Action Points

All characters receive 6 action points. This pool of action points refreshes each time the PC gains a level; unused action points are lost. However, if the PC has more than 6 action points upon leveling (if, for example, he received any bonus action points from the DM), he may keep the higher total.

Party Pool
The PCs may decide to create a separate pool of action points known as the Party Pool. The APs in the Party Pool may be used by any member of the party at any time, as if they were his own. In order to create a Party Pool, each PC must contribute one (and only one) of their own APs to the pool. Once created, players may only add an action point to the Party Pool when designated by the DM.

Spending Action Points
APs may be spent on the following broad uses:
1. Improve any d20 roll (attack roll, skill check, saving throw, caster level check, etc.). Roll an action die (typically, d6) and add the result to your d20 check. You may only use an action point to improve the result of a roll before the DM informs you of the outcome of the roll. You may only use one AP per roll to improve any given d20 check.

2. Re-roll a failed d20 roll. In this case, you spend the action point after the DM informs you of the outcome of the roll. Spend an action point to roll again. The second result stands. (You may spend another action point to improve this second roll.) Note that the average improvement when taking the better of two d20 rolls is about +3; in most cases, you are better off using your action point to improve your first roll.

3. Negate a critical threat scored on you by an opponent.

4. Confirm a critical threat without having to re-roll your attack.

5. Use a limited resource ability (“per rest/per day”) an additional time (even if you have exhausted your normal supply).

6. Take an additional standard action on your turn. (Once per turn only.)

7. Emergency stabilize – If you have 0 or fewer hit points and are dying, you may spend an action point to automatically stabilize; you do not have to make a Fort save to stabilize.

8. Make a “second chance” saving throw or SR check on a subsequent round. This use is only permitted if the target failed his first saving throw/ SR check and is subject to an ongoing (not instantaneous) effect.

9. Power Rest: By spending an action point you may receive the benefits of an 8 hour rest in 30 minutes. Doing so automatically dispels any beneficial spells of 24 hours or less duration.

10. Finally, a PC must spend an AP to bring his soul back from the dead.

“Exploding” Dice
Action dice are always “exploding” dice. If you roll the maximum result on the die (for example, a “6” on a d6), you get to keep rolling the die, and adding the next result to your previous total. Count the total as one less than the maximum (for example, count a ‘6’ on a d6 as ‘5’, count a ‘10’ on a d10 as a 9, etc.) and roll again, adding the next roll to the prior total. You can continue this as long as you keep rolling the maximum result.

Action Points

House of the Magus TheNeonKnight