Every time you gain a level, you receive a number of Action Points equal to 5 + 1/2 your current character level. Unspent Action Points do roll over, but you may never possess more AP than your character level +5. Action Points can be used to improve class abilities, temporarily grant the use of Feats you do not possess, and improve rolls.
You can spend 1 action point to either 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, you can’t use another to improve a roll, and vice versa.
Add to a Roll: When you spend 1 action point to improve a d20 roll. you add the result of 1d6 roll to your d20 roll in order to help you meet or exceed a target number. At 8th level, the amount added to this roll increases to 2d6, and at 15th level you roll 3d6 to add to a roll when using an action point.
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats might allow the expenditure of action points in order to gain or activate special abilities, at the DM’s iption.
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, such as a monk’s stunning fist or paladin’s smite.
Boost Defense: A character may 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 Acrobatics.)
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 that 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 (ranger or melee) at his highest attack bonus.
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 he casts the spell.
Psionic Boost: A character can spend 1 action point as a free action to increase his effective manifester level of by 2 for the purpose of manifesting one power. He must decide whether or not to spend an action point in this manner before he manifests the power.
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 spell 1 action point to cast a spell without using one of their daily spell slots. This us 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.
The use of action points opens up a while range of possible feats. However, it’s easier on characters to simply 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 to 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 bonus granted to +2. This effect lasts for the entire encounter.
Improved Critical: You can spend 1 action point to double your critical threat range. Since two doubles 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.
Megamagic Feats: You can spend 1 action point to add the effect of any one metamagic feat that you ahve to a spell you are casting. The spell is cast at it’s 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.
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 tp +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.