Saving Throws
When you are subject to an unusual effect, such as those imposed by some special weapons and magical attacks, in most cases you can attempt a saving throw (often simply called a “save”) to avoid or reduce the effect. When you attempt a saving throw, you roll a d20 and add your base saving throw bonus (determined by your class and level; see Chapter 4) and an associated ability score modifier (see below). You might also have other abilities, feats, or items that further modify your saving throws. If your result equals or exceeds the saving throw Difficulty Class (see below), your saving throw is successful.
Source
Core Rulebook pg. 241
The three kinds of saving throws are Fortitude, Reflex, and Will. Source Core Rulebook pg. 241 |
This subsection explains how to determine the difficulty of a saving throw, the result of a successful saving throw, and other key elements in play. Source Core Rulebook pg. 241 |
When a spell, an item, or another effect notes that it allows a saving throw, it typically includes the following terminology to describe the result of a successful saving throw. If it does not allow a saving throw, this entry simply says “none.” Source Core Rulebook pg. 241 |