In addition to using Action Points to take an extra action, you may also use them for game changing stunts! Limited only by player creativity and DM discretion you may use your Action Point for a stunt that would normally be beyond the prevue of your character. The better the narrative for your proposed stunt the more awesome it can be!
Class and Race
Not all classes and races are equally popular. Fighters, rogues and humans are common. All other classes and races in the original Player’s Handbook are uncommon. Any other player character classes and races presented in subsequent material are rare. This distinction comes in most often when role playing reactions with non-player characters.
Critical Effects (Canceled for 2011)
1. Player declares what he is going to do and what he is going to target,
"Legolas will target the orc’s AC with his Careful Attack."
2. DM gives the player the modified target number,
"Ok, roll a 12."
3. Player then rolls his hit die and damage dice together and gives the complete narrative, [Player rolls 12 to hit, and 15 for damage]
“Legolas draws back his bow and carefully shoots the orc for 15 points of damage in the arse!"
4. DM consults notes and adds to narrative if damage is catastrophic,
“The shot to the arse put the orc over the top! You kill him!"
5. DM, as always, may reward especially good role playing with a Karma Card!
Healing Surges (Revised for 2011)
Healing surges may be used for anything that feasibly uses an extra “oomph” of physical exertion. Uses are limited by player’s imagination, DM’s approval, the availability of healing surges and the ability to access a healing surge via second wind, power use, item use, etc. Options include, but are not limited to, healing, recharging an encounter power, making a daily power reliable, increasing damage given, lowering damage taken and rerolling a saving throw.
Initiative & Delaying (Revised for 2011)
1. All players and monsters will use a passive initiative and sit in initiative order.
2. When delaying your action within the same initiative turn you do not lose your place in the initiative order. This allows “fast” characters an advantage throughout combat even in the event that they delay.
3. If you delay your action until the next initiative turn, you lose last turn’s minor and move action, but can take two standard actions in the current turn. In essence you store up an attack for a “flurry of blows”. Attacks taken in this matter can be at-wills or encounters, but not dailies. The attacks must be taken back-to-back, not attack-move-attack unless your first attack has a movement component within the power description.
Karma Cards provide small temporary boosts and may be rewarded for good role playing. They may be used at any time, but expire at the end of the adventure. Also, a player can trade in a pair of the same Karma Cards to use a second Action Point in an encounter. Bring your “A” game!
Monsters (Revised for 2011)
1. Before attacking a player may use a knowledge check to deduce what is a monster’s weakest defense. The skill to be used and difficulty is set by the DM. The check is a free action as is sharing the information with nearby allies.
2. Monsters are incapacitated with the next blow they take after becoming bloodied if they are still bloodied when they take that blow.
3. Monsters do maximum damage with each hit using normal attacks. High damage attacks may still be rolled.
Anybody may call, “clock”, on another player’s turn. That player then has until the end of one run of the sand dial to complete their turn including declaration of damage and effects. If they do not complete their turn then their action is delayed until after the next person in initiative order. If they are delayed twice in the same round they forfeit their turn for that round.
Underground Magic Emporium (Revised for 2011)
4E discourages magic trade, however, players may find a member of the Artificer Guild running an underground magic emporium to help outfit heroes with basic magic items and aid in advancing magic items. Going to visit the local artificer is a weighty encounter, though, steeped in ritual and mystery.
A player may go to see an artificer only once per level and attempt to purchase d4 magic items found in any published material of his level or lower (+1 bonus for good or lawful good characters and +1 penalty if all items are from core rule books). Consumable magic items are stocked in 4 packs. Rituals are stocked both as books and 4 packs of scrolls. If a player gets an item from an artificer and then gives it or sells it to another in an effort to deceive the artificer and get around the protocols all parties involved incur a -4 penalty to all further dealings with any artificer and a 50% markup on all purchases until amends are made at the DM’s discretion.