Saving Throws
Three saves (Fortitude/Reflex/Will) use d20 + ability modifier + proficiency; Basic saves scale damage by degree of success including doubled damage on critical failure.
PF2e has three saving throws, each tied to an ability score and a proficiency rank.
Fortitude (Constitution): Resists physical effects — poison, disease, death effects, ability damage. Key for Constitution-heavy characters.
Reflex (Dexterity): Dodges area effects — fireball, traps, falling hazards. On a Basic Reflex Save: critical success = no damage, success = half damage.
Will (Wisdom): Resists mental effects — fear, charm, illusions, mind control. Critical success against a fear effect removes it entirely.
Formula: d20 + ability modifier + proficiency bonus + other bonuses
Degree of Success:
- Critical Success (beat DC by 10+): Superior effect — often no effect, or half effect
- Success: Reduced effect
- Failure: Full effect
- Critical Failure (miss DC by 10+): Increased effect, longer duration, or additional penalty
Basic Saving Throws: Spells that call for a Basic save use this specific rule:
- Critical Success: No damage
- Success: Half damage
- Failure: Full damage
- Critical Failure: Double damage
Starting Proficiencies: Varies by class. Barbarians start with Expert Fortitude and Expert Will; Rogues start with Expert Reflex and Expert Will.