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A saving throw (or save) is an attempt by a character to partially or fully negate the harmful results of various spells or special attacks (rather than — or after — attempting to negate the spell itself, as with spell resistance). Not all spells and attacks allow a save; those that do make a note to that effect in their descriptions. The descriptions will also detail the consequences of successful and failed saves.

"Saving throw" can also refer to the numeric ratings used by a character when making this attempt.

There are three types of saving throws in Neverwinter Nights — fortitude, reflex, and will. These represent a character's ability to physically withstand, physically avoid, and mentally withstand the various attacks that allow a save. Every character has a numeric rating for each of these types of saves, with the rating being the sum of the base save (based on class levels), associated ability modifier, and any bonuses that may be granted by feats, effects, and equipped items. The character sheet lists this sum for each type of save.

Some saving throw bonuses may apply to only certain subtypes of saves (as in the "versus death" part of "fortitude saving throw versus death"). In addition, Spellcraft can provide a bonus when a save is made against a spell. The character sheet does not include these bonuses, but their effects may be seen in the combat log when such saves are attempted. Furthermore, saves versus disease, fear, mind-affecting, poison, and traps are automatically successful if the one rolling the save is immune to the subtype in question.

Saving Throw Roll[]

Each spell/attack that allows a saving throw has an associated difficulty class (DC) rating. When the save is attempted, a d20 is rolled by the creature making the attempt, and the numeric rating (modified as appropriate for the subtype of save and spellcraft) is added to the roll. If the die roll was 20 before adding the saving throw rating (a "natural 20"), then the save succeeds (is made). If it was 1 before modification (a "natural 1") and the "autofailure" setting is on, then the save fails. If neither of these apply, then the save succeeds if (and only if) the sum of the die roll and saving throw rating is equal to or greater than the DC.

Fortitude[]

The fortitude saving throw measures the ability to stand up to massive physical punishment, such as poison, paralysis and instant death magic. It is also used to avoid some draining effects, such as those from negative traps. The Constitution modifier is added to fortitude saves.

Primary Save for Base Classes: Barbarian, Druid, Fighter, Monk, Paladin, Ranger

Primary Save for Prestige Classes: Arcane Archer, Blackguard, Breach Guard, Pale Master, Shifter, Skincarver, Sword Leader, Triadic Knight, Wild Shot

Related Feats: Energy Resistance: Acid, Energy Resistance: Cold Energy Resistance: Electrical Energy Resistance: Fire Energy Resistance: Sonic, Great Fortitude, Luck of Heroes, Resist Disease, Resist Poison, Snake Blooded, Strong Soul

Reflex[]

The reflex saving throw measures the ability to dodge attacks such as a wizard's fireball, the lethal breath of a dragon, and many types of traps. The Dexterity modifier is added to reflex saves.

Primary Save for Base Classes: Bard, Monk, Ranger, Rogue

Primary Save for Prestige Classes: Arcane Archer, Assassin, Harper Scout, Shadowdancer, Triadic Knight, Weapon Master, Wild Shot, Witch Hunter

Related Feats: Lightning Reflexes, Luck of Heroes, Snake Blooded

Will[]

The will saving throw reflects resistance to mental influence, which includes most sources of mind-affecting effects. It is also used to resist some types of death magic (such as the death gaze of a bodak). The Wisdom modifier is added to will saves.

Primary Save for Base Classes: Bard, Druid, Monk, Priest, Sorcerer, Wizard

Primary Save for Prestige Classes: Breach Guard, Daemonbinder, Harper Scout, High Mage, Pale Master, Shifter, Skincarver, Spirit Caller, Sword Leader

Related Feats:Bullheaded, Iron Will, Luck of Heroes, Strong Soul

Spells and Saving Throws[]

Spells have a variable DC based on the caster. Saving throw bonuses/penalties versus spells occur not only when the spell saving throw type is used, but also against any standard spell or monster ability. Saves made after the initial script comes to completion (e.g. delayed command, lasting area of effect) will need to use the spell saving throw type to include these bonuses/penalties.

Related Feats: Spell Focus, Storm Magic

Progression Table[]

Saving Throw Progression

Level Primary Non-Primary
1st +2 +0
2nd +3 +0
3rd +3 +1
4th +4 +1
5th +4 +1
6th +5 +2
7th +5 +2
8th +6 +2