DM Challenge Coins or DM Coins
DM Challenge Coins are favors or tokens given out by the DM to players in response to either great ideas in or out of game, epic moments of role playing, or epic moments of comic relief. They can be traded for favors in the following section, and can be used immediately upon rewarding.
DM Coins are tokens given out to the players to show their favor with the DM. Each DM Coin can be used to purchase favors from the following list:
DM Coins 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). You cannot spend more than 1 DM Coin during a single round of combat. Whenever a DM Coin is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a DM Coin 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.
Bonus: If used before a roll is made, a DM Coin grants you a + 8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to + 4. You can use a DM Coin to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). DM Coins spent to aid another character grant only half the listed bonus (+ 4 before the roll, + 2 after the roll).
Extra Action: You can spend a DM Coin on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a DM Coin 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 DM Coin is not spent.
Recall: You can spend a DM Coin to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a DM Coin to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a DM Coin to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional DM Coins may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 DM Coins to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 DM Coins, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 DM Coin in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
From Advanced New Rules of the Pathfinder SRD. Note: Since I am only using the abilities from the SRD and tieing it to the DM Coins, I have changed reference from hero points to DM Coins.