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Post by The Dungeon Master on Mar 24, 2011 13:51:00 GMT -5
Rule Action Points All variant races from Unearthed Arcana (as desired) Bloodlines (as desired) Character Background (as desired) Character Flaws (as desired) Character Traits (as desired) Clobbered Combat Facing Craft Points (as desired) Critical Success or Failure Damage to Specific Areas Good Hits and Bad Misses
Instant Kill Item Familiars (as desired) Legendary Weapons (as desired) Massive Damage Based on Size Metamagic Components (as desired) Power Components (as desired) Reducing Level Adjustments (as desired) Spelltouched Feats (as desired) Striking the Cover Variant classes from Unearthed Arcana (except for Gestalt Classes) (as desired) Weapon Group Feats (as desired) What Disabling a Device Means
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Post by The Dungeon Master on Mar 26, 2011 8:41:46 GMT -5
Using Action Points You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.
You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.
Add to a Roll Character Level Action Point Dice Rolled 1st-7th 1d6 8th-14th 2d6 15th-20th 3d6
When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.
Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.
Special Actions A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.
Activate Class Ability A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
Boost Defense A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
Emulate Feat At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.
Extra attack During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.
Spell Boost A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.
Spell Recall Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.
Stable Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.
Improving Feats The use of action points opens up a whole range of possible feats. However, it’s easier on characters simply to improve existing feats to take advantage of action points—that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.
Blind-Fight You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.
Dodge You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
Improved Critical You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.
Improved Initiative You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
Metamagic Feats You can spend 1 action point to 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.
Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).
Power Attack You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.
Spell Focus You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.
Spell Penetration You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.
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Post by The Dungeon Master on May 13, 2011 8:51:48 GMT -5
RuleAction Points All variant races from Unearthed Arcana (as desired) Bloodlines (as desired) Character Background (as desired) Character Flaws (as desired) Character Traits (as desired) Clobbered Combat Facing Craft Points (as desired) Critical Success or Failure Damage to Specific Areas Good Hits and Bad Misses Instant KillItem Familiars (as desired) Legendary Weapons (as desired) Massive Damage Based on Size Metamagic Components (as desired) Power Components (as desired) Reducing Level Adjustments (as desired) Spelltouched Feats (as desired) Striking the Cover Variant classes from Unearthed Arcana (except for Gestalt Classes) (as desired) Weapon Group Feats (as desired) What Disabling a Device Means Removed instant kill as a rule. I don;t want to kill PC's by rolling 2 20's in a row. We already have crit tables.
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Post by The Dungeon Master on May 16, 2011 15:57:39 GMT -5
Please do not announce how many hit points your down to when dying. in fact, please don;t say anything tactical at all when dying. You are too busy...dying. Out of character or descriptive comments (like about gear) only please.
Thanks!!
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Post by The Dungeon Master on Jul 14, 2011 13:33:32 GMT -5
I am considering removing the good hits/ bad misses crit table from the game. I'm not usually a fan of more instant death than already exists in 3.5 and our last session pointed out a hole in the process, whereby I should have chosen the worst result but couldn't justify it. Thoughts?
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Post by The Dungeon Master on Jul 16, 2011 21:49:46 GMT -5
I am considering removing the good hits/ bad misses crit table from the game. I'm not usually a fan of more instant death than already exists in 3.5 and our last session pointed out a hole in the process, whereby I should have chosen the worst result but couldn't justify it. Thoughts? It was voted that the critical hit/miss tables stay in the game
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