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Fortitude are to resist spells/effect which atatck your body, e.g. poison
Reflex is to avoid effect which are more likke area effect , e.g. a fireball
will is to avoid effect/spoell which attacks your brain/thought e.g. fear
There is a handy in game basic help with tha tinfo in the encyclopedia.
But thanks for the descriptions, it makes sense now. A poison spider bite ability would be a Fortitude check, whereas a sleep spell would be a Will roll. And a fireball or area of effect attack would be Reflex. I think I got it.
Fortitude: resistance to poison, disease etc (either a poisoned arrow or a poison spell)
Reflex: defense against area of effect spell to halve the damage of the spell
Will: resist fear, sleep, some paralyze effect, domination (effects or spells)
Will and fortitude save throws tend to cancel the spell effect (example death spell, disease, poison, Domination...) When you save, the spell or effect has no effect.
As a player, you sometime tend to use other spells that will have at least some effect. Expect the game to use against you fear and sleep
Personally, I find dwarf fighters (normal, no archetype) to be the best, most well-rounded tanks around. Sword or axe + heavy shield, take the feat that makes your racial saving throws vs. spells go up to +4, and bam, you're good to go.
Fortitude save is not related to weapon damage. Unless she's attacked by ennemies who have poisoned weapons...and the save is against the poison effect.
Also when you use spells
Spells that have fort saves - try to use vs Mages first, then archers as they tend to have low fort saves. Melee will probably have high fort saves
Spells that use will saves, target melee mobs first, then archers, they tend to have low will. Mages and clerics tend to have high will saves.
Reflex saves, well most of these are AoE but rogues & archers tend to have high reflex saves so take less dmg.
So it's only poison then, and not like, a special melee ability strike from an opponent?
Not exactly.
Fortitude is for resisting effects that would affect the internal workings of the body. Poison, Disease, Magical effects that do something similar, etc.
Straight up normal damage is either taken or not taken based upon the attack roll vs the armor class attacked. Although... it's also possible to get DR (Damage Resistance) on your armor or through other means, and that will stop an amount of physical damage coming through.
Reflex is for dodging magical effects or other things, like a falling tree(though that could also be a skill roll instead).
Willpower is for resisting magical and non-magical mind-altering effects. Sleep spell, Color Spray, Fear, Intimidate, etc.
I armor AC is determined either by spell or armor whichever is higher, they don't stack. So it is useful for mages etc that don't wear armor but for armor wearing classes it is not really useful.
It is essentially magical light armor for mages since they cannot wear physical armor
In 99% when receiving melee attacks, if it hits, you just get damage to HP (and no saving throw is needed).
If you wear an armor and cast mage armor, you get the higher. (The only difference is that mage armor protects against incorporeal touch attacks by ghost)
To AC, only Dodge bonus will stack.
If you wear a natural armor amulet and cast barkskin spell(druid), you get the higher bonus.
If you have deflection ring, and cast shield of faith (cleric) you get the higher.
Normally in Pathfinder, if a bonus stack, it is stated in the rule.
Also, arcane caster (non magus class) wearing armor is a very bad idea due to arcane failure.
If you want good AC, use mage armor and barkskin. And before combat use shield of faith and mage shield