~Action points~<br/><br/>Action points are points a character can use when they want a greater chance of success.<br/><br/>At first level, you start off with 4, then get 3 every level thereafter.<br/><br/>Action points can do many things<br/><br/>Give you access to a feat you meet the prerequisites for, for one round.<br/>Give you a +5 to any damage roll, or to-hit roll.<br/>Give you a +5 to any save.<br/>Give you an extra attack at your highest base attack bonus, when part of a full-attack action.<br/>Give you a +4 on your AC for one round.<br/>Give you a +5 on any skill check.<br/>Give you access to a single skill trick for one round.<br/>Give you +5 to any grapple check or vore check.<br/>Automatically stabilize you if you fall below 0 HP (Of course, this still might not prevent you from dieing)<br/>Add +2 to the DC of a spell you cast.<br/>Allow you to roll a 1d20 twice, taking the better result.<br/><br/>Action points are there as an 'oh crap!' button for characters. A surge of heroism or adrenaline, when things really matter. You can save your Action points, or use them all up in one encounter. They do not 'regenerate', so when you are out...you are out permanently, until you level again. However, i will award action points for incredibly good Roleplaying, good ideas, and heroics beyond the normal call of duty.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>Use of an action point *MUST BE* called before the roll, or you will not be allowed to use it. You might use an action point and roll a 1 - still a failure. Or, you might use an action point and roll a 20 - normally, an automatic success. Just remember to use them - they will be of no use to a dead character.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>One one action point/round may be used.<br/><br/><br/>~Flaws~<br/><br/>Characters can have up to 2 flaws (Unearthed Arcana), and 2 traits (Unearthed Arcana). I also allow Roleplaying flaws - flaws that affect how your character acts and thinks. For taking a flaw, you gain a feat - an even enough trade! Just remember - roleplaying flaws *MUST BE ROLEPLAYED*. Otherwise, there is no point in getting a free feat for them, is there?<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/><br/><br/>~HP rolls~<br/><br/>HP will be rolled. The minimum you can get for your roll is half+1. For example, a fighter has a normal HP roll of d10. You roll a 4...this is below half! So, you automatically get 6 (Half of the max, which is 5...plus 1!). However, if you roll a 6-10, you keep that roll!<br/><br/>~Books allowed~<br/><br/>Every D&D 3.0/3.5 book is allowed - i have access to just about every one of them. For the more crazy D&D books, things will be on a case-by-case basis (Book of Nymphology? No. XD ). If you can find it in a book, and cite me the page number...i'll likely allow it!!<br/><br/>~Spells~<br/><br/>Spells that last 1 round/level have normal effect.<br/>Spells that last 1 minute/level now last until the remainder of the encounter<br/>Spells that last 1 hour/level now last 24hours<br/>Summons last the encounter.<br/><br/>These rules are on a case-by-case basis. Mage armor is a 24hour. Some divination spells are not.