Saving Throws

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:  
Base save bonus + ability modifier + misc modifier
 

Base Save Bonus

A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.  

Saving Throw Types

The three different kinds of saving throws are Fortitude, Reflex, and Will:  

Fortitude

These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.  

Reflex

These saves test your ability to dodge area or aimed attacks. Apply your Dexterity modifier to your Reflex saving throws.   You must have room and the ability to move in order to make a reflex save. A bound character or one squeezing through an area cannot make Reflex saving throws. If a Reflex saving throw requires you to move out of an affected area and such movement is not possible, then the save automatically fails.  

Will

These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.  

Saving Throw Difficulty Class

The DC for a save is determined by the attack itself.  

Critical Failures and Successes

A natural 1 on a saving throw is not an automatic failure, but considered 10 lower, counting as a -9 before modifiers (and may cause damage to exposed items; see Items Surviving after a Saving Throw in the Spell Descriptions article). A natural 20 (the d20 comes up 20) is not always a success, but is considered 10 higher, counting as a 30 before modifiers.

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