Action Point Feat Enhancements [Archive] - Wizards Community

Post/Author/DateTimePost
77IM

04-02-04, 06:40 PM
Here are some ideas I had for more ways to use Action Points to enhance feats and class special abilities. I really like this use of Action Points for two reasons. First, feats help to define your character, so it makes sense that you could use Action Points to perform even more unique stunts. Second, the feat enhancements tend to be better balanced than the "Special Actions" allowed by Action Points (which I've found to be too strong for standard D&D -- that is, they require more work from the DM in order to balance encounters).

-- 77IM

Specific Feats

Augment Summoning
A character with this feat can spend an action point and grant any of the normal benefits to one of his summoned creatures instead of himself. For example, he could spend an action point to add 1d6 to the attack roll of one of his summoned creatures. He can still only spend one action point per round.

Cleave
You can move 5 feet before making the extra attack granted by the Cleave feat. This movement provokes an AoO as usual; it is not a 5-foot step. You may move even if you have used up all your movement for the round or are making a full attack.

Great Cleave
You can move 5 feet before making each Cleave attack for the entire round, up to a total distance equal to your normal movement speed.

Combat Reflexes
You have no limit to the number of Attacks of Opportunity you can make for one round.

Deflect Arrows
Deflect as many projectiles as you wish for one round.

Diehard
You can act normally (rather than acting disabled) for one round, and don't lose a hit point for doing so.

Far Shot
Reduce range penalties to -1 per range increment (instead of -2).

Improved Turning
You can turn creatures as if you were 2 levels higher.

Manyshot
You fire one additional arrow without changing the penalty to your attack roll.

Mobility
The AC bonus granted by the feat doubles (to +8).

Mounted Archery
You suffer no attack roll penalties for ranged attacks while your mount is moving.

Mounted Combat
There is no limit to the number of times you can use this feat for one round.

Rapid Shot
You don't suffer a -2 penalty to attacks this round on account of using Rapid Shot.

Run
You can turn while running. You may make only a single turn, but it may be in any direction (including a 180-degree turn).

Quick Draw
You can sheath a weapon as a free action which does not provoke an attack of opportunity.

Stunning Fist
The target is stunned for 2 rounds. You must spend this action point before making your attack roll.

Toughness
You gain DR 3/-- and Energy Resistance 3 (all types) against the next single attack or effect which affects you. If you have taken this feat multiple times, the DR and Energy Resistance do not increase, but apply to multiple attacks which affect you -- one attack per Toughness feat. For example, if you have taken the Toughness feat 3 times, and then spend an action point on it, you gain DR 3/-- and Energy Resistance 3 against the next three attacks or spells which hit you. You can spend this action point at any time and the benefit lasts until it is discharged.

Two-Weapon Defense
The AC bonus granted by this feat doubles for 1 round (from +1 to +2 or from +2 to +4).

Two-Weapon Fighting
Reduce all TWF penalties by 2 for one round.

Weapon Finesse
You strike swiftly and accurately -- apply your Dexterity modifier in place of your Strength modifier to damage for one single attack. You may spend this action point after your attack hits but before rolling for damage.

Weapon Specialization
A fighter with this feat can spend an action point to add to increase damage rolls, just as he would increase an attack roll, saving throw, skill check or ability check. He rolls 1d6 and adds it to the damage roll as a bonus (or, if he is high enough level, rolls 2d6 or 3d6 and takes the best roll).

Feat Categories

Bonus-Granting Feats
Many feats, such as Alertness, Skill Focus, Iron Will, and Endurance simply grant a bonus on certain d20 checks. Enhancing these feats by doubling the bonus usually does not make sense, because it would be better for the character to simply add 1d6 to the roll. Instead, when a character with one of these feats spends an action point to add to the roll, they add a larger die than 1d6 (or multiple larger die, if they are high enough level to roll 2d6 or 3d6). If the feat grants a +1 or +2 bonus, add 1d8 to the d20 roll instead of 1d6; if the feat grants +3 or +4, add 1d10; if the feat grants +5 or more, add 1d12. For example, when a 5th-level character with the Stealthy feat spends an action point to improve a Move Silently check, they add 1d8 to their check result instead of 1d6. When a 10th-level character with the Skill Focus (Tumble) feat spends an action point to improve a Tumble check, they roll 2d10 and add the higher die result to their check result (rather than 2d6).

Magic Item Creation Feats
A character can spend an action point to reduce the cost of creating a magic item. When an action point is spent this way, reduce the market price of the item by 50 gp x caster level (this in turn will reduce the raw materials price, the time to create the item, and the XP required). An item's market price can't be reduced to less than half its original price by spending an action point. Once an action point has been spent in this manner, you can't spend another one on magic item creation until you have gained a level.

Class Special Abilities

Barbarian Rage
For the remainder of this use of Rage, you no longer suffer a -2 penalty to AC.

Cleric Turning
Double the number of hit dice worth of undead you can turn.

Druid Wild Shape
You can use the Special Qualities (such as blindsense and scent) of your adopted animal form for 10 minutes.

Monk Flurry of Blows
You make your normal number of attacks this round, but your multiple iterative attacks don't suffer a successive -5 penalty -- they are all at your highest base attack bonus. Other penalties (including any -2 or -1 penalty for using Flurry of Blows) still apply. For example, a 20th-level monk could make 5 attacks, each with a +15 base attack bonus.
[Old variant: Add 1 1/2 x your Strength modifier to all damage rolls this round (instead of just 1 x your Strength modifier).]

Rogue Sneak Attack
For one attack this round, you can make a sneak attack at a range of 60 feet, and concealment does not prevent you from making a sneak attack (although you must still roll the concealment miss chance as normal). You must declare this use of an action point before making your attack roll.
[Old variant: You can make one attack while hidden without revealing your presence (you don't need to make a Hide check to re-hide yourself).]

Sorcerer/Wizard Familiar
You can spend an action point to have your familiar cast one of your spells. If the spell has material or focus requirements, they must be in your posession or your familiar's. You lost the spell slot as if you had cast it yourself, and the spell uses your ability scores and caster level as normal. (Essentially, the spell originates from your familiar instead of yourself.) You can't cast a spell in the same round that your familiar casts a spell, and the familiar must be within 1 mile of you to use this ability.

[Edit: Changed Flurry of Blows, Toughness, Sneak Attack]
FenixZero

04-03-04, 09:18 PM
Specific Feats

Combat Reflexes
Good idea, i like it. Im going to use it in my game.

Deflect Arrows
Good for my monk, again i am using this.

Diehard
Good idea again, also using.

Run
I love this idea, being able to flee and then turn around on a dime while being chased.

Quick Draw
Good but why would you want to do this?

Stunning Fist
Again great for monks, and I love it.

Toughness
Makes this feat more worthwhile now huh? And other question if you have toughness twice would you get 6/- and ER 6? Imagine a fighter that take toughness at every feat slot, unkillable :D for one round.

Two-Weapon Fighting
Good.

Weapon Finesse
This ones ok.

Feat Categories

Bonus-Granting Feats
This is a great idea nad I am going to use this for sure.

Class Special Abilities

Barbarian Rage
This is good if your getting hit alot because of it, and is it for the whole rage or 1 round?

Monk Flurry of Blows
Neutral on this one.

Rogue Sneak Attack
May be to strong a smaller penatly(sp?) to roll might be better.

FenixZero
77IM

04-05-04, 10:33 AM
Thanks for the feedback! I have changed up Sneak Attack to be a little bit more straight forward, clarified and weakened Toughness, and thought up a rule for Flurry of Blows which I like much better (although I think now that it may be too strong...). Also clarified Rage.

As for Quick Draw ... one of the most common uses of Quick Draw is to carry like a zillion weapons and switch to the most useful during the middle of combat, sometimes on a round-by-round basis. Unfortunately, sheathing is a move and provokes an AoO, so many Quick Draw fighters end up dropping weapons all around the field. This allows them to sheath and draw at once. Plus, it also allows for super-cool wild west/samurai action in which you draw a weapon, kill a guy with it, and then sheath it again in one swift action. ;)

-- 77IM