Action Points

All players can earn action points, awarded by the dungeon master for good roleplaying, combat abilities, and extra work towards character building. These points can be used in multiple ways.

You can spend one action point to add to a d20 roll, take a special action, to improve the use of a feat, or to gain a more powerful contact. You can spend one action point in a round.

Add to a Roll

When you spend one action point ot 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 an action point to alter a d20 roll after the roll is made, but only before the DM reveals the result of that roll.

At 13th level, a character is able to roll more than one d6 when he spends an action point. Apply the highest result and disregard the other rolls. For instance, if you roll a 1 and a 4, you get to apply the 4 to the d20 roll.

Special Actions

A character can perform certain tasks by spending an action point. In addition to the actions described below, some specific usages might be considered, subject to DM approval.

Activate Class Ability: A character can spend an action point to gain another use of a class ability that has a limited number of uses per day. For example, a monkmight 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.

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 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 point to recall any spell just cast. The 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 sorcerors 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.

Stable: Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

Action Points

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