Action Points

The campaign will use the Action Point System first defined in the Eberron Campaign Setting:

Action points provide a player with the means to alter d20 rolls in dramatic situations, reflecting the luck that can change crushing failure into heroic success. Your character has a limited number of action points, and you must use them wisely, since you don’t replenish this supply until your character attains a new level.

You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats and prestige class features allow you to spend action points in different ways, but this is their most basic use.

When you spend an action point, you add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20.

You can only use action points once in a round. If you spend 1 or more action points on a special action (see below), you can’t spend a point in the same round to improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not lose any action points he has remaining, and any subsequent level advancement provides new action points as normal.

If your character level is 8th or higher, you can roll more than one d6 when you spend an action point. If you do so, apply the highest result and disregard the other rolls. As a 15th-level character, for example, you can roll 3d6 and take the best result of the three. So, if you rolled 1, 2, and 4, you would apply the 4 to your d20 roll.

Character Level Action Point Dice (d6) Rolled
1st–7th 1
8th–14th 2
15th–20th 3

At 1st level, you have 5 action points. Each time you attain a new level, you gain a fresh supply of action points equal to 5 + 1/2 your character level, rounded down. Any action points you didn’t spend at your previous level are lost.

You determine your supply of action points after all other issues related to level advancement have been resolved. In effect, this determination becomes step 10 in the process (see pages 58–59 of the Player’s Handbook).

Character Level Action Point Maximum Character Level Action Point Maximum
1st 5 12th–13th 11
2nd–3rd 6 14th–15th 12
4th–5th 7 16th–17th 13
6th–7th 8 18th–19th 14
8th–9th 9 20th 15
10th–11th 10

Special Actions

Instead of altering the result of a d20 roll, you can use action points to perform one of the special actions described below. In addition, some prestige classes and feats allow you to spend action points to gain or activate specific abilities.

Activate Class Feature: You can spend 2 action points to gain another use of one of the following class features that has a limited number of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead, or wild shape.

Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you’re already dead.

Action Point Feats

ACTION BOOST [GENERAL]

You have the ability to alter your luck drastically in dire circumstances.

Benefit: When you spend an action point to alter the result of an attack roll, a skill check, an ability check, a level check, or a saving throw, you roll d8s instead of d6s and add the result to the d20 roll.

ACTION SURGE [GENERAL]

By spending 2 action points, you can perform an additional action in a round.

Prerequisite: Base attack bonus +3.

Benefit: You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.

HEROIC SPIRIT [GENERAL]

You have a larger reservoir of luck than the average hero.

Benefit: Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8 + 1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level.

Normal: Without this feat, player characters receive and are limited to action points equal to 5 + 1/2 their character level at each new level they attain. Special: NPCs normally do not have action points. By taking this feat, an NPC gains and can use 3 action points every level.

WAND SURGE

You can squeeze more magic out of charged items.

Prerequisite: Caster level 3rd.

Benefit: You can spend an action point instead of a charge when you activate a charged spell trigger item, such as a wand or staff. To use this ability, the item must have at least one charge remaining.

Special: If two or more charges would normally be subtracted from the charged spell trigger item, then the number of charges required is reduced by one when you spend your action point.

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Action Points

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