Action Points

Action Points

Action points are used to add extraordinary actions to the course of the game. Here are the rules for action points in Pathfinder.
Gaining Action Points
Action points are naturally gained when you earn a level. Every time you gain a level, you start with 5+1/2 your level in action points. Any action points not spent from the previous level are lost.
In addition, the DM is free to hand out action points as a reward for cool, epic, or risky actions, as well as for good roleplaying or pretty much for any reason he chooses.

Action Point Uses
The following require 1 action point
Hustle: Gain a move action
Increase a d20: You can increase an attack roll, saving throw, skill check, or ability check by a d6. This increases to 2d6 at 8th level and 3d6 at 15th.
Hasten Infusion: You can imbue an infusion in 1 round
Stabilise: You can stabalize when dying

The following require 2 action points
Activate Class Feature: You can use a class feature with a limited number of uses per day one extra time
Boost Defense: When fighting defensively, you double the Dodge bonus to AC for that round
Clear Mind: Regain psionic focus
Emulate Feat: Gain the benefits of one feat you don’t have for one round, as long as you meet the prerequisites for that feat
Extra Attack: When making a full attack action, gain one additional attack at your highest BAB
Extra Effort: Gain an additional standard action.
Spell Boost: Increase CL for one spell by 2; this must be done before casting the spell
Spell Recall: As a free action while casting a spell, you cast the spell but don’t use up the spell slot, and can thus cast it again later
Sneak Attack Anything: Use after confirming a hit against an opponent immune to sneak attack that would otherwise be affected by sneak attack; for that one attack, they are vulnerable to sneak attack.

The following require a specific feat, and 2 action points
Blind-Fighting: No miss chance for one attack.
Combat Expertise: Double bonus to AC.
Dodge: Increase AC by +2 instead of +1; this lasts all encounter.
Improved Critical: Double threat range again. (Note: Threat range cannot be larger than 15-20)
Improved Initiative: Increase bonus to +8.
Metamagic Feats: Apply feat without increasing spell level.
Power Attack: Double bonus to damage.
Spell Focus: Double the bonus to save DCs for one spell.
Spell Penetration: Double the bonus to CL checks; this lasts all encounter.

Note: In addition to all these uses, you are encouraged to make up stuff, leaving it to the DM to adjudicate whether it is possible and how many action points it will cost. As we think of them, Eric and I may add more ‘official’ uses for action points.

Action Points

Mark of Vengeance Summerhawk