Difference between revisions of "SRD:Saving Throw"

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===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 [[SRD:Attack Roll|attack roll]], a saving throw is a d20 roll plus a bonus based on your [[SRD:Class|class]], level, and an [[SRD:Ability Scores|ability score]]. Your saving throw modifier is: Base save bonus + [[SRD:Ability Scores|ability modifier]].
 
 
 
=====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 [[SRD:Constitution|Constitution]] modifier to your Fortitude saving throws.
 
 
 
======Reflex======
 
 
 
These saves test your ability to dodge area attacks. Apply your [[SRD:Dexterity|Dexterity]] modifier to your Reflex saving throws.
 
 
 
======Will======
 
 
 
These saves reflect your resistance to mental influence as well as many magical effects. Apply your [[SRD:Wisdom|Wisdom]] modifier to your Will saving throws.
 
 
 
=====Saving Throw Difficulty Class=====
 
 
 
The [[SRD:DC|DC]] for a save is determined by the attack itself.
 
 
 
=====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 [[SRD:Breaking and Entering#Saving Throws|Items Surviving after a Saving Throw]]). A natural 20 (the d20 comes up 20) is always a success.
 
 
 
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Revision as of 20:55, 26 February 2010

PENIS LOL

Facts about "Saving Throw"
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