Post by streamofthesky on Jun 7, 2014 13:27:10 GMT -5
Action Points: I'm assigning new point values and options for action points that are more balanced. All uses of action points are non-actions that can be taken out of turn, unless stated otherwise. At each level up, a character gains 5 + ½ HD action points. Any he had from the prior level that went unused are lost.
Add to a roll: For 1 action point, you can improve a d20 roll. Adds +1d6 to a roll if declared after the roll is made, or +1d8 if declared before the roll is made.
Defensive Boost: For 1 action point, gain +4 AC and to all saves until the start of your next turn Must be declared prior to any roll(s) in order to apply to them.
Emulate Feat: Spend 1 action point to gain a feat you meet the prerequisites of until the start of your next turn. This cannot be used to learn new spells or create items.
Extra Attack: Gain an extra attack on a full attack action (at highest BAB) for 1 point if declared before attacking at all. To gain an additional attack on a full attack after you've already started one or to add an extra attack to any other sort of attack action, this costs 2 points.
Extra Move Action: Gain another move action for 1 point. You can only gain one additional action of any type per round with action points.
Extra Swift Action: Gain another swift action for 2 points (which can be used for an immediate). You can only gain one additional action of any type per round with action points.
Extra Standard Action: Gain another standard action for 4 points. You can only gain one additional action of any type per round with action points.
Spell Recall: Gain back a prepared spell that has been cast. This costs a number of action points equal to the level of the spell regained (including any adjustment for metamagic feats applied to it).
Spell/Power Recharge: Gain a number of pp up to your ML or a spontaneous spell slot up to the highest level you can cast. This costs a number of action points equal to the level of the spell for casters. Manifesters regain 1 pp for 1 action point and 2 more pp per additional action point spent.
Survive: Any time the character would be killed by an attack, he can spend 3 action points to instantly heal a number of hp equal to his HD + Constitution bonus (negating damage as with Close Wounds). If this prevents death but leaves him with negative hp, he is stable.
Daily use class features: You spend the listed action points amount to instantly gain another daily use. You can spend in multiples to gain more than 1 extra daily use at a time if needed (such as to power divine feats that require multiple turn undead uses).
- Bardic Music: 1 point gives +2 uses
- Rage/Frenzy: 1
- Smite Evil/Good: 1
- Stunning Fist: 1 point gives +1 use and lets you use it the same round as another stunning fist
- Turn Undead: 2
- Wild Shape: 2
Improving Feats: You can spend action points amount to enhance a feat you possess. Unless otherwise stated, each effect requires a free action to activate, lasts 1 round, and costs 1 action point.
- Blind-Fight: Ignore all miss chances and gain Blindsight equal to your melee attack reach.
- Combat Expertise: Doubles the AC bonus granted and provides 50% fortification against critical hits.
- Dodge: Instead of the normal benefit, you gain +2 dodge bonus to AC against all foes, and for the entire encounter.
- Improved Critical: Critical threats are automatically confirmed.
- Improved Initiative: The bonus is doubled, from +4 to +8.
- Metamagic Feats: You can add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast. This costs 1 point per level adjustment the feat normally costs (Ex: Quicken would cost 4 action points). However, Heighten only costs 1 point in all instances and raises the spell level to the maximum you can cast (Ex: heightened Burning Hands would be 4th level for a 7th level wizard).
- Power Attack: Doubles the bonus on damage rolls granted by the feat.
- Spell Focus: Doubles the increase to save DCs granted by the feat, from +1 to +2.
- Spell Penetration: Doubles the bonus on CL checks granted by the feat, from +2 to +4.
Add to a roll: For 1 action point, you can improve a d20 roll. Adds +1d6 to a roll if declared after the roll is made, or +1d8 if declared before the roll is made.
Defensive Boost: For 1 action point, gain +4 AC and to all saves until the start of your next turn Must be declared prior to any roll(s) in order to apply to them.
Emulate Feat: Spend 1 action point to gain a feat you meet the prerequisites of until the start of your next turn. This cannot be used to learn new spells or create items.
Extra Attack: Gain an extra attack on a full attack action (at highest BAB) for 1 point if declared before attacking at all. To gain an additional attack on a full attack after you've already started one or to add an extra attack to any other sort of attack action, this costs 2 points.
Extra Move Action: Gain another move action for 1 point. You can only gain one additional action of any type per round with action points.
Extra Swift Action: Gain another swift action for 2 points (which can be used for an immediate). You can only gain one additional action of any type per round with action points.
Extra Standard Action: Gain another standard action for 4 points. You can only gain one additional action of any type per round with action points.
Spell Recall: Gain back a prepared spell that has been cast. This costs a number of action points equal to the level of the spell regained (including any adjustment for metamagic feats applied to it).
Spell/Power Recharge: Gain a number of pp up to your ML or a spontaneous spell slot up to the highest level you can cast. This costs a number of action points equal to the level of the spell for casters. Manifesters regain 1 pp for 1 action point and 2 more pp per additional action point spent.
Survive: Any time the character would be killed by an attack, he can spend 3 action points to instantly heal a number of hp equal to his HD + Constitution bonus (negating damage as with Close Wounds). If this prevents death but leaves him with negative hp, he is stable.
Daily use class features: You spend the listed action points amount to instantly gain another daily use. You can spend in multiples to gain more than 1 extra daily use at a time if needed (such as to power divine feats that require multiple turn undead uses).
- Bardic Music: 1 point gives +2 uses
- Rage/Frenzy: 1
- Smite Evil/Good: 1
- Stunning Fist: 1 point gives +1 use and lets you use it the same round as another stunning fist
- Turn Undead: 2
- Wild Shape: 2
Improving Feats: You can spend action points amount to enhance a feat you possess. Unless otherwise stated, each effect requires a free action to activate, lasts 1 round, and costs 1 action point.
- Blind-Fight: Ignore all miss chances and gain Blindsight equal to your melee attack reach.
- Combat Expertise: Doubles the AC bonus granted and provides 50% fortification against critical hits.
- Dodge: Instead of the normal benefit, you gain +2 dodge bonus to AC against all foes, and for the entire encounter.
- Improved Critical: Critical threats are automatically confirmed.
- Improved Initiative: The bonus is doubled, from +4 to +8.
- Metamagic Feats: You can add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast. This costs 1 point per level adjustment the feat normally costs (Ex: Quicken would cost 4 action points). However, Heighten only costs 1 point in all instances and raises the spell level to the maximum you can cast (Ex: heightened Burning Hands would be 4th level for a 7th level wizard).
- Power Attack: Doubles the bonus on damage rolls granted by the feat.
- Spell Focus: Doubles the increase to save DCs granted by the feat, from +1 to +2.
- Spell Penetration: Doubles the bonus on CL checks granted by the feat, from +2 to +4.