1 point in to scoundrel for adrenaline gives 2 ap and 1 point into pyro gives you haste so people without glass cannon get 7 ap for 1 round. The Pawn gives you an AP of free movement each turn. Elemental Affinity reduces the AP cost of spells by 1 when standing in their element.
Flesh sacrifice increases your current AP by 1. Adrenaline increases your current AP by 2, but next removes 2 AP from your next turn.
Haste increases your starting AP by 1 and your AP recovery by 1.