D20:Saving Throw Rules
[top]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
[top]Saving Throw Types
The three different kinds of saving throws are Fortitude, Reflex, and Will:
[top]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.
[top]Reflex
These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
[top]Will
These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.
[top]Saving Throw Difficulty Class
The DC for a save is determined by the attack itself.
[top]Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.
Back to System Reference Document -> Combat Rules -> Combat Statistics
Back to System Reference Document -> Combat Rules -> Combat Statistics
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:58 AM 0 Comments, 30,962 Views |
, 05-20-2007 at 12:24 AM
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