Action Points
Adventurers track their capacity to perform different actions using Action Points (AP). AP is used for most actions such as moving, attacking, battle maneuvers, magic, and using objects. The AP Cost (APC) of an action varies depending on how much effort that action would take.
At the start of each turn, you gain 3 AP, and then gain additional AP based on your COR. If you had any Reactive AP, you may add some of it to your new pool of AP.
Coordination (COR) | Bonus AP |
---|---|
-3 | -2 |
-2 to -1 | -1 |
0 to 1 | 0 |
2 to 3 | +1 |
4 to 5 | +2 |
6 to 7 | +3 |
8 to 9 | +4 |
10 to 11 | +5 |
12 | +6 |
You may spend your AP as you deem appropriate on your turn.
Any AP that you do not spend during your turn becomes Reactive AP, which you can spend during the round of combat before the start of your next turn.
When you start your next turn, you can carry over a finite amount of Reactive AP. You can retain no more Reactive AP than 1⁄2 your level + 1. (i.e., a level 1 or 2 character can retain 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive AP, etc.) At the start of your turn, you add this remaining Reactive AP to your new pool of AP.
For example, Avery Gray has 2 COR, meaning that they gain 4 AP at the start of each of their turns (3 + the COR bonus). If Avery uses 1 AP to move, and 2 to attack, then they have 1 AP left, which they save as Reactive AP. Avery doesn’t spend this Reactive AP during the round, so at the start of their next turn, Avery gets 5 AP (3 + the COR bonus + leftover Reactive AP).
Note: Some features, like the Berzerker’s Blood Rage and the Cleric’s Supportive ability, allow you additional AP (respectively, “Rage AP” and “Support AP”) that follow special rules. You can only ever have one source of special AP. If you would gain more than one source of special AP, you can choose which type of special AP you keep.
Actions
See Actions for different types of actions you can do on your turn.