'Saves' are die rolls to determine if a particular attribute combines with a lucky die roll to mitigate the effect of something nasty that is about to happen to you. There are three different types of saves and each one is impacted by different character statistics, up to a maximum of 10. Reflex Agility & Perception How nimbly you can avoid effects. Fortitude Strength & Endurance How well you can stand up to effects that assault your physical form. Resilience Willpower & Focus How well you can withstand mental and magical effects Saves are calculated based on your character's race, class, stat pairing and then any bonuses from magic or gear. You may noticed some skills have a *harried* save. This means that the saving roll is made with disadvantage, meaning you roll 2d20 and take the lower of the two rolls. Race: Each race gives a baseline, flat bonus to a save. Dwarves give +4 to fortitude and +2 to resilience, meaning they start off 4 Fort, 0 Ref and 2 Res. Class: Each class has different "save" strengths - you can check each class helpfile for each one. Every 6 levels, your character will get a boost to each save based on the classes base. Warriors have a base of 4 fortitude, 3 reflex and 2 resilience. Stat Pairing: As stated above, your stat pairing effects the save up to a maxiumum of +10. See "help stat pairing" for more information. Level: Every 2 levels you get a bonus to each save. So your saves are also equal to level / 2. For example, a level 10 dwarf warrior: From being a dwarf your character starts with 4 fortitude saves and 2 Resilience saves. From being a warrior, your character starts with 4 fortitude saves 3 reflex save, and 2 resilience. Each save scales at its base rate, similar to class expertise (going up at levels 6, 12 and 18). So from being level 10, the warrior now has a base of 8 fortitude saves, 6 reflex saves, and 2 resilience. From being level 10, you gain +5 to all of your saves. To save on repetitive calculations, we'll say that the warriors stat pairings results in an addition 8 fort, 5 reflex and 2 Resilience saves. This warrior would then have a total of: Fort: 15 Ref: 13 Res: 7 To determine if you save against a particular effect, you roll the required saving throw vs the source expertise rating. A saving throw is 1d20 + your save value, where rolling a 1 on the 1d20 constitutes an automatic failure and a 20 constitute an automatic success. Using the example help 'help class expertise' of the level 10 mage with 18 perception has an expertise rating of 13. Therefore, if the mage casts a spell that requires a fortitude save, the warrior would roll 1d20 + 15 vs the mage's 1d20 + 13, if the warrior wins, the effect is saved. You can see, he is favored in this match up. But if the mage is smart and can determine that as a dwarf warrior, he will have high fortitude saves and maybe lower Resilience, he can then instead cast spells to target Resilience, he has to beat the mage's 1d20+13 with a 1d20+7, the mage is very favored here.
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