Action Points
Action points give a character the means to affect game play in a variety of ways, by improving important rolls or granting access to abilities beyond a character's normal limit. You can only spend one action point per round at levels 1-7. From level 8 until level 15, you can spend two action points per round, and at level 15+, you can spend three action points per round.
Every time a character gains a new level, he loses any remaining action points, and gains a total of 5 + 1/2 points per character level.
Regular Uses of Action Points:
Any character can use a single action point to achieve one of the following effects:
- Improve d20 Roll: You can spend one action point to improve a d20 roll, by adding the result of a d6 roll to the d20 roll. This can be used on attack rolls, saves, checks, or any other roll of a d20. You may declare the use of an action point after the d20 roll is made, but before the results of the roll are announced.
- Activate Class Ability: Spend one action point to activate a class ability that is usable a limited number of times per day after the standard uses have been expended.
- Boost Defense: Spend one action point to double the effects of Fighting Defensively or Total Defense for one round.
- Emulate Feat: Spend one action point to gain the benefits of a feat that you do not have for one round. You must have all the necessary prerequisites to take the feat in question.
- Extra Attack: Gain an additional attack at your highest attack bonus.
- Extra Move: Gain one additional move action in the round.
- Spell Boost: Increase the effective caster level of a spell by 2.
- Spell Recall: Cast a spell without expending a spell slot.
- Improve Spell: Cast a spell modified by a metamagic feat at no additional cost in levels or time.
- Confirm Critical: Automatically confirm a critical threat.
- Stabilize: Automatically stabilize when dying.
- Retain Focus: Activate any feat which requires expenditure of psionic focus. If you are not focused, you do not become so. If you are focused, you retain your focus.
Improving Feats:
- Blind-fight: Spend one action point to negate your miss chance for a single attack
- Combat Expertise: Spend one action point to double the AC bonus provided by the feat.
- Dodge: Double the AC bonus provided by the feat.
- Improved Critical: Double the threat range bonus provided by the feat. Remember, two doublings equals a tripling, so Improved Critical: Longsword + Action Point yields a threat range of 15-20.
- Improved Initiative: Double the initiative bonus from +4 to +8.
- Power Attack: Double the bonus on damage rolls granted by the feat.
- Spell Focus: Double the bonus on save DCs granted by the feat.
- Spell Penetration: Double the bonus on caster level checks granted by the feat. This lasts for the entire encounter.
- Combat Reflexes: Make one additional Attack of Opportunity beyond the normal limit.
- Fast Healer: As a full-round action, heal a number of hit points equal to your Constitution modifier.
- Weapon Finesse: Double the attack bonus due to Dexterity for one full round.