter.
Cheating Death
If a character is reduced to negative one-quarter of their max HP total or below, they may spend an action point as a reaction to avoid death and instead become unconscious and stable at one HP above negative one-quarter of their max HP total (See also Death and Dying Rules).
- Last updated August 7, 2008.
