Imagine you are in the final clash with the warlord you have been hunting for the past six sessions, desperate to take him down. It is between you and him, and each of you could only take one more hit. To your misfortune, the enemy is next in battle. He brings his bastard sword up for an overhand chop, preparing to cut you down in front of your allies. As the sword comes down on you, survival and adrenaline kick in and you dodge just barely out of the way. You are able to shrug off a little bit of damage and survive to take him down.
Action Points (or AP) are a tool for the players, one that will aid them in their journey.
at level 1, the size of your AP pool is 2. Every fifth level (5, 10, 15, 20) your pool increases by 1.
AP can be spent once per round as a swift action. if you use it outside of your turn, you will have spent the swift action of your next turn.
AP can be earned in multiple ways. great roleplaying, natural 20s, and taking risks will earn your character AP. note that your character cannot exceed the AP pool limit unless specified.
at the end of every session, all players will come together to decide on an MVP of the session. this can be for terrific roleplaying, saving the party, defeating a villain, etc. the MVP will earn an AP. note that this AP point can exceed your AP pool.
one cannot use AP when unconscious or when under effects that one loses awareness or the ability to perform functions i.e. mind-affecting spells, poisons, etc.
AP can be used to:
add 1d6 to an ability check, skill check, saving throw, attack roll, or damage roll. note that this damage is not multiplied during a critical hit
heal 1d6 of your own HP. you cannot heal others using AP.
negate 1d6 damage from an enemy attack