The following text is Open Game Content.
Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely.
A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his or her current character level.
Each time you advance, you gain a number of action points equal to 5 + 1/2 your current character level. All unspent action points from your previous level are lost.
You can only spend 1 action point in a round. You can use action points to do one of these things:
You can use 1 action point to improve an attack, a skill check, a defense check, an ability check, a level check, a saving throw, or any other roll of a d20.
When you spend 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help 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 GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). You can't use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.
Depending on your character level (see the table below), you may be able to roll more than one d6 when spending 1 action point. If you do so, apply the highest result and disregard the other rolls.
| Character Level |
Action Point Dice Rolled |
|---|---|
| 1st-7th | 1d6 |
| 8th-14th | 2d6 |
| 15th-20th | 3d6 |
You can spend 2 action points to gain another use of a class ability that has a limited number of uses per day.
Any time you are dying, you can spend 1 action point to become stable at your current hit point total.