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Resolve Points / Specialized Uses for Resolve Points

Defensive Specialized Uses

Source Starfinder Enhanced pg. 186
This category covers primarily protective uses of Resolve Points.
Critical Cancellation: As a reaction when an enemy critically hits you, you can spend Resolve Points to turn aside their attack. If you spend 1 Resolve Point, the attack doesn’t trigger critical hit effects. If you spend 2 Resolve Points, that attack becomes a hit rather than a critical hit; its damage isn’t doubled, and it doesn’t trigger critical hit effects.
Extra Reaction: When a reaction you have access to would be triggered, but you have already expended your reaction for the round, you can spend 1 Resolve Point to immediately gain a reaction. This allows you to use the triggered reaction. This doesn’t allow you to use more than one reaction in response to the same trigger.
Inspiring Support: When you successfully provide covering fire to an ally during combat, you can spend 1 Resolve Point to bolster that ally’s spirits. If you do, that ally restores a number of Stamina Points equal to your level.
Invigorating Spell: When you cast a harmless spell on an ally, you can spend 1 Resolve Point to adapt your spell to heal their wounds. If you do, that ally restores a number of Hit Points equal to the level of the spell × 2, in addition to the normal effects of the spell. If your spell would affect more than one ally, select one of those allies for this ability to affect.
Miraculous Recovery: On your turn, if you have a condition which has a duration measured in rounds, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1, maximum equal to the condition’s remaining duration) to recover from the condition. At the beginning of your next turn, you lose the condition.
Sudden Resistance: When you take damage from a significant enemy, you can spend 1 Resolve Point as a reaction to temporarily gain resistance—equal to your remaining Resolve Points—to the type of damage you were dealt, whether that damage was a type of kinetic (bludgeoning, piercing, or slashing) or energy (acid, cold, electricity, fire, or sonic) damage. If you were dealt energy damage, this is energy resistance against that energy type. If you were dealt more than one damage type, select one of those damage types to gain resistance to. In either case, this effect lasts for 3 rounds and doesn’t apply against the damage that triggered the use of this ability.