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All Rules in Health and Resolve

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Resolve Points

Source Starfinder Core Rulebook pg. 22
As a hero in Starfinder, you have resolve—an intrinsic reservoir of grit and luck tied to your talents and often enhanced by your class. Your pool of Resolve Points (RP) allows you to carry on even when everything seems lost.

Calculating Resolve Points

You have a number of Resolve Points equal to half your character level (rounded down, but minimum 1) + the modifier of your key ability score (the ability score that is most important to your class—see page 58). Even if you have a negative modifier, you always have at least 1 Resolve Point.

For example, let’s say you’re creating a 1st-level mystic (whose key ability score is Wisdom) with a Wisdom score of 16 (a modifier of +3). Half your character’s level rounded down would normally be 0, so thank goodness for that minimum of 1! Add in the 3 from your Wisdom modifier, and your mystic has a total of 4 Resolve Points.

Spending and Regaining Resolve Points

Resolve Points can be spent in a number of ways, and many classes let you spend them to activate class features and regain resources. Some abilities don’t require you to spend points, but are active only as long as you have a minimum number of Resolve Points available—for instance, an envoy with at least 1 Resolve Point remaining in her pool can use her expertise class feature to roll an extra die on Sense Motive checks without spending the point. Your Resolve Points can never drop below 0. Dying causes you to lose Resolve Points. If you would lose Resolve Points due to dying and don’t have any remaining, you’re dead. (See Injury and Death on page 250 for more information.)

Up to once per day, characters can regain any spent Resolve Points by getting a full 8 hours of uninterrupted rest.

General Uses for Resolve Points

Besides expending Resolve Points to activate class features, they are useful for a few key general purposes. Any character with Resolve Points can use them to regain Stamina Points, to stabilize after sustaining grievous wounds, or to rally and stay in the fight, as described below.

Regaining Stamina Points

  • You can spend 1 Resolve Point to regain lost Stamina Points, up to your normal maximum. Using this ability requires 10 minutes of uninterrupted rest—if you’re interrupted partway through this process, you neither regain your Stamina Points nor lose the Resolve Point. You must take 10 consecutive minutes of uninterrupted rest to use this ability and cannot simply rest in intervals that total 10 minutes.

Stabilizing

  • If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious. If you don’t have at least 3 Resolve Points remaining when you are dying, you lose Resolve Points as per the dying rules (see Injury and Death on page 250).

Staying in the Fight

  • If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage (see page 252), you can spend 1 Resolve Point at the start of your turn to heal 1 Hit Point. You are no longer dying, you immediately become conscious, and you can take your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot spend Resolve Points to both stabilize and stay in the fight in the same round.