action points cleared:
I had the uses of action points written down before in the feats category, but not in rules (where people actually pay attention), so now that's updated:
ACTION POINS:
1. A character with the Heroic Spirit feat (free feat at character level six) may use action points. At each level, the character gains action points equal to (5 + half character level). Characters may regain lost action points at the rate of 1 per week, up to a maximum of (5 + half character level). The Heroic Spirit feat allows a character to spend up to 1 action point per round (at any time before the result of an action is declared) to perform one of the following:
• Boost any roll, save, check, AC (dodge bonus) against a single attack, or DC for a single effect by rolling 1d6 per seven character levels and adding the best resulting die.
• Gain temporary hit points equal to 1d6 per seven character levels. These hit points last for 1 round.
• Reroll any roll, save, or check. You must keep the result, even if it is worse than the original roll.
• Make an extra attack during a full attack at your highest base attack bonus.
• Take an extra swift action or 5ft step.
• Gain the effects of any one feat you choose for one round; you must meet all the requirements of the chosen feat.
• Use any class ability or feat that has a limited number of uses per day (such as smite) one additional time.
• Double the bonuses for fighting defensively.
• Double the bonuses of any one feat you have for 1 round. You may also double the bonuses of feats such as combat expertise (up to an addition +5 AC) or power attack. You may not double the bonuses of a feat emulated by an action point.
• Self-Rally as a free action, using the character’s will save (same DC as a normal rally action, as described in Heroes of Battle)
• Increase effective casting level of a spell, effective manifesting level of a power, or effective turning level of a turn / rebuke undead action by +1 per seven character levels. Powers may be augmented to their boosted manifesting level.
• Recall any prepared spell cast (and retain the spell for later use as if it wasn’t spent).
• Cast any spontaneous spell or manifest any power without expending a spell slot. All normal rules apply.
• Add the bonuses of one metamagic or metapsionic feat you have to a spell or power you cast or manifest without increasing the level of spell slot, the power points used, the casting time, or expend psionic focus. Metamagic and metapsionic feats without a fixed spell level or power point increase cannot be applied through this method.
A character with the Action Boost feat (free feat at character level eleven) may roll d8s instead of d6s for determining the bonuses of action point boosts.
2. A character with the Action Surge feat (free feat at character level sixteen) may spend up to 2 action points per round. This grants the ability to use two action points to perform any one of the following:
• Take an extra standard action or move action.
• Force your opponent to reroll a natural 20 roll on an attack action.
3. A character with the Heroic Surge feat (free feat at character level twenty-one) regains lost action points at the rate of 1 per day instead of 1 per week.
Additional ways to use action points upon request. This list was compiled with much help from the methods in UA.
Using two action points to force your opponent to reroll a natural 20 attack roll is the only way to attempt to save yourself from the triple 20 instant kill effect, or a double 20 auto-crit, or (if you really need it) single 20 auto-hit. I call this the "denying fate" action
another clarification (after people's complaints):
2. Sources: All Wizard of the Coast sources allowed (including dragon magazine), with exceptions to Magic of Incarnum, Tome of Magic, Psionics (not including Soulknife & Soulknife prestige classes and feats). A copy of the used material is required if the DM does not have the available source. The DM reserves the right to deny any class, feat, or spell due to character history, location, and campaign world design.
3. Parallel Classes:
If you have at least 10Int & 10Wis: you may double class (see Gestalt class, UA), one class must be your racial favored class at all times.
*You can double class starting at the level you meet requirements.
One exception to Gestalt Rule: Instead of gaining skill points based on the highest class, you instead get X1 + Int + X2, where:
X1: base skill point (not include int) of highest skill class
X2: (second highest skill class)-2
Example: Rogue/Fighter is 8+(2-2)+Int = 8+Int
*Your maximum caster level from class progressions (without bonuses from special abilities) is equal to your character level. Your maximum bonus to level dependent abilities (such as smite) is equal to your character level. Your maximum precision damage (total of sneak attack, sudden strike, skirmish, etc) is equal to 1d6 per two character levels. All other level dependent abilities you gain in multiple classes should be cleared with the DM.
*You may not use classes that promote full progression of two base classes’ abilities (such as mystic theurge or arcane trickster).
for new players who don't know this yet:
2. Mental Stat Bonus Feats
All characters may gain bonus feats for having a high intelligence & wisdom (characters with exceptional high stats may gain a third parallel class line). Exact specifics requirements are kept secret to reduce metagaming. Consult DM after determining your mental stats.