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:

Using Action Points

Spend 1 AP to take an additional action on your turn. This can be:

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:

Multiple Attack Penalty

Multiple attacks on the same turn suffer cumulative penalties:

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.