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Resolve Points / Specialized Uses for Resolve Points

Offensive Specialized Uses

Source Starfinder Enhanced pg. 186
This category covers uses of Resolve Points that pack an offensive punch.
Bolster Spell: When you cast a spell, you can spend Resolve Points to increase the saving throw DC of that spell by 1 for each Resolve Point you spend. You can’t increase the spell’s DC higher than the DC of the highest-level spell that you can cast.
Double Critical: If you critically hit with a weapon that has two or more critical hit effects, you can spend 1 Resolve Point to apply the effects of two critical hit effects, rather than one.
Expansive Critical: When you roll initiative, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1, maximum 3) to increase the ease with which you critically hit. For the duration of that combat, you apply critical hit effects when you roll a 19 or a 20 on the die and would hit your target, rather than only on a 20. This only applies your weapon’s critical hit effect; it doesn’t double the damage dealt by your attack.
Instant Reload: You can spend 1 Resolve Point to reload a weapon you’re holding without using an action. You must have the appropriate ammunition to reload your weapon in this way.
Momentary Proficiency: When you’re holding a weapon that you aren’t proficient with, you can spend 1 Resolve Point to temporarily learn how to wield that weapon. For 1 minute, you become proficient with that specific weapon. If you’re 3rd level or higher, you can spend 1 additional Resolve Point to also gain weapon specialization with that specific weapon for the same duration.
Sudden Stop: When you damage a creature with an attack of opportunity that was triggered by that creature’s movement, you can spend 2 Resolve Points to halt them in their tracks. If you do, their movement immediately ends.