Crisis on Infinite Chimera Coves

Critical Hits- Natural 20s are automatically confirmed. If your weapon has a range other than 20 (ie 18-20) those rolls need to be confirmed by rolling another attack roll with all bonuses and penalities as the first. Damage as normal. Animal Companion Animal companions spend actions of their player at one step below. Ex. an animal companion attacks on their players move action, moves on their players swift action etc.

Action Points You can spend an action point whenever you roll a d20 to make an attack roll, an ability check, or a saving throw. You don't have to decide until after you make the roll, and learn if it succeeded or failed. If you spend an action point, roll 1d6 and add it to your d20 result, possibly changing a failure into a success. You can spend only 1 action point per roll.

Each time you gain a level, you lose any unspent action points and gain a new total equal to 5 + half your level.

Charging - Using all the actions available in a given round, you may move up to 4X your speed (3X in heavy armor) and make a melee attack against enemy.

Entangle - 20ftx20ft area is difficult terrain. All creatures in the area at the time the spell is cast, in the area at the start of their turn, or creatures that move into the area must succeed a reflex save. Those that fail are immobilized, take a -2 to attack rolls, and take a -2 to AC. This spell creates the region specific plant life affected by this spell. You may try and break free with a successful strength or escape artist check (DC is the DC of the spell) as a move action.