| There are three streamlined categories of
Saving Throws that adventuring
characters need to be familiar with. FORTITUDE Saves are made against physical punishment, or anything that affects
your health and vitality. This could be poison, paralysis, petrification,
disease, energy drain, or magic causing instant death (like disintegration).
Your CON bonus (if any) is applied to FOR saves.
REFLEX
Saves are applied when something tests your agility or dodging skills,
usually in the form of a physical attack or a targeted spell. These saves would
be made against breath weapons, traps, or such magic as fireballs or lightning
bolts. This could also be used in some circumstances to avoid the consequences
of an action, such as making a REF save to avoid having your clothes catch fire
as you leap over burning debris.
Your DEX adjustment (reaction/missile) (if any) is applied to REF saves.
WILLPOWER
Saves reflect your resistance to mind-affecting influences,
domination, and magical effects such as illusions, charms or polymorphs.
Your WIS modifier (if any) is applied to WILL saves.


Unlike the 1st Ed rules, not every saving throw situation is treated exactly the
same now. For example, even though making a saving throw against a breath weapon
is always a Reflex Save, you would need to make a higher Reflex saving throw
roll to avoid damage from an Ancient Great Red Wyrm’s breath than you would need
to roll to save against a hatchling baby dragon’s breath.
Because of this, there are no “standard” saving throw numbers based on
character levels. The DM will tell you what the saving throw is depending on
each individual situation.
However, there are modifiers that characters will use for their saves depending
on class and level. Some classes are better at making certain types of saving
throws. (For instance, agile thieves are good at Reflex saves.) Saves you’re
better at are your primary saves, and
ones you’re worse at are secondary saves. The
higher bonus number to the right of the slash is added to your class’ primary
saving throws; the lower bonus to the left of the slash is added to your class’
secondary saving throws. (Multiclass PCs combine primary categories.)
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