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Rules

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.