| 1234567891011121314151617181920212223242526272829303132333435363738 |
- {
- "breadcrumbs": [
- "Chapter 1: Introduction",
- "Playing the Game",
- "Key Terms"
- ],
- "breadcrumbs_spa": [],
- "category": "rules",
- "exclude_from_search": false,
- "id": "rules-39",
- "markdown": "<title level=\"1\" right=\"Rules\">[Saving Throw (Save)](/Rules.aspx?ID=39)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a creature is subject to a dangerous effect that must be avoided, it attempts a saving throw to mitigate the effect. You attempt a saving throw automatically—you don’t have to use an action or a reaction. Unlike for most checks, the character who isn’t acting rolls the d20 for a saving throw, and the creature who is acting provides the DC. There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Saving Throw (Save)",
- "next_link": {
- "label": "Skill",
- "url": "/Rules.aspx?ID=40"
- },
- "previous_link": {
- "label": "Round",
- "url": "/Rules.aspx?ID=38"
- },
- "rarity": "common",
- "release_date": "2019-08-01",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>",
- "source": [
- "Core Rulebook"
- ],
- "source_raw": [
- "Core Rulebook pg. 13"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>",
- "speed": {},
- "text": " Saving Throw (Save) Source Core Rulebook pg. 13 4.0 When a creature is subject to a dangerous effect that must be avoided, it attempts a saving throw to mitigate the effect. You attempt a saving throw automatically—you don’t have to use an action or a reaction. Unlike for most checks, the character who isn’t acting rolls the d20 for a saving throw, and the creature who is acting provides the DC. There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality). ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=39",
- "weakness": {}
- }
|