Action Points ($1)
Action Points may be used once per encounter, with the exception of reroll which will remain as it has been. Here’s what you can do with an Action Point:
- reroll (may be used at any time and multiple times)
- add a d6 to a current roll (may be decided before or after roll you wish to add to)
- activate an ability which may have limited uses which you may have already used
- boost defense (+4 to AC until end of your next turn – not retroactive if hit with an attack)
- EXTRA ATTACK
- spell recall (cast a spell that has already been used)
- spell boost (cast as 2 levels higher)
- stabilize self when dying
Attacks of Opportunity:
Certain actions allow opponents a free attack due to a lapse in defense. For reference purposes there is a great chart on pg 183 CR. Standing up from prone is a move action which provokes AOP. Casting provokes an AOP if an opponent is in a threatened square (adjacent to your square).
Ranged also provokes AOP if an opponent is adjacent.
Remember a 5 foot step or a shift (4th ed terminology) does not provoke AOP and neither does a withdraw action :)
Disrupting a spell (concentration check)
Caster rolls d20 + caster level + ability modifier vs DC of 10+damage dealt+ level of spell
Each character begins play with a single favored class of his choosing — typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Half-Elves choose two classes at level 1 and gain this ability when putting a level into either of them.
We didn’t enact this last night but will in the future…
Players who are prone are -4 to attack and cannot use ranged weapons (except crossbows). They gain +4 to AC vs ranged. -4 to AC vs melée