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regeln:start [2011/06/17 14:28] – [Using Action Points] malcolmregeln:start [2021/01/09 02:10] (aktuell) – [Using Action Points] malcolm
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 at the DM’s option. at the DM’s option.
   * **Boost Defense:**   * **Boost Defense:**
-    You can spend 1 action point when fighting defensively. This grants double the normal benefit for fighting defensively for the entire round (+4 dodge bonus to AC).+    You can spend 1 action point when fighting defensively. This grants double the normal benefit for fighting defensively for the entire round (+4 dodge bonus to AC).
   * **Extra Attack:**    * **Extra Attack:** 
-    You can spend 1 action point to make an extra attack at your highest attack bonus when you take a full attack action.+    You can spend 1 action point to make an extra attack at your highest attack bonus when you take a full attack action.
   * **Spell Boost:**    * **Spell Boost:** 
-    You can spend 1 action point to increase the e vective caster level of one spell by 2. You must decide whether or not to spend an action point in this manner before casting the spell.+    You can spend 1 action point to increase the e ffective caster level of one spell by 2. You must decide whether or not to spend an action point in this manner before casting the spell.
   * **Spell Recall:**   * **Spell Recall:**
-    You can spend 1 action point to cast a spell without losing that prepared spell, if you prepare spells, or a daily spell slot, if you’re a spontaneous spellcaster. Either use must be done during the same round that the spell is cast.+    You can spend 1 action point to cast a spell without losing that prepared spell, if you prepare spells, or a daily spell slot, if you’re a spontaneous spellcaster. Either use must be done during the same round that the spell is cast.
   * **Stabilize:**   * **Stabilize:**
-    When dying, you can spend 1 action point to become stable at your current hit point total.+    When dying, you can spend 1 action point to become stable at your current hit point total.
  
 **Improving Feats** **Improving Feats**
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   * **Blind-Fight:**   * **Blind-Fight:**
-    You can spend 1 action point to negate your miss chance for a single attack. Combat Expertise: You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of –3 on your attack roll, you gain a +6 dodge bonus to AC. Dodge: You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The e ect lasts for the entire encounter.+    You can spend 1 action point to negate your miss chance for a single attack.      
 +  * **Combat Expertise:** 
 +    You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of –3 on your attack roll, you gain a +6 dodge bonus to AC.  
 +  * **Dodge:** 
 +    You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
   * **Improved Critical:**   * **Improved Critical:**
-    You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19–20 to 18–20, from 17–20 to 15–20, or from 15–20 to 12–20, including the e ect of your Improved Critical feat. This benefit  stacks with the benefit from Improved Critical, but not with other e ects that increase threat range. Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.+    You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19–20 to 18–20, from 17–20 to 15–20, or from 15–20 to 12–20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range. Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
   * **Metamagic Feats:**   * **Metamagic Feats:**
-    You can spend 1 action point to add the e ect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level, without any level adjustment because of the feat, and it takes no extra time to cast. +    You can spend 1 action point to add the e ffect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level, without any level adjustment because of the feat, and it takes no extra time to cast. 
-    Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally as a 1st-level spell.+    * **Heighten Spell**  
 +    automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally as a 1st-level spell.
   * **Power Attack:**   * **Power Attack:**
-    You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of –3 on your attack roll, you add +to your damage roll. Spell Focus: You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.+    You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of –3 on your attack roll, you add +12 to your damage roll.  
 +  * **Spell Focus:** 
 +    You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.
   * **Spell Penetration:**   * **Spell Penetration:**
-    You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The e ect lasts for the entire encounter.+    You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The e ect lasts for the entire encounter.
  
 =====Feats===== =====Feats=====
regeln/start.1308313731.txt.gz · Zuletzt geändert: 2016/09/05 12:07 (Externe Bearbeitung)