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Saving throws is a mechanic in Pathfinder: Kingmaker.

Saving throws, or saves, represent a character's ability to reduce or prevent the effects spells and special abilities. The subject uses a random number between 1 and 20, then adds their appropriate saving throw bonus. If the saving throw result matches or beats the DC of the effect, then the effect is reduced as described by the effect. Sometimes this means the effect is completely avoided, but other times it simply is reduced in severity. If, before any modifiers, the random number is a 20, it is a success and a result of 1 is always a failure.

Types[ | ]

All characters have three types of saving throws: Fortitude, Reflex, and Will

  • IconFortitude2
    • Fortitude save bonus is the base fortitude save from classes plus the Constitution modifier. Fortitude saves are generally made to resist effects that change the health or physical form of a character. Some examples might be poisons, diseases, death effects, or harmful transmutation. The idea is that the character is simply tough enough to shrug off whatever is trying to change them.
  • IconReflex2
    • Reflex save bonus is the base reflex save from classes plus the Dexterity modifier. Reflex saves are usually made to resist effects that restrain as well as avoid damage from indirect attacks or area attacks. The idea is that the character is nimble enough to either wiggle out of restraints or fast enough to find at least partial cover from a blast.
  • IconWill2
    • Will save bonus is the base will save from classes plus the Wisdom modifier. Will saves are mostly made to resist effects that affect the mind or senses. They are typically used against fear, enchantment, illusion, or negative energy effects. The idea is that the character is mentally strong enough to power through whatever is trying to change their thoughts.

Bonuses and Penalties[ | ]

Like most bonuses, saving throw bonuses do not normally stack if they are of the same type. Common bonuses types include luck, morale, racial, resistance, and sacred. While this is also true of penalties, many penalties do not have a type and so do stack. However, it is important to note that normally modifiers from the same effect, even if from different sources, do not stack. For example, if a character is affected by two different castings of Bane, even if from two different casters and the fear saving throw penalty being untyped, only receives one of the spell's penalty.

Sickened and shaken conditions each reduce saving throws by 2.

Class Differences[ | ]

Classes Fort Ref Will
Alchemist High High Low
Barbarian High Low Low
Bard Low High High
Cleric High Low High
Druid High Low High
Fighter High Low Low
Inquisitor High Low High
Kineticist, Psychokineticist, Kinetic Knight High High Low
Dark Elementalist Low Low High
Magus High Low High
Monk, Scaled Fist, Sensei High High Low
Traditional Monk High High High
Paladin High Low High
Ranger High High Low
Rogue Low High Low
Slayer High High Low
Sorcerer Low Low High
Wizard Low Low High
Aldori Swordlord Low Med Low
Arcane Trickster Low Med Med
Dragon Disciple Med Low Med
Duelist Low Med Low
Eldritch Knight Med Low Low
Mystic Theurge Low Low Med
Stalwart Defender Med Low Med
Level Low Medium High
1 0 1 2
2 0 1 3
3 1 2 3
4 1 2 4
5 1 3 4
6 2 3 5
7 2 4 5
8 2 4 6
9 3 5 6
10 3 5 7
11 3 7
12 4 8
13 4 8
14 4 9
15 5 9
16 5 10
17 5 10
18 6 11
19 6 11
20 6 12
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