BrOp's Age of Worms Adventure Path (OOC)


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Branding Opportunity said:
The thing that I've discovered with the action die is that you want to use it on a lowish roll, but not a low roll. On a really low roll you know that even rolling a 6 on the action die will do nothing. You want it for something close. I like the of letting me know ahead of time that you would like to use it in a given round, and then letting me decide when I actually see what I roll for you. How does this sound?

Sounds good to me. I like this idea.
 

Sounds good, I think I may forget everytime, but I'll just pick up the feat that lets you use them for other things like an extra move action.
 

There´s still the problem of using them with reactive rolls, like a saving throw or grapple checks. Myself, I don´t have any problem on letting the DM decide to use my character´s action points for that if he believes the use is justified.
 



Someone said:
There´s still the problem of using them with reactive rolls, like a saving throw or grapple checks. Myself, I don´t have any problem on letting the DM decide to use my character´s action points for that if he believes the use is justified.
Agreed. Go ahead and use mine.
 


Wiz_o Dabus, one of the Wizards employees who runs the Virtual Dungeon Delves on their website had the following rules for Action Points posted on his site. They offer more options to use the Action Points and with all those we could just avoid the +d6 version. ~Link~

Wiz_o Dabus said:
Augment a die roll: One action point can be spent to add a bonus of +1d6 to one d20 roll.

Activate a class ability: If your character has a class ability usable a limited number of times per day, you can spend two action points to use the ability one additional time. For example, the human paladin can smite evil once per day, but you can spend two action points to do it a second time in the same day.

Boost defense: You can spend one action point as a free action to double the normal bonuses for fighting defensively. This gives a character a +4 dodge bonus to AC, +6 if it has 5 or more ranks in Tumble.

Emulate feat: You can spend one action point at the beginning of your round to gain the benefits of a feat for which your character meets the prerequisites but does not currently have. For example, the goblin fighter has a Dexterity of 15, so it meets the prerequisite for the Two-Weapon Fighting feat. You can spend an action point at the beginning of your round to reduce the penalties for the character to fight with two weapons at the same time.

Extra attack: You can spend one action point during a full attack action to gain an extra attack at your highest attack bonus. The attack can be either a melee or a ranged attack. For example, when the human monk takes a full attack action, it can either use flurry of blows for +1/+1 to hit, or make one attack with its longsword for +5 to hit. If you spend an action point the monk gains an additional attack, making its flurry of blows +1/+1/+1 to hit or +5/+5 with its longsword.

Hasten infusion: You can spend one action point to lower the casting time of one of the gnome artificer’s infusions to 1 round.

Spell boost: You can spend one action point as a free action to increase your caster level for one spell you cast by 2. You must choose to spend the action point before you cast the spell. For example, you can spend an action point before the human wizard casts dispel magic from its scroll to boost its caster level to 4 instead of 3, improving the wizard’s chances of successfully dispelling something.

Spell recall: You can spend one action point to retain a spell your character just cast (for those who prepare spells) or retain a spell slot for a spell your character just cast (for spontaneous casters). For example, you can spend an action point after your half-orc druid casts cure light wounds so it is still prepared and can be cast again, or you can spend an action point after your dwarf bard casts sleep from its repertoire to retain the spell slot.

Stabilize: You can spend one action point to automatically stabilize if dying.

Improve feat: You can spend an action point as a free action to improve a feat your character already has. Some examples are below.
Blind-Fight: You can eliminate your character’s miss chance for a single attack.
Combat Expertise: You can double the bonus to AC granted by the feat, so taking a penalty of -1 on an attack roll gives your character a +2 dodge bonus to AC.
Dodge: You can increase the dodge bonus granted by the feat by +2, making it +3.
Improved Critical: You can double your critical range for one weapon (effectively tripling it, since it was doubled by the feat). This effect does not stack with any other effects that increase threat range (so it will not work in conjunction with the keen edge spell).
Improved Initiative: You can double the bonus for the feat, gaining a +8 bonus instead of +4.
Metamagic feats: You can spend an action point to apply a metamagic feat your character knows to a spell it is casting with no level increase and no casting time increase.
 

I apologize for my absence this last week, but I was finishing a show (I'm an actor) and recovering from it afterwards, and just couldn't drag myself to the computer to do anything that required more brain power than play a few video games (half-heartedly). I hope to FINALLY post updates this evening, as I have no other plans.
 

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