Edge of Darkness: The Broken Circle
Acquiring Action Points:
A 1st level character that is not human starts the game with 3 action
points. A 1st level character that is human starts the game with 5
Every time a character advances a level, he gains a number of action
points equal to 3 + 1/2 his current character level (for non-human
characters) or 5 + 1/2 his character level (for human characters).
Every time a character advances a level, any unspent action points
from the previous level go away before the new action points are
added. So a character should never have more than 3 + 1/2 his
character level action points (for non-humans) or 5 + 1/2 character
level action points (for humans) at any given time.
Using Action Points:
A character can spend 1 action point either to add to a single d20
roll or to take a special action.
A character may spent 1 action point in a round. If you spend a point
to use a special action (see below), he can’t spend another one in the
same round to improve a die roll, and vice versa.
Add to a Roll:
When you spend 1 action point to improve a d20 roll, you add the
result of a 1d6 roll (including attack rolls, saves, checks, or any
other d20 roll) to help you meet or exceed the target number. You can
declare the use of 1 action point to alter a d20 roll after the roll
is made, but only before the DM reveals the result of that roll. You
can’t use an action point to alter the result of a d20 when you are
taking 10 or taking 20.
Depending on character level (see the table below), a character might
be able to roll more than one d6 when he spends an action point. If
so, apply the highest result and disregard the other rolls. A
15th-level character, for instance, gets to roll 3d6 and take the best
result of the three. So if he rolled a 1, 2, and 4, he would add the
4 to his d20 roll.
Character level Action Point Dice Rolled
1st – 7th 1d6
8th – 14th 2d6
15th – 20th 3d6
A character can perform certain tasks by spending an action point.
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 cleric might spend an action point to gain
another use of her channel energy, or a paladin might spend an action
point to make an additional smite.
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
for fighting defensively as a standard action or a +6 dodge bonus to
AC when fighting defensively as a standard action if you have 3 or
more ranks in Acrobatics). An action point cannot be used with a
total defense action to double the AC bonus.
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 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. The damage from the
blow that renders a character unconscious is calculated before the
stabilization. If the blow would kill the character, an action point
cannot be used to stabilize just before death. That requires a Hero