Star Wars: Knights of the Old Republic/Saves

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

Aside from increasing attribute modifiers, the following apply bonuses to saves:

Force Immunity
The Force Immunity feats of Jedi Sentinels prevent them from being debilitated by the following:

These feats do not counter the effect of Adhesive Grenades because they are not actually debilitating. A level 12-20 Jedi Sentinel can only be debilitated by the following:
 * Force Whirlwind
 * Wound
 * Choke
 * Kill

The Force Resistance and Force Immunity force powers can result in opposing Force powers having no effect whatsoever.

Critical hits
Immunity: Critical Hits not only prevents the second damage roll of a critical hit, it prevents Sneak Attack damage from being added to any attack.

Since critical hits require two separate successful attack rolls for both a critical threat and a subsequent critical hit, Immunity: Critical Hits becomes much less useful as defense increases. For example, even if an attacker using Master Critical Strike has 13-20 critical threat range (40% chance), with just 40% chance to hit there's only 6.4% chance of a critical hit; with 20% chance to hit, there's just 1.6% chance of a critical hit.

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

Immunity: Mind-Affecting does not offer the same protection as the Force Immunity: Paralysis feat. The following can still be debilitating:

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


 * Gas mines
 * Poison Grenades
 * Melee weapons
 * Affliction
 * Plague

Poison can also be removed with the Light side Force power Heal, or an Antidote Kit.