Action Points

( ⇪ Adventuring Variants )

In a nutshell: Similar to 4e action points, but much more versatile.

Action points give characters the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. 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 + 1/2 his current character level.

You might recover a few action points every session depending on your GM’s discretion. Every time a character advances a level, his action points reset to 5 + 1/2 his new character level, rounded down (any action points you didn’t spend during your previous level are lost). You determine your supply of action points after all other issues related to level advancement have been resolved.
Some prestige classes might allow a faster rate of accrual, at the GM’s option.

NPCs and Action Points

Most NPCs are not “heroic” characters and thus shouldn’t have action points due to the added complexity this would create. Important villains or other significant NPCs might have a few action points. A good baseline for NPC action points is 1/2 the NPC’s level.

Using Action Points

You can only use action points for one effect each round (reset on your initiative) and only one instance of that effect.

Add to a Roll

You can spend 1 action point to add the result of a 1d6 to your 3d6 roll to help you meet or exceed the target number. You can declare that you’re using an action point to add to a 3d6 roll after the roll is made, but only before the GM reveals the result of that roll.

Depending on character level (see list 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 an additional 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 normal 3d6 roll.

  • Effective Character Level (ECL) 1st-7th: 1d6 Action Point Dice Rolled
  • ECL 8th-14th: 2d6 Action Point Dice Rolled
  • ECL 15th-20th: 3d6 Action Point Dice Rolled

Special Actions

A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

Activate Daily Ability: A character can spend 1 action point to gain another use of a personal ability (not from an item) that has a limited number of uses per day.

Boost Defense: A character can spend 1 action point as a free action when opting to fight defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 2 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 he doesn’t have, as if he was gaining the feat at the current level. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn, but expending another action point at that time continues the feat’s benefit uninterrupted.

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 during the full attack at his highest base 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.

Power Boost: A character can spend 1 action point as a free action to increase the effective manifester level of one of his powers by 2. He must decide whether or not to spend an action point in this manner before manifesting the power.

Discount Spell / Discount Power: A spellcaster or psionicist can spend 1 action point to cut the final spell/power point cost of an unaltered (default cost) spell/power in half (round down, minimum 0). This use of an action point is a free action and can only be done as the spell/power is being cast/manifested.

Stabilize: Any time a character is dying, before rolling they can spend 1 action point to become stable at 0 hit points. This counts as you having help stabilizing you. NOTE: This is by-far the most popular use for action points.

Hasten Infusion: Artificers (and psionic artificers) can spend an action point to shorten an infusion time to 1 round (when targeting an infusion with a casting time of longer than 1 round).

Improving Feats

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 an entire round.

Combat Expertise: You can spend 1 action point to double the bonus to Armor Class granted by the feat. You also take no penalty to your attack roll, but are limited by your BAB.

Dodge: You can spend 1 action point to increase the dodge bonus granted by the feat to +2. You also gain a 20% miss chance. The effect lasts for the entire encounter.

Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8. (Because emulating a feat happens on a character’s turn, it’s pointless to emulate this feat)

Metamagic Feats: You can spend 1 action point to spontaneously add the effect of any one metamagic feat that you have to a spell you are casting at reduced effort. The level adjustment of the metamagic feat is cut in half (round down, minimum 1) and the spell takes no extra time to cast. You must still be capable of casting the spell without the decrease in effort.

Metapsionic Feats: You can spend 1 action point to add the effect of any one metapsionic feat that you have to a power you are manifesting at reduced effort. The power still requires you expend psionic focus but cuts the additional power point cost in half (round down, minimum 1). It otherwise follows the normal rules for metapsionic feats (such as requiring that you have a high enough manifester level to manifest the power without the decrease in effort).

Power Attack: You can spend 1 action point to double the bonus on damage rolls granted by the feat. You also take no penalty to your attack roll, but are limited by your BAB.

Spell Focus: You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2. This effect cannot be used additionally with Greater Spell Focus, but it does stack with it.

Psionic Endowment: You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2. This effect cannot be used additionally with Greater Psionic Endowment, but it does stack with it.

Spell Penetration: You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter. This effect cannot be used additionally with Greater Spell Penetration, but it does stack with it.

Power Penetration: You can spend 1 action point to double the bonus on manifester level checks granted by the feat, from +4 to +8. The effect lasts for the entire encounter. This boost stacks with Greater Spell Penetration.

Eberron Action Point Feats

The following feats are automatically granted to all heroic creatures as bonus feats (and cannot be swapped out with effects such as Embrace the Dark Chaos).

Action Surge: You can spend 2 action points to get another standard or move action during your turn.

Pursue: If an enemy takes a 5ft step to leave a square adjacent to you, you can spend an action point to move into the square they just left.

Spontaneous Casting: A prepared-type spellcaster can spend 2 action points and swap out a prepared spell for another one to which he has access (for example, a wizard can swap out a prepared spell for one in his spellbook). The slot’s “lock duration” and “cooldown” remain running.

Action Points

Hyperion Voyages Ternal Ternal