House Rules-Action Tokens

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Action Tokens

Similar to the action points in 4e, I will implement the action point variant for 3.5e.

Accumulation

Action Points are gained at each level at an amount equal to 5+ 1/2 character level.

There are also bonus tokens that can be granted. These tokens will be granted as a bonus for good role playing, creativity, etc. These bonus tokens can be full action points, or minor tokens like skill or move tokens. Just to allow for a few extra gaming goodies.

Actions

* Add to Roll

An action point can be used to add to a d20 roll. When spending an action point, a number of d6 can be rolled based on character level. The highest of these dice is then taken and added to the roll of a d20. The action point can be spent after the original d20 roll is made, but must be declared before the DM reveals the result of the roll.

Character Level Number of Dice
1-7 1d6
8-14 2d6
15-20 3d6

* Special Actions

  • 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.

* Improve a Feat

  • 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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