Generally, when a hero is subject to an unusual or magical attack, he gets a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a 1d20 roll plus a bonus based on the hero’s ability modifier and other abilities.
Fortitude: These saves measure the character’s ability to stand up to massive physical punishment or attacks against his or her vitality and health such as poison and paralysis. Apply the character’s Constitution modifier to his or her Fortitude saving throws. Use the following example situations as base DCs.
Example | DC |
Basic Magic | 12 |
Advanced Magic | 13 |
Expert Magic | 16 |
Simple Toxin | 14 |
Moderate Toxin | 15 |
Complex Toxin | 16 |
Reflex: Often, when damage is inevitable, the character gets to make a Reflex save to take only half damage.
Will: These saves reflect the character’s resistance to mental influence and domination as well as to psionic effects. Apply the character’s Wisdom modifier to his or her Will saving throws.
Example | DC |
Mind-affecting effect | 12 |
Psionic effect | 15 |