| Post/Author/DateTime | Post |
|---|---|
| Voila!08-26-05, 12:23 PM | I'll start with some psionic ones. 1) Reduce psychic enervation chance to 5% for the next power you manifest. 2) Reduce ability burn damage by 1 for the next power you manifest for each ability score. I.e., you take 2 Str, 1 Dex, 1 Int, you instead only take 1 Str. 3) Regain psionic focus. 4) Increase your wild surge bonus by 1d2 for 1 round. 5) Regain up to 2 racial power points. These points must be spent within the next 3 rounds and you cannot gain more than your naturally psionic ability says. And now for some more generic ones. 6) If using UA's aspect of nature variant, spend an action point to gain facility with another aspect of nature at once. 7) Reduce the amount of damage you take from your next attack by 10 (minimum 1). This use is only applicable at epic levels. 8) If using UA's fighting style variant, a monk of sufficient level can mimic a fighting style of her choosing for 1 round. The monk must still meet at least 1 prerequisite of that style. 9) You are a good actor, and thus can successfully mimic a trait of your choosing. Any bonuses or penalties it provides fade after a minute. 10) Reduce margin of error distance when teleporting by half. 11) Gain DR (1/- at levels 1-5, 2/- at levels 6-10, 3/- at levels 11-15, etc.) until the beginning of your next action. This use only applies if wearing heavy armor or you have a Constitution of 13 or higher. 12) Gain a +5 bonus to Strength checks made to break objects for 1 round. 13) If using UA's Sanity variant, gain a mental hardness of 10 until the beginning of your next action. 14) If using UA's Taint variant, gain a +4 bonus on saves made to resist Taint and a +2 bonus to resist Taint-based spells for a day. You may only spend an action point for this use once per day. 15) If you are a spontaneous caster, cast a spell of any level up to one less than the highest you can cast on your spell list. This requires a full-round action. Your swift action can also be expended to spontaneously apply metamagic feats with a level adjustment of no more than +1. 16) An action that would require a swift action can instead be made as an immediate action. 17) Reduce miss chance to strike an incorporeal foe by 20% for one round, though only applicable attacks apply still. 18) If using UA's Sanity variant and the "magic drives you insane" variant, you don't lose Sanity for casting spells of 5th level or lower for one round, or gain mental hardness of 18 for one round against casting spells. |
| Thelon Fairblade08-29-05, 03:29 PM | Don't forget some options for spending more than 1 Action Point at a single time: 19) Spend 2 Action Points to reroll any one of *your* die rolls. 20) Spend 3 Action Points to reroll any one of your *opponent's* die rolls that directly affects you (i.e. his attack roll, his damage roll, a fireball that includes you as a target, etc.) 21) Increase damage done by your attack. (use normal Action Point bonus dice rules) This is bonus damage (i.e. not multiplied by crits) of the same type as the weapon's base (i.e. physical, piercing/bludgeoning/slashing). 22) Increase the amount of healing received from a cure X wounds spell. (Use normal Action Point bonus dice rules.) 23) Restore 1d3+1 hit points with a successful First Aid check using the Heal skill. 24) Gain a feat higher on a feat chain (i.e. a feat you don't have the prereqs for. You must pay 1 Action Point, PLUS 1 Action Point *per* prerequisite you don't have; only the target feat is gained, not the prereqs. For example: the STR 12 wizard wants the Cleave feat; he pays 3 Action Points (1 for the feat, 1 for missing Power Attack, and 1 for missing STR 13), and gains Cleave for 1 round. He does not gain 13 STR or Power Attack. [Example note: if the wizard were buffed with bull's strength up to STR 16, this would only cost him 2 Action Points.] 25) Sustain a simulated feat for more than 1 round. costs 1 additional Action Point each round. [Why do this? Say you have simulated Toughness, and are knocked to 1 hp... you will go unconscious at the end of the round when you lose the feat and drop to -2. so you pay 2 AP to keep it 1 more round without interruptions...] |
| Voila!09-01-05, 03:17 AM | 26) As #14, but used to resist planar effects, like objects catching on fire on fire-dominant planes, or to resist the grays of the Gray Waste, or the entrapping trait of that plane or Elysium. 27) Reduce the XP cost of a spell by 40%. 28) If using the craft points variant in UA, prevent the loss of character levels past 10th craft points. You may only spend an action point for this use once per day. 29) Increase your SR/PR by 5 in response to a specific spell/power. 30) You may deal sneak attack, favored enemy, or skirmish damage to a creature normally immune to critical hits with only 20% effectiveness (1/5 of a flat bonus, 1/5 of the dice for dice bonuses) for 1 round. 31) Increase your mindblade's max. enhancement bonus by +1 for 3 rounds. 32) Cure one point of nonlethal damage per character level (max. 10). 33) For 3 points, using the violent thrust manuveur (sp?) in telekinesis doesn't end the spell. 34) If using the revitalizing variant in UA, regain 1 MP/PP per character level (max. 3). 35) If you know the function of an effect that would propel you to another plane (such as an astral pool of an indistinct color), and you have at least 3 ranks in Knowledge (the planes), you can reroll the percentage of where it would take you. 36) When casting a spell that is dependent on total hp of potential targets, increase the thresholds by 20%. |
| Voila!09-03-05, 12:34 PM | 37) For dragons, subtract 1 from the number of rounds before you wait to use your breath weapons again. You must spend the point before rolling to determine. 38) If you have a familiar, fiendish servant, special mount, animal companion, etc., treat it as though you were 4 levels higher if granted through a base class for one round, or as though you were 2 levels higher if granted through an advanced or prestige class for one round. |
| lightman09-04-05, 08:39 AM | 39) Spend 2 to automaticlly threaten a critical hit 40) Spend 3 to automaticlly have a critical hit without rolling for confirmation |
| Voila!09-04-05, 10:12 PM | Those may be a bit strong. 41) If you have fast healing, you gain a bonus to your fast healing equal to your Hit Dice for 1 round. 42) If you have regeneration, turn an amount of lethal damage equal to twice your Hit Dice into nonlethal damage. This use is a swift action. 43) In place of the standard +1d6 to a d20 roll, simply add a flat 3. 44) If using a vitality/wound point system, deal an addtional point of wound damage with a successful hit. 45) If you are a wild mage from Complete Arcane, you may add 1d10 to your caster level for the next spell you cast rather than 1d6. 46) Increase the DC to dispel the next spell you cast by 5. 47) If you have a Constitution of 15 or higher, gain a +4 bonus on saves for 5 rounds against being engulfed or absorbed as if by an ooze. This use doesn't stack with itself. 48) If you are extraplanar, gain a +5 bonus to resist being banished for 1 round. 49) Double a racial bonus to DCs or saves for 2 rounds. This use doesn't stack with itself. 50) If you have a Strength score of 15 or higher, your weapon's effective enhancement bonus counts as +2 higher for 1 round. 51) Increase a magic/psionic or attended item's saving throws by 3 for 1 round. You must be in contact to use a point for this use. 52) Gain a +2 bonus to attacks and a +1 bonus to save DCs for 1 round against a creature of animal intelligence. |
| Voila!09-05-05, 08:39 PM | 53) Increase the bonus granted by the Inquisitor feat to +15 or your character level, whichever is higher, for 1 minute. 54) If you are a specialist wizard, gain a +3 bonus to caster levels in the next spell you cast of your chosen school. 55) If you are psionic, gain a +3 bonus to saves against the powers that used to be psionic combat modes in 3.0 for 1 round. 56) As a metaconcert that you are a part of is manifested, add 20 power points to the collective pool. If you are the conductor, add 25. |
| Arcade09-06-05, 09:30 AM | 57) Count a natural 1 as a normal 1 and not an automatic miss. 58) When an opponent rolls a natural 20, count it as a normal 20 and not an automatic hit (if it does hit, it is still considered a critical) 59) Cancel an action point use that affects your rolls or abilities. |
| Lina_Inverse09-06-05, 11:16 AM | 60)spend a point to stay up,causeing you to be at 1 hitpoint if you had at least 1 before an attack. |
| Voila!09-06-05, 12:16 PM | For #60, I'd suggest devising a condition in which that would apply. It appears a bit too good as is. 61) Gain energy resistance according to character level for one round against the energy of your choice (including positive and negative). Levels 1-5: 3; Levels 6-10: 7; Levels 11-15, 12; Levels 16-20, 18 |
| Lina_Inverse09-06-05, 02:09 PM | For #60, I'd suggest devising a condition in which that would apply. It appears a bit too good as is. 61) Gain energy resistance according to character level for one round against the energy of your choice (including positive and negative). Levels 1-5: 3; Levels 6-10: 7; Levels 11-15, 12; Levels 16-20, 18 like saying no to a death spell?that was the MAIN idea. |
| Thelon Fairblade09-06-05, 03:19 PM | IMC, characters have spent 1 AP (as a reaction) to simulate Toughness, thus gaining 3 hp for a round. Of course, this only helps if you are dropped to 0 to -3 (really, -1 or -2).... |
| Arcade09-06-05, 04:52 PM | IMC, characters have spent 1 AP (as a reaction) to simulate Toughness, thus gaining 3 hp for a round. Of course, this only helps if you are dropped to 0 to -3 (really, -1 or -2).... Considering an action point let's you simulate a feat, it seems like you would want to use your action point to get improved toughness instead- as long as you didn't already have it and you were at least level 4. As for #60- it is too good. A rogue with defensive roll can use an action point to get an extra use out of defensive roll once per day. That's a good way to measure an action point's power against new abilities. A 10th level rogue without defensive roll could use an action point to use defensive roll if they don't have it. I'd say everyone else is relegated to the improved toughness use. But that's me. |
| Lina_Inverse09-06-05, 09:52 PM | Considering an action point let's you simulate a feat, it seems like you would want to use your action point to get improved toughness instead- as long as you didn't already have it and you were at least level 4. As for #60- it is too good. A rogue with defensive roll can use an action point to get an extra use out of defensive roll once per day. That's a good way to measure an action point's power against new abilities. A 10th level rogue without defensive roll could use an action point to use defensive roll if they don't have it. I'd say everyone else is relegated to the improved toughness use. But that's me. defensive roll is still better.it leaves you at current hitpoints,this leaves you at -1-. but hey ill alter it abit 60.2)when you have 2 or more hitpoints and an attack would drop you to 0 or less hp,you may spend an action point to be reduced to 1 hp instead. there now you cant chain it. |
| Thelon Fairblade09-07-05, 09:47 AM | (The characters were 2nd level, hence Toughness was better.) I like the change to 60, but I am still thinking it too powerful for 1 AP. 2 AP looks fine, though. |
| Voila!09-07-05, 12:20 PM | As for #60- it is too good. A rogue with defensive roll can use an action point to get an extra use out of defensive roll once per day. That's a good way to measure an action point's power against new abilities. A 10th level rogue without defensive roll could use an action point to use defensive roll if they don't have it. I'd say everyone else is relegated to the improved toughness use. But that's me. This is why I try to come up with conditions, prerequisites, or circumstances for various abilities. To balance them with the others and keep them from being too powerful. If they were fully generic, than they might be too powerful. 62) If using UA's Sanity variant with the variant of "insane insight", reroll this check. 63) If using UA's Sanity variant, regain 3 Sanity points. 64) Boost your Strength by 2 for the purposes of carrying and lifting objects. This bonus lasts for a day and does not stack with itself. 65) Add +1 to an attack and +1d6 to the bonus damage when using precise strike (as the swashbuckler's ability). |
| Voila!09-08-05, 10:47 PM | 66) If using a summon spell to conjure up creatures of a lower-level list, than you may add 1 to the the roll to determine how many you summon at character levels 1-10. If level 11-20, add 2 instead. 67) You can remain invisible after an attack. 68) If you have a music ability, such as bardic music, you may sing a song of any sort of any class, provided you meet the prerequisites of the song. A dawncaller could use a bard ability he would otherwise be too low-level to cast, a stormsinger could use a dragonsong lyrist's ability, a troubadour of the stars could use a virtuoso's ability, a sublime chord could use a seeker of the song's ability, etc. |
| Thelon Fairblade09-09-05, 08:29 AM | 69) If you have an Animal Companion, you can give it a +2 luck bonus to hit and damage for 1 round. 70) If you have an Animal Companion, you may spend an Action Point to grant it +2 AC for 1 round. 71) If you have a Familiar, you may spend an Action Point to influence its saving throw(s) just as your own. 72) If you have a Familiar, you may spend an Action Point to increase its AC by 4 for 1 round, so long as it does nothing but move or use Total Defense. |
| Voila!09-10-05, 01:31 PM | 73) If you have a dragon familiar, you can forego an action point every year of its life for each age category it has, to retain it for the next age category. 74) As #69, but for fiendish servants or celestial companions (as the holy liberator). 75) As #70, but for fiendish servants or celestial companions (as the holy liberator). 76) If you have difficulty breathing in water or air, gain a +4 bonus on Fortitude saves to avoid suffocating in a particular instance of holding your breath. 77) If you have the Wild Talent feat, manifest a 1st-level power of your choosing (except on a discipline list) with manifester level 1. If you have psionic class levels or are a naturally psionic creature, use these levels, racial Hit Dice and level adjustment added together to determine manifester level for this power. 78) Pick an ability from a racial prestige class of yours. You may use that ability for 1 round or the minimum amount of time required to use it, whichever is greater. You must meet at least one prerequisite of that class and have a character level of 5 + the levels in a prestige class normally required to gain it. |
| Voila!09-11-05, 06:45 PM | 79) When using d20 Modern rules, gain an ability one step higher on a talent tree that you meet the prerequisites for for 1 round. This ability cannot require the expenditure of an action point to use. 80) Gain a +4 bonus to Ride and Handle Animal checks for one round to calm mounts in unfamiliar environments (see Races of Stone). 81) You can gain a weapon style feat for 2 rounds without one of the prerequisites, but you must still be proficient with all weapons and armor it requires. You do not gain any of the prerequisites. 82) Boost your massive damage threshold by 25 points until your next action. This use is an immediate action. 83) If using the legendary weapon rules in UA, boost your effective scion level by 2 for one round. This bonus only applies to a particular scion class. 84) If you are a marshal, you may expend two daily uses of auras in addition to an action point, to emit an aura of any sort of your choosing for half as long as you normally could. You must meet any prerequisites for these auras. 85) Reduce arcane spell failure chance by 15% for one round. |
| Voila!09-11-05, 06:59 PM | 86) Gain DR 1/- for all ability scores for 1 round. |
| Arcade09-12-05, 08:28 AM | [QUOTE=Voila!]81) You can gain a weapon style feat for 1 minute without one of the prerequisites, but you must still be proficient with all weapons and armor it requires. QUOTE] For 81, doesn't that seem a little too good? I mean, normally, you'd have to spend an action point to gain the use of a feat where you have all the prerequisites. And then you would get to use it for 1 round only. I think most of the weapon styles are useful enough without needing to make them more attractive. The one minute time limit is definitely overkill. |
| Thelon Fairblade09-12-05, 09:51 AM | I agree with Overkill. If you qualify, you get it for 1 round, just like any other feat you qualify for. |
| Voila!09-13-05, 12:38 AM | 86) Add +2 to the check and damage of a turn attempt. 87) If you have damage reduction, enhance the numeric portion by 3 until the beginning of your next action. 88) If you are a ghost in Ghostwalk, suppress your weakness against silver for 1 round. 89) If you are an active, major participant of a given alignment (such as a paladin) and you are targeted by a curse (such as bestow curse) by a being of the alignment opposite yours, you may gain a +6 bonus on your save to resist it. 90) If you are native to one of the planes the River Styx flows through and you don't have natural immunity, you can gain a +4 bonus on saves to resist its effects for 3 rounds. This use doesn't stack with itself. 91) Double any bonuses granted by a tactical feat for 2 rounds. This use doesn't stack with itself. 92) If you have a natural Dexterity score of 17 or higher, gain a +5 bonus on the save required for defensive roll for 1 round. 93) Make an additional attack of opportunity in a round. 94) If you have a natural Charisma score of 17 or higher, gain a +4 bonus on Will saves to win a contest of Ego for 1 round. This use doesn't apply against artifacts. 95) If you are the creator of a golem with a berserk chance, spend a standard action to reset its berserk chance. |
| Thelon Fairblade09-13-05, 08:00 AM | 86 -- You can already add your 1d6 to the Turning Check (but not damage). I like the +2 to turning damage though... Hmm, +1d6 Turn check, or +2 Check & +2 damage.... seems solid. 89 -- You can already add your 1d6 to your save against the spell. No special benefit is gained here. 93 -- You can simply emulate the Combat Reflexes feat. However, you could use #93 to get an additional AoO if you alreay *have* the CR feat, so I guess it's okay. 94 --Seems unnecessary. 3.5 rules already allow you to swing at the same person again if he does something else stupid (i.e. draw an AoO) 95 -- Again, You can already add your 1d6 to your save. |
| Voila!09-13-05, 05:18 PM | Thanks for pointing out errors, but could you at least post one of your own? |
| kliate09-13-05, 06:25 PM | 96. Spend 2 action points to perform a standard action as a move action instead 97. Spend 3 action points to perform a move action as a swift action 98. Spend 2 action points to perform a swift action as an immediate action 99. Spend 5 (yes, five!) action points to complete your spell preparation in 1/100th of the usual time (15 minutes becomes a full round + a standard action, 1 hour becomes 6 rounds) 100. Spend 2 action points to attempt a second roll against spell failure if your first roll resulted in failure |
| Arcade09-13-05, 08:47 PM | This may or may not be included in this category, but I thought what the hey! 101. A new feat - Improved Action Points. This feat lets you spend 2 action points at one time to double the normal benefit of an action point. So a character using this could spend 2 action points to get 2 free attacks during a full attack or 10th level character could use it roll 2d6 twice, adding the top 1d6 from each roll to their roll. 102. A new feat- Dual Action Points. This feat lets you spend 2 action in a round in different ways, but on the same task. So a character with Power attack could spend 2 action points to gain cleave and greater cleave. Or a character could use an action point to gain Combat reflexes and then use another point to gain a bonus on the attack roll for the newly gained attack of opportunity. |
| Thelon Fairblade09-14-05, 10:11 AM | (Voila, I *have* posted 11 so far...) Arcade, those both seem like too much, beyond the scope of Action Points as they stand. (But then, they are feats, not action point uses, so *shrug*.) 101. A *ranger* with the Track feat can spend 1 Action Point to *attempt* to find the path of a creature that used "Pass without Trace" or "Trackless Step", provided the creature/caster level is no more than 5 levels higher than his class level. The DC to locate or follow these tracks is increased by 10; the Action Point only gives the chance to do so. 102. After successfully striking with a Smite special attack, you may spend an Action Point to directly increase the bonus damage (i.e. your 1d6 adds to the damage from the Smite). 103. A Bard can increase the duration of his bardsong by spending an Action Point. It lasts twice as long once he stops playing (for songs that linger), or 1 additional round (for songs that stop immediately). |
| Voila!09-19-05, 12:06 AM | 104) At the cost of 2 action points, if you have the Clinging Breath feat, it clings for another round. 105) If you have all 3 levels of your appropriate racial paragon class, gain a +2 bonus to an ability score that your race has an ability boost in for 1 rounds. 106) If you have Intelligence 15 or higher or are a wizard or similar scholarly class, gain a +4 bonus on a the next Knowledge check you make. It must be a class skill, however. 107) If you are a cleric or favored soul of 11th level or higher, you may smite something of an opposing alignment to you for 2 action points as would a paladin of your cleric or favored soul level. 108) If you are a fighter of 15th level or higher or a 10th-level kensai/weapon master with at least 2 levels in fighter, double all fixed bonuses to attack and damage rolls with a chosen weapon for one round. If you are a kensai/weapon master, this must be your chosen weapon. 109) If you have a familiar, grant it the ability to cast a spell for 1 round. The spell may be any on your class list and its level cannot exceed your character level divided by 10, rounded down. 110) If you have the Luck domain, add +1d8 to a d20 roll instead of +1d6. This use can only be made 3 times per day. 111) If you have an alignment domain, boost its bonus to caster level by 2 for one round. |
| Voila!09-23-05, 07:20 PM | 112) Cut the time to take 20 down by half. 113) Gain 10 XP per character level (max. 200) . 114) If you are spectral, ghostly, umbral, or in some other way incorporeal, gain a +5 bonus to saves against disintegrate and to resist a sphere of annihilation, a voidstone, or an umbral blot's effect for 1 round. 115) If you have the Wild Talent feat and are the minimum manifester level required to manifest one of the powers that used to be psionic combat modes in 3.0, manifest one of them. You are then dazed for 1 round unless you have at least 5 levels in a psionic class or have 2 Hit Dice and are naturally psionic. |
| Arcade09-23-05, 08:28 PM | 116) Pick a standard character class that you have levels in. Choose 1 ability of that class that would be gained in the next class level and gain access to it for 1 round. 117) Pick a prestige class that you have all the pre-requisites for. You may choose one ability that is gained in that prestige class at first level and use it for one round. 118) If suffering from a curse, negative level, or other such effect, spend an action point to negate the penalties from this for 1 round. |
| Voila!10-03-05, 01:03 AM | 112) At the cost of 10 action points, boost the level threshold of wish or limited wish by one, or increase its magic/psionic item threshold by double. 113) As #112, but for the powers bend reality and reality revision. 114) If you have the Deceitful feat, gain a +4 bonus on heckle uses of the Bluff skill for 1 round. 115) At epic levels, double the radius of your Positive Energy Aura feat for one round. 116) If you are an aboleth, increase the DC of your enslave attempt by 3 for 1 round against skum or creatures with aboleth grafts. 117) If you are a neogi, increase the DC of your enslave attempt by 3 for 1 round against umber hulks or vermin without supernatural abilities. 118) If you are a good cleric or a paladin, gain a +3 bonus to saves to resist energy drain against undead attacks or negative energy for 1 round. |
| Voila!10-06-05, 08:15 PM | 119) Ignore the first 15 points of backlash damage you take in one round when casting an epic spell. 120) In a zone of dead, null, or antimagic, the next spell you cast is cast, provided you can make a Spellcraft check (DC 20 + spell level, + 5 if unsure). 121) As #120, only with psionics and Psicraft. 122) If you have spell-like abilities, gain the ability to cast prestidigitation for 1 hour. |
| Voila!10-09-05, 01:27 AM | 123) At the start of the day, choose an ability you can invest essentia in. Boost that ability's threshold by 1 for that day. You may only invest an action point for this use once per day per ability. 124) At the start of the day, expend two action points. You may have an additional soulmeld today. 125) If an opponent using a ranged weapon is in some way distracted, gain a +1 bonus to AC against such attacks from such sources until the beginning of your next action. 126) If you are a warchief, gain the next step of your inspire frenzy ability for one round. 127) If you are insectoid and have a Constitution of 13 or more, gain a +4 bonus for 1 round against the nauseate ability of swarms. |
| Voila!10-11-05, 05:34 PM | 128) Cut penalties of one bout of psychic enervation in half. 129) Over the course of a minute, reshape a soulmeld. 130) If you have a Sanity score of 90 or higher, gain a +2 bonus to Wisdom for 1 round. |
| Voila!10-16-05, 03:35 PM | 131) If you are an inventor or tech warrior, the next item you work on today can be improved as if you had access to another tech point per character level. 132) If you have spell/power resistance and an alignment subtype, gain a +5 bonus to S/PR for 1 round against spells and powers of an opposed alignment. |
| Voila!10-18-05, 05:27 PM | 133) If you have the Wild Talent feat and have the minimum ability score required to manifest one of the powers along its corresponding discipline, manifest one of them. You are then dazed for 1 round unless you have at least 5 levels in a psionic class or have 2 Hit Dice and are naturally psionic. 134) Along with a cost of 100 XP per character level, gain a +2 bonus to the ability score of your choice for 1 round. |
| Voila!10-20-05, 05:13 PM | 135) When summoning monsters from a lower-level list, summon an additional creature for each lower step along the list. 136) If you have a summon ability, boost its chance of success by 40%. 137) If you are literate and have an Intelligence score of 17 or higher, gain the ability to read magic for 1 minute. |
| Voila!10-22-05, 01:41 AM | 138) If you are a green star adept above 1st level yet still below 10th, gain all standard construct traits for 1 round. This does not affect your Constitution or hp in any way. 139) If you have hardness, increase it by 2 for 1 round. |
| Voila!10-22-05, 11:34 PM | 140) If you have domains in the service of a deity, gain access to another granted ability of one of your deity's domains for 1 round. 141) If you are an initiate of the sevenfold veil, gain a bonus to caster level of prismatic spells like prismatic wall you cast equal to your level in the class. This bonus only lasts for 1 round. You can only use an action point for this use once per day. 142) If you are a favored soul of 11th level or higher, gain your wings for 1 round. 143) If you are a wu jen, ignore a taboo for 1 round. 144) If you are a stonelord, gain access to another stone power for 1 round. 145) If you have all three levels in your race's paragon class, gain a +2 bonus to an ability score of your choosing that your race has a bonus in for 1 round. If you have no racial ability bonus, offset a penalty instead. |
| Voila!10-25-05, 12:42 AM | 146) Take 10 on any skill check. 147) Gain another use of any higher-order ability of any touchstone feat you have without having to recharge at the appropriate touchstone. 148) Regain a hit point or hit points equal to your regeneration. 149) If you are at less than a tenth of your starting hit points and still conscious, if you have a Charisma score of 17 or higher, gain a +4 boost to the ability of your choice for 1 round. Then you lose hit points sufficient to reduce you to -1 or simply 1 hp, if you are already at -1 or less, and fall unconscious. |
| Voila!11-26-05, 01:51 AM | 150) If you are an enlightened fist, use a different form of energy for your energy fist besides lightning or fire for one round. 151) If you have no ability to cast spells, manifest powers, access incarnum powers, and have no spell-like, psi-like, or supernatural abilities, gain a +4 bonus to resist becoming one of the Lost for 1 round. 152) Take up to 20 damage, no more than your character level. Your next melee attack for the round gets a +1 damage bonus. You can only spend an action point for this use once per encounter. |
| Voila!10-11-06, 05:10 PM | 153) If you are using the dying curse variant in BoVD, as you perish, you can expend any number of your remaining action points to boost the save DC of your curses by a similar number. |