Saving Throws
Sometimes unusual or magical effects must be resisted or avoided, since they don’t target your AC. In this case, you must make a saving throw; this functions similarly to making an attack roll versus AC, except you're the one rolling to meet an attacker’s value.
When you make a saving throw, you roll;
d20 + Your save proficiency + the saving throws ability modifier
There are three different kinds of saving throw:
- Fortitude: Your resistance to biological effects (illnesses, poison, strong drink, exhaustion, etc). You add your Constitution modifier to Fortitude saving throws.
- Reflex: Your split second reactions (avoidance of area attacks). You add your Reflex modifier to Reflex saving throws.
- Will: Your resistance to mental effects (fear, charm, illusions, etc). You add your Wisdom modifier to Wisdom saving throws.
Unwilling Targets
A creature always gets a save (or some way to resist) against an effect if they are unwilling. This applies to saves, attacks, having their opinion swayed, being touched, etc. If no save is given, the GM is the final arbiter of what kind of save this is.
