Action Points

Text from Eberron Campaign setting p.45 is only reproduce for reference.

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 ahs a limited number of action points, and you must use them wisely, since you don’t replennish this supply until your character attains a new level.

You can spend an action point to improve the results of an attack roll, a skill check, an ability check, a level check or a saving throw. Certain feat and prestige class (if allowed) allow you 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 DM reveals the result of your roll. You can’t use an action point on a skill/ability check when taking 10 or 20.

You can only use action poitns once in a round. If you spend 1 or more AP 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 speical ability can allow a character to reroll an AP die. If a character suffers permanent level loss, he does not lose any AP he has remaining, and any subsequent level advabcement provides new AP as normal.

If your character level is 8th or higher, you can roll more than one D6 when you spend an AP. If you do so, apply the highest results and disregard the other rolls. As a 15th level character, for example you can roll3D6 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.

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

You determine your supply of AP after all other issues related to level advancement have been resolved. In effect, this determination becomes step 10 in the process (see phb p.58-59).

Charater Level AP Die roll (D6) Maximum AP
1 1 5
2-3 1 6
4-5 1 7
6-7 1 8
8-9 2 9
10-11 2 10
12-13 2 11
14 2 12
15 3 12
16-17 3 13
18-19 3 14
20 3 15

Action Points

Timelessness Curse Fran_Horace Fran_Horace