Saving throw
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Description
A saving throw is a measure of a creature's resistance to special types of attacks or effects. If successful, ill effects or damage are reduced or negated.
Making a throw
save = d20 + specific base save + ability modifier for base save + bonuses from items (equipped), feats, and effects.
- The throw is made against the DC of the attack or effect.
- If the throw's value is greater than the DC, the throw is successful.
- If the the value is less than or equal to the DC, the throw has failed.
- A d20 roll of 20 is automatic success, and a d20 roll of 1 is automatic failure.
Example
For example, a character triggers an average tangle trap. The DC to avoid the effect is 25 and the required save type is reflex.
- The character rolls a d20, adds the reflex base save, adds the dexterity modifier, and lastly adds any bonuses that would affect this saving throw.
- If the saving throw:
- is greater than 25, the character avoids the trap's slow effect.
- is less than or equal to 25, the character is slowed.
- If the character's d20:
- rolled a 20, then the throw succeeds, even if the sum of the base save, ability modifier, and bonuses is less than or equal to 25.
- rolled a 1, then the throw fails, even if the sum of the base save, ability modifier, and bonuses is greater than 25.
Throws for spells
- Spells have a variable DC based on the caster. See difficulty class for more information.
Notes
- A cap of +20 exists on saving throws increased by means of magical equipment, spells or spell-like feats. There is no limit however on increases to saving throws from feats (example Iron Will or from abilities (a constitution score increased via the endurance spell or potion from 20 to 22 subsequently increases the base fortitude save from 5 to 6). Also bonuses from Divine Grace or Dark Blessing do not count towards the cap. The bonuses from Sacred Defense however do.
- Automatic failure on saving throws can be disabled in nwnplayer.ini by setting the line Saving Throw Automatic Failure On 1=1 to =0.