Certain attacks, situations, or threats will not use an Attack Roll to strike a creature. However, in most instances, the creature to be affected has a chance of reducing, nullifying, or evading the effect. This is represented by the Saving Throw roll which also uses a d20 dice and the modified result must meet or exceed the number in the table. Each character class has it’s own Saving Throw Table. Otherwise, for creatures without a character class, see the Monster Saving Throw Table.
These represent broad categories and use short-hand terms to note each category. Notation for saves offering ability score modifiers will be: “make a Dexterity save vs. Petrify”, meaning the creature will apply any Dexterity related Dodge Save Adjustments. The list is intended to be checked in order—does it apply to Poison (which includes paralysis or death effects)? If so, use this category even if the effect is from a spell (e.g. the hold person spell). Then check against Petrify, etc. Any modifiers will be listed ahead of the save: make a -2 Wisdom save vs. Spell (save negates).
Disbelief. Some illusions grant "disbelief saves" where the affected creature must announce their intent to disbelieve or some sort of interaction has occured to allow this type of save. The save is typically paired with a Wisdom modifier: "make a Wisdom Disbelief save vs. Spell (save disbelieves)".
Success types:
Save Negates. This means that instance of the effect is negated. This can mean permanent negation or time based (12 or 24 hours for example). Thus, the first save against a charm monster spell will negate the effect, so it is noted (save negates).
Save Avoids. This means the effect is avoided for that round but could require another save based on circumstances. This save type could also mean the effect missed the target but is not negated with respect to others in the area (for example, a magical ray that continues in a straight line). Avoidance in this context is typically total (no effect occurs that round).
Save for Half. This indicates that the target of the effect (or one in the area of effect) will take half damage if the save succeeds. Other effects may also occur (or not should the save succeed). This type is normally reserved for damaging effects.
Save for Partial. This indicates a successful save still causes a partial effect to the target. This will be detailed in the effect's description.
Save Disbelieves. See illusions for more information.
None or No Save. The effect grants no saving throw. If the effect can be used only on a willing creature, this will be noted as Save None (willing only) or (no save; willing only).
Special. The effect grants a saving throw, but it is not a typical d20 save against a saving throw catergory as described below. The effect's description will offer more details.
Here are the categories and their usage:
Poison. Also paralysis, and death or death magic. This represents any saving throw that is “Save or Die” or “Save or be Rendered Helpless”. So effects that cause immediate/near-immediate unconsciousness, magical sleep, catalepsy, paralysis, or threat of immediate death will use this category—of course, only if a save is allowed.
Petrify. Also includes any magic that causes polymorphing effects. This save is also used for mundane effects that can be evaded using a creature’s Dexterity/agility, like a pit trap or balancing on a beam.
Wand. These saves includes also saves from the effects of magical rods or staves. Most magical item effects use this saving throw category if they do not meet the criteria of another category.
Breath. This save category is inclusive of breath weapons of all types (not including effects covered by above categories) or innate abilities possessed by creatures that do not meet the above criteria.
Spell. The final save category covers all spells and magical effect saves not included above.
Magic Armor and Magic Shields Bonus to Saving Throws. A suit of magical armor or a magic shield will provide a bonus to certain saving throws equal to the items “+” of magic. Saving throws affected are against—acid (no immersion), disintegration, falling damage (if a save), fire (magical or otherwise), or spells (causing physical damage) as well as non-magical attacks like cold or fire. Only effects offering a saving throw will gain this bonus. These magical bonus never apply to saves against gas, poison, or spells (with no physical damage). Additionally, metallic armor will not add to saving throws versus electrical attacks, although nonmetallic armor will do so.
Mindless Creatures. These creatures will save as if they were one-half their hit dice. These creatures will get a bonus to poison or death magic saves that will bring saves against those effects back into line with their actual hit dice.
Most monsters use the Monster Saving Throw Table. However, monsters with special abilities similar to or matching those of a character class will be able to use saving throws of that class (whichever is better, monster saves or class saves). This normally operates at the creature’s hit die rating, although if a particular character class level (or caster level) is noted, use this instead.
Creatures without character class levels with hit dice less than 1d8 (including any negative modifier) equals "Less than 1" (e.g. HD 1d8-1 or HD 1d6+1).
Enhanced Hit Dice. For saving throws, any hit die bonus enhancement rating of +1-4 adds another hit die—No maximum: +1-4=+1; +5-8=+2; +9-12=+3; +13-16=+4; etc.
Objects do not typically get saving throws (as if they were creatures per above). However, the GM may grant a special saving throw throw to objects that are subject to a damaging or destructive effect. Thus, item saving throws are usually reserved for unattended items targeted by (or in the area of) a destructive effect.
In certain cases, attended possessions (those worn by or carried by a creature) may also be destroyed by a catastrophic effect.
In these case of attended items, the items are typically only affected if the creature misses a save versus the effect. Then, if the effect is severe enough, the item must save (see the Effect Table below).
In any case, the "law of layers" should be used. i.e. Covered items are only affected if the covering is destroyed. In addition, the GM may also determine that facing is important and the possessor's body will shield certain items from effects coming from a particular direction. In similar vein, boots may not be affected unless the effect comes from below or all around (per the GM).
Thus, in general, only exposed items must save, and if the container or covering fails it’s save by 5 or more (or a Natural 1), contents may need to save with a bonus of +1 to +4 per the GM.
Unattended objects must always save and can also be affected by normal weapon blows.
If a creature has any listed resistance to a specific effect (fire, cold, electricity, etc.), it means that item saves are only required if the creature rolls a natural 1 on its saving throw. Any other protections, such as items of protection or spells that grant save bonuses do not affect objects worn or carried if the wearer/possessor fails their saving throw.
All items, magical or mundane, will gain a +5 bonus to its save if the attack form is one the item is specially made to resist or similar in form to the function of the item itself. For example a shield saving against a giant’s crushing blow attack or a wand of fire affected by a fireball.
Some items are made specifically to harm others—this might grant a penalty to the save or other effect (e.g. a sharp slashing vs. a rope; i.e. the rope may receive a -2 on the save; chopping weapons typically require a hard surface to cut against unless unnaturally sharp per the GM).
Liquids can be affected even if their container is not if the attack form is cold or lightning/electricity—but only if the item is unprotected ("in hand"). For non-flammable liquids, it may not be obvious the liquid has been rendered inert.
All magic items gain a +2 bonus to the save and an additional +1 per “+” above +1, if any, of magic (e.g. a +2 long sword gains a +3 bonus to all item saves).
In some cases, the GM will rule that an item is broken rather than destroyed outright. If this is the case, the item will be usable but any use of the item will be at a -2 penalty (even if this results in a negative value as the item will hinder use). Thus broken armor will be 2 factors worse than normal and future saves for the item will be at -2. A broken long sword will function, but at -2 to attack rolls and damage. Items may be repaired with a mending spell or work done by an expert usually requiring at least 2 days (or 16 hours).
Some objects such as walls, doors, or similar structures or large objects cannot easily be destroyed like smaller objects. These will have "structural hit points" (or "shp"). See Opening & Breaking Things.