Action Points

Nature: Game mechanics.
.

Basics

Received: 5 + 1/2 current level (rounded down) + Charisma bonus (if any)
Gaining: Score resets to max upon gaining a new class level. Unspent points are effectively lost.
Using: Max 1 per turn, unless special ability or Feat allows more

See also: Action Point Feats
.

Possible Benefits

Boost a d20 roll: Add +1d6 to the result. At 8th lvl this is +2d6, and at 15th it's +3d6.
Activate Class Ability: Get 1 more use of class ability than its limit per day allows.
Emulate Feat: Act as if had a Feat you don't, if you meet its Prerequisites, until your next action.
Boost Feat: Increase benefit of a feat, often roughly doubles it. Individual details per Feat.
Extra Attack: When doing a full attack action, get +1 attack at highest attack bonus.
Extra Defense: Get double the bonus for fighting defensively.
Spell Recall: Don't actually expend spell's energy as it is cast, so can use again later on.
Survive: Become stable when dying.
Be Awesome: Perform heroic and impressive deeds that normally wouldn't be allowed,
or spend the point to make other actions simply look more impressive and epic.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License