Star Wars: Knights of the Old Republic/Saves

Just as the success of a weapon attack in combat is determined by an attack roll against defense, the success or extent of various other damaging, debilitating and status-altering effects is determined by a saving throw against the Difficulty Class (DC) of those effects: the defender makes an opposed roll using d20 + the relevant save (Fortitude, Reflex or Will) versus the attacker's DC. If the saving throw is greater (or equal), then its success may reduce any effect, or even negate it entirely; if it fails, the attack has full effect.

Thus a saving throw always fails if DC > save + 20 (maximum d20 roll), and always succeeds if DC ≤ save + 1 (minimum d20 roll). Otherwise, the chance of success is as follows:

For example, a Fortitude saving throw must normally be made at DC 30 if a is triggered: Fortitude save 9 or less means this throw always fails (maximum 20 + 9 = 29), always resulting in poisoning; however, if it's 19 then it succeeds 50% of the time (roll (11-20) + 19 = 30-39); and if it's 29 or more then it always succeeds (minimum 1 + 29 = 30), never resulting in poisoning.

All characters have saves which increase as level increases. Progression varies according to class:

Aside from increasing attribute modifiers, the following grant Saves bonuses:

Force Immunity
The feats granted to a  prevent being debilitated by the following:

These feats do not counter the effect of s because they are not actually debilitating. A level > 11 Jedi Sentinel can only be debilitated by Force Whirlwind, or, Choke or Kill.

and Immunity powers can result in opposing ../Force powers/ having no effect whatsoever.

Critical Hits
Immunity: Critical Hits prevents the second damage roll of a critical hit. It also prevents damage from being added when debilitated (or at all, for your enemies).

Since critical hits require two successive successful rolls (an roll, then a Threat roll), Immunity: Critical Hits becomes much less useful as  increases. For example, even if an attacker using Master has 13-20 critical threat range (maximum 40% chance), with just 40% chance to hit there's only 16% chance of a critical hit; with 20% chance to hit, there's just 4% chance of a critical hit.

Mind-Affecting
Immunity: Mind-Affecting offers the same protection from being debilitated as a 's : Fear and Stun feats:

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 * Fear
 * , Horror and Insanity
 * s
 * Stun
 * and Wave
 * s and s
 * s
 * On Hit:
 * On Hit:
 * On Hit:

For some reason, it also grants complete immunity to Force Push (but not a Terentatek's Slam Attack). It does not offer the same protection as the Force Immunity: Paralysis feat. Thus the following can still be debilitating:

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 * Stasis (Field)
 * s
 * Force Whirlwind
 * , Choke and Kill

Immunity: Mind-Affecting is granted by the following:

Poison
Immunity: Poison prevents the following from poisoning when active beforehand:


 * s
 * Affliction and Plague
 * Affliction and Plague
 * Affliction and Plague

Immunity: Poison is granted by the following:

Poison can also be neutralized with the light side power Heal, or an.