ACTION POINTS

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.

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

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 (for a number of rounds up to to your charisma modifier), rage (for a number of rounds up to to your constitution modifier), smite evil, stunning fist, turn or rebuke undead, lay on hands, or wild shape.

Hasten Infusion: On his turn, an artificer can spend 1 action point to imbue an infusion in 1 round, even if the infusion’s casting time is normally longer than 1 round.

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

ACTION POINTS

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