Action Points

Quick Introduction:

  1. More frequent, more flexible action points: gained quicker than core rules (one per encounter instead of milestone) and allow more options. However getting extra actions requires more points.
  1. Can recharge powers during combat, and greater ability to overcome conditions: The two hallmarks are allowing players to get recharge rolls (like monsters) and to grant them extra saving throws to overcome conditions.
  1. Actions outside your turn: extra actions with this system are more expensive than with normal Action Points, but you can take them outside your turn, granting more flexibility than normal.
  1. Monsters get to play too: Elite and Solo monsters get some of the benefits as well.

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Gaining Action Points: Players start a session with one Action Point and gain an additional Action Point at the end of each encounter. After an extended rest, Action Points reset to 1.

Spending Action Points: Action Points can only be spent during an encounter, not during a surprise round, and not until you have begun your first turn in initiative. Action Points require no action to use and can be spent even when it is not your turn; they can even be spent by a creature or player incapable of normal actions. Multiple Action Points can be spent in the same round or encounter.

Action Point Actions

Costs 1 Point

Focused Attack: You gain combat advantage on your next attack roll.

Power Surge PC only: Give one at-will or encounter attack power the Recharge keyword (see below). Effect lasts for the rest of the encounter. If this is done at the beginning of your turn, you can immediately roll the recharge roll.

Refuse the Grave PC only: The creature gains a +5 bonus to his next death saving throw. Multiple Action Points do not stack with this effect.

Saving Grace: The creature or player makes an immediate saving throw against one effect, even one that does not normally allow a saving throw.

Seize the Moment: You can make an immediate recharge roll for one power that has recharge ability.

Costs 2 Points

Heroic Action: The creature or player gains one standard, move, or minor action. Unlike a regular action, a heroic action can take place at any time in the initiative but cannot interrupt other actions (with the exception of movement). Initiative does not change due to using a heroic action. A creature or player incapable of normal actions can still take heroic actions.

Determined Assault: You can re-roll one failed attack roll, but must keep the new result.

Costs 4 Points

Greater Power Surge PC Only: Give one daily attack power the Recharge keyword (see below). Effect lasts for the rest of the encounter or until the power first recharges. If this is done at the beginning of your turn, you can immediately roll the recharge roll.

Recharging Powers

Recharge Keyword

  1. Power gains recharge “6”, however, recharge rolls are made even if the power is not expended.
  2. If an unexpended (or at will) power is recharged, you instead gain a +2 to attack rolls with that power the next time it is used in the encounter. This bonus does not stack with itself.
  3. Powers can only recharge during an encounter. All powers with the recharge keyword automatically recharge at the end of the encounter.

Second Wind/Total Defense (addition)

  1. Increase the recharge rate of one power with the Recharge keyword by 2 (so a “6” would go to “4,5,6”). The effect lasts until the end of your next turn.
  2. If the player has no powers with the recharge keyword, he can instead gain the benefit of Power Surge until the end of his turn.

Inspire Heroics: Standard Action

  1. Choose one ally adjacent to you. That ally increases the recharge rate of one power with the Recharge keyword by 2 (so a “6” would go to “4,5,6”). The effect lasts until the end of the ally’s turn.
  2. If the player has no powers with the recharge keyword, he can instead gain the benefit of Power Surge until the end of his turn.
  3. You can choose to give one of your hero points to an ally.
  4. A character can be affected by multiple enhance recharge actions. Each additional action must choose a different power to give the benefit to.

Feats, Paragon Paths and Powers which grant Action Points:

Powers that give Action Points

  1. A power that grant an Action Point continue to do so.
  2. Action Points gained by powers can be spent just like regular Action Points, and multiple points can be spent in the same encounter.

Feats/Paragon Paths and Hero Points

  1. Unless an exception is noted, spending Action Points are the same as spending Action Points for feats and paragon path abilities in the core rules.
  2. If a feat or paragon path says you can spend an Action Point to take an extra action and gain an additional benefit, you can spend an Action Point to get the previously mentioned house rule benefit and the benefit of the feat or paragon path.
  3. If the feat or paragon path requires that you spend an Action Point and not gain an extra action, then you can spend an Action Point to get the feat or paragon path’s benefit but do not gain the house rule benefit of the Action Point.
  4. Note on Action Surge Feat: See below for how the feat has been changed.
  5. Alteration to Paladin’s Astral Weapon Paragon Path ability
    1. Astral Rejuvenation Action: Whenever spending an Action Point, the Astral Weapon can choose to spend one additional Action Point in order to regain one paladin encounter power he has already used. He gains no other benefit from spending this extra Action Point.

New Feats that use Action Points

Action Surge (changed from the normal feat)

Prereq: Human

Benefit: Whenever you spend an Action Point, you gain +2 to attack rolls until the end of your next turn.

Arcane Empowerment

Prereq: Arcane Power Source

Benefit: When an arcane encounter power that deals either Fire, Cold, Thunder, Lightning, Force, or Necrotic damage recharges, you can choose to gain no normal benefit from the recharge. Instead, you gain +3 to damage rolls for all attacks that do the same type of damage until the end of the encounter. Damage bonuses from multiple recharges stack.

Cunning Insight

Your intellect allows you to make a move at just the right time, for devastating results.

Prereq: Int 13+

Benefit: Whenever you hit an enemy with an attack made during a heroic action, the enemy suffers a -2 to defenses until the end of its next turn.

Elder Dragon’s Power

Prereq: Dragonborn

Benefit: You can spend an Action Point to give the Dragon Breath power the Recharge keyword. Each time Dragon Breath recharges in an encounter (even if it’s not expended), the area of the blast increases by 1.

Enduring Fortune

Prereq: Halfling

Benefit: You can spend an Action Point to give the Second Chance power the Recharge keyword. Each time Second Chance recharges in an encounter (even if it’s not expended), the enemy suffers a cumulative -1 attack penalty to the rerolled attack.

Font of Vitality

Prereqs: Con 20+, Epic Tier

Benefit: When you spend an Action Point to use the Power Surge ability, you can choose your hit points as a power. Whenever you successfully recharge this power, you can immediately spend a healing surge.

Greater Glimpse of the Feywild

Prereq: Eladrin

Benefit: You can spend an Action Point to give the Fey Step power the Recharge keyword. Each time Fey Step recharges in an encounter (even if it’s not expended), the distance the power can teleport increases by 2.

Grudge

Prereq: Tiefling

Benefit: You can spend an Action Point to give the Infernal Wrath power the Recharge keyword. Each time Infernal Wrath recharges in an encounter (even if it’s not expended), the damage it deals increases by 2.

Martial Fury

Prereq: Martial Power Source

Benefit: Any time an at-will martial power recharges, you gain a +1 to attack rolls with all at-will powers for the rest of the encounter (this is in addition to the normal +2 to attack rolls for recharging an at-will power). The bonuses from additional recharges stack.

Savior’s Blessing

Benefit: If you succeed on a saving throw granted by the Saving Grace Action Point ability, you receive +3 to future saving throws against the exact same effect you saved against. This effect lasts until the end of the encounter.

Sniper’s Attack

Benefit: If you spend an Action Point to get a Focused Attack against a creature you already have combat advantage against, you gain an additional +1 to the attack roll, and your critical threat range increases by 1.

Stand Invincible

Prereqs: Savior’s Blessing, Epic Tier

Benefit: If you succeed on a saving throw granted by the Saving Grace Action Point ability, for the rest of the encounter you get a saving throw at the beginning of your turn against the exact same effect you saved against (even if the effect normally does not allow a save). This effect lasts until the end of the encounter.

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