Action Points
Action Points (AP) represent speed, agility, and adrenaline. They allow characters to take additional actions beyond their normal 2 actions per turn.
Calculating Action Points
Base AP: Dexterity modifier (minimum 1)
Racial Bonuses:
- Orcs: +1 AP
- Other races: No bonus
Using Action Points
Spend 1 AP to take an additional action on your turn. This can be:
- Attack: Make another weapon or spell attack
- Move: Move your speed again
- Cast Spell: Cast another spell (if able)
- Use Item: Activate magic items or drink potions
- Special Actions: Some feats require AP to activate
Action Point Recovery
Combat Start: Refill to maximum at the start of each combat
Limitation: Cannot refill more than once per minute
Out of Combat: Automatically refill after 1 minute of rest
Increasing Action Points
Some feats and abilities can increase your maximum AP:
- Increasing AP: Permanently raises your maximum
- Restoring AP: Refills spent AP (up to maximum)
- Surging AP: Temporarily exceed maximum (rare, magical only)
Multiple Attack Penalty
Multiple attacks on the same turn suffer cumulative penalties:
- First Attack: No penalty
- Second Attack: -2 penalty
- Third Attack: -4 penalty
- Fourth Attack: -6 penalty
Some feats can reduce or eliminate these penalties.
Action Point Tactics
Burst Damage
Spend all AP for multiple attacks in one turn to overwhelm a single target.
Mobility
Use AP for extra movement to position yourself advantageously or escape danger.
Spell Combinations
Cast multiple spells in one turn for devastating combinations (if you have the spell slots).
Resource Management
Save AP for crucial moments rather than spending them every turn.
Action Economy
The two-action system plus AP creates dynamic combat where characters can choose between consistent performance (2 actions per turn) or burst performance (spending AP for extra actions).
AP Limitations
Remember that AP refills only at the start of combat, not during it. Plan your expenditure carefully, especially in long fights or multiple encounters.