Action Point Feats

Action Boost [General]
You have the ability to alter your luck drastically in dire circumstances.
Benefit: When you spend an action point to add to a d20 roll, you roll d8s instead of d6s and add the result to the d20 roll. You also gain 1 extra action point each time you attain a level.

Action Channeling [General]
You can spend an action point to enhance your healing or destructive power.
Prerequisite: Ability to channel energy, lay on hands, or similar effects.
Benefit: You can spend 1 action point when using your ability to adjust it in one of the following manners (choose when used):

You can enhance your ability differently in consecutive uses. For instance, in one round you could quicken it, and in the next round empower it.

Action Specialization [General]
You benefit more from your luck than most.
Prerequisite: Character level 8
Benefit:
When you spend an action point to roll 2d6 and take the higher result, you instead take the result of both dice together. If you roll a different die type, you still get the result of both. If you roll more than two dice you pick any two to add together.
Special: You can take this feat a second time at character level 15, gaining the result of all three dice rolled.

Draining Luck [General]
You can sacrifice life force for greater fortune.
Benefit: Once per combat encounter, as a free action, you can sacrifice one current and maximum hit points per character level to gain one temporary action point. The temporary action point lasts one round. The loss of hit points can not be restored or prevented by any method, and lasts until you complete an eight hour rest.

Greater Luck [General]
You find certain things become easier than others.
Benefit: When you use an action point to gain a flat numeric bonus, such as doubling the benefit of a feat, or to improve your caster level by two, you increase the bonus by 50%.

Heroic Arcana [Metamagic]
Your arcane power becomes strongest when you most need it.
Prerequisite: Ability to cast 2nd-level arcane spells.
Benefit:
When you spend an action point to apply a metamagic feat to a spell, you can apply one additional metamagic feat you know with spell level adjustment three or less to the spell as well. If the feat has a spell level adjustment greater than three, it is instead lowered by three.

Heroic Companion [General]
Your luck extends to your companion creature.
Prerequisite: Companion creature, such as an animal companion, familiar, special mount, or eidolon.
Benefit: Your companion creature can draw from your pool of action points just as you normally could. (Cohorts and followers cannot benefit from this feat.) You and your companion creature can each draw a maximum of 1 action point per round from your pool of action points. You also gain 1 extra action point each time you attain a level.

Heroic Devotion [General]
Your faith grants you even more spells.
Prerequisite: Ability to cast 2nd-level divine spells.
Benefit: When you spend an action point to retain a divine spell as it's being cast, you can cast that spell one additional time without expending it. Spontaneous casters instead gain an additional spell slot of that level. These benefits last until you rest to recover your spells.

Heroic Focus [Psionic]
Despite the dangers all around, you can quickly regain your psionic focus.
Benefit: As a free action, you can spend an action point to regain your psionic focus without provoking attacks of opportunity. You also gain 1 extra action point each time you attain a level.
Special: If you have multiple focuses you regain all of them when using this feat..

Heroic Might [Combat]
You know when to make a lucky strike.
Benefit: When you take the attack action you can spend an action point to make an additional attack as a free action. You also gain 1 extra action point each time you attain a level.

Heroic Spherecaster [General]
Your magical energy flows freely between fate and the spheres.
Prerequisite: Spherecaster level 4.
Benefit: You can spend an action point to gain one spell point, plus one per four levels you have in casting classes, up to your normal maximum. If you don't spend these spell points before resting to recover your spell points, they disappear. You can instead spend the same amount of spell points when spending an action point to apply the benefits of one other action point feat to its effect.

Heroic Spirit [General]
You have a larger reservoir of luck than the average hero.
Benefit: Your action point maximum per level is increased by 3. Thus, you now gain 9 actions points at each new level you attain. This number also represents the total number of action points you can have at each level.
Normal: Without this feat, player characters receive and are limited to 6 action points per level.
Special: NPCs normally do not have action points. By taking this feat, an NPC gains and can use 3 action points every level.

Lingering Feat [General]
Your natural versatility always manifests itself at the right time.
Benefit:
When you spend an action point to gain a feat, it lasts for one additional round, plus one more round for every four character levels you possess. You can have more than one feat from this ability active at a time.

Martial Luck [Combat]
Fate guides your maneuvers.
Prerequisite: Ability to initiate one 2nd-level maneuver.
Benefit:
You can spend an action point when using a strike that targets a single creature to attack one other applicable creature within range as if you had initiated it against them as well. You can also spend one action point when using a boost with a limited duration to double the duration.

Multiple Boost [General]
You can call on your luck more often than most.
Prerequisite: One other action point feat.
Benefit:
You can spend 2 action points per round, including adding to the same roll twice.

Psionic Luck [Psionic]
Your psionic focus improves your luck.
Benefit: When you expend your psionic focus as part of spending an action point, you roll d10s instead of d6s and add the result to the d20 roll. If you have the Action Boost feat and the Psionic Luck feat, you roll d12s when you spend an action point and expend your psionic focus. You also gain 1 extra action point each time you attain a level.

Raging Luck [Combat]
When raging, you have find fate grants you new abilities.
Prerequisite: Ability to rage or frenzy.
Benefit: When you enter a rage you can spend an action point to gain the benefit of one feat for which you meet the prerequisites for the duration of your rage.

Wand Surge [General]
You can squeeze more magic out of charged items.
Prerequisite: Caster level 3rd.
Benefit: You can spend an action point instead of a charge when you activate a charged spell trigger item, such as a wand or staff. To use this ability, the item must have at least one charge remaining. This benefit does not apply to spells that would have an expensive material component.
Special: If two or more charges would normally be subtracted from the charged spell trigger item, then the number of charges required is reduced by one when you spend your action point.