Action Points in D&D 3

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Action Points in D&D 3

Action Points in D&D 3.Oz

Action Points may be spent once per round. They may be used for the following:

Stabilize a dying character Re-roll any d20 roll (must be declared before GM announces result) Add Action Die to any roll (must be declared rolling) Gain additional use of a class ability (ie: Turn Undead, Bardic Song, Stunning Fist) Recover Action Dice in Subdual Damage (in this case, total of dice, not highest) Make an extra attack Increase Defense (add bonus to Armor Class for one round when Fighting Defensively or All Out Defense). Spell Boost to increase caster level of 1 spell by 2 Improving Feats  Blind Fight: 1 AP will negate your miss chance for a single round  Combat Expertise: 1 AP will double the defense bonus for 1 round  Dodge: 1 AP increases your Dodge bonus to +2 for the entire encounter  Improved Critical: 1 AP adds 2 (ie: from 19-20 to 17- 20) to your critical threat for one round.  Improved Initiative: 1 AP doubles your bonus from this feat for the encounter.  Metamagic Feats: 1 AP allows you to add a MM feat that you possess to a spell at its normal level.  Power Attack: 1 AP doubles the damage bonus for one round. In the case of 1 handed weapons wielded in 2 hands, the total bonus is triple, not quadruple.  Spell Focus: 1 AP let’s you add the Action Die to the save DC  Spell Penetration: 1 AP increases your bonus to +4 for the entire encounter.

Avoiding Death When you take damage that would kill you, you may spend Action Points to mitigate the damage. You may spend more than one Action Point in this case. For each point spent, roll your Action Dice and subtract the total (not just the highest) from the damage. Any result that would leave you at positive hit points means you are at 0 hp but stable.

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