Action Points

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Action Points Summary

Every player character receives a number of action points per level equal to 5 + 1/2 per character level, rounding down. Additional action points may be awarded by the DM. Occassionally, important NPCs may have action points as well. Only one action point may be spent per round.

Uses of Action Points

Add to a Roll

Add a result of 1d6 to any d20 roll. You declare your use after the d20 roll is made but before the results have been declared. When you are higher level, you will roll multiple d6s and take the best result:

Level Dice
1-7 1d6
8-14 2d6
15-20 3d6

You can not use action points when taking 10 or 20.

Activate Class Ability

Use an action point to gain another use of bardic music, rage, smite evil, stunning fist, turn or rebuke undead, or wild shape.

Boost Defense

Spend a point when fighting defensively to double the normal benefits for fighting defensively.

Emulate Feat

Spend a point at the beginning of your turn to gain the benefit of a CORE RULES feat that you do not have. You must meet the prerequisites. You gain the benefit until the beginning of your next turn.

Extra Attack

When making a full attack, spend an action point to gain additional attack at your highest attack bonus.

Spell Boost

Before casting a spell, spend a point to boost the caster level of a spell by two.

Spell Recall

Use a point immediately after casting a spell to regain it as if it weren't cast. Spontaneous casters can spend a point instead of a slot.

Stable

Spend an action point to stablize when dying.

Inner Fire

Spend an action point as a standard action to regain a number of HP equal to 33% of your maximum HP. This use can only be used once per day.

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