Gaining Inspiration Points
Inspiration points are gained by bringing your personality traits, ideal, bond or flaw into the game. When you do bring the traits into the game, you should feel free to point it out, though it is always up to the GM whether any single instance fits the parameters to gain a point.
You can only have one inspiration point stored at a time. If you do something that would grant you a inspiration point when you already have a inspiration point saved up, you instead get a non-stackable +1 on your next d20 roll.
Using Inspiration Points
Inspiration Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). Whenever an inspiration point is spent, it can have any one of the following effects.
Bonus: An inspiration point can grant you a +4 luck bonus to any one d20 roll. You can use an inspiration point to grant this bonus to another character.
Reroll: You may spend an inspiration point to reroll any one d20 roll you just made, and take the best of the two rolls.
Extra Action: You can spend an inspiration point on your turn to gain an additional standard or move action this turn.
Act Out of Turn: You can spend an inspiration point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Inner reserves: You can spend an inspiration point to cast a spell you known, or use a special ability you have, as long as you would not be able to do so without spending the inspiration point. Doing so renders you fatigued.
Sudden Inspiration: You can spend an inspiration point to use a skill you are not trained in, as if though you had 1 rank in the skill, or to use a feat that you do not possess (subject to GM approval, and as long as you meet the prerequisites).
Cheat Death: A character can spend an inspiration point to cheat death. The character can spend inspiration points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC. The character will generally be left unconscious, and will suffer a debility of some kind, such as missing eye or lost limb.
Inspiration: If you feel stuck at one point in the adventure, you can spend an inspiration point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the inspiration point is not spent.
Memory: You may spend an inspiration point to add to your background story. Maybe you just remember that you’ve spent a while in this town before, and know the best inn. Maybe you remember a reliable fence that you’ve used in the past. This is strictly limited by GM approval. Generally, the more likely it is that something might be true, the more likely it is that it will be accepted. It might be likely that you’ve met the local fence before. It is unlikely that you would be best friends with the local duke.
Nonplayer Inspiration Points
A few high-ranking NPCs might possess Inspiration Points of their own, which they can use in the same manner as the PCs.