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

Save Attribute modifier Progression
Soldier Scout Scoundrel Guardian Sentinel Consular Combat Droid Expert Droid
Fortitude Constitution Fast Fast Slow Fast Fast Fast Fast Slow
Reflex Dexterity Slow Fast Fast Fast Fast Average Slow Fast
Will Wisdom Slow Fast Slow Average Average Fast Slow Slow


Progession Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Slow [Level/3] 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6
Average 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8 8 8 9
Fast 2+[Level/2] 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

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

Source Saving throw Description
Fortitude Reflex Will
Feat +1 +1 +1 Conditioning
+2 +2 +2 Improved Conditioning
+3 +3 +3 Master Conditioning
Light side power +2 +2 +2 Force Aura
+4 +4 +4 Force Shield
+6 +6 +6 Force Armor
+2 +2 +2 Force Valor
+3 +3 +3 Knight Valor
+5 +5 +5 Master Valor
Light side Jedi robes +2 +2 +2 Star Forge Robes
Head +3 GenoHaradan Visor
+2 Neural Band
+3 Verpine Headband
Light Head +1 +1 +1 Advanced Bio-Stabilizer Mask
Medium Head +2 +2 +2 Stabiliser Mask
Hands +3 +3 +3 Karakan Gauntlets
Belt +2 Cardio-Regulator
+3 Verpine Cardio-Regulator
+2 Adrenaline Amplifier
+3 Advanced Adrenaline Amplifier
+2 +2 +2 CNS Strength Enhancer
+4 +4 +4 Adrenaline Stimulator

Force Immunity

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

Force Immunity: Fear

Force Immunity: Stun

Force Immunity: Paralysis

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:

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

Immunity

Critical Hits

Immunity: Critical Hits prevents the second damage roll of a critical hit. It also prevents Sneak Attack damage from being added when debilitated.

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 16% chance of a critical hit; with 20% chance to hit, there's just 4% chance of a critical hit.

Source Description
Implant Level 2 Retinal Combat Implant
Head Bothan Sensory Visor
Light armor Massassi Ceremonial Armor
Medium armor Jamoh Hogra's Battle Armor
Heavy armor Calo Nord's Battle Armor (upgraded)

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:

Fear
Stun

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

  • CryoBan Grenades
  • Carbonite Projectors
Source Description
Implant Level 2 Nerve Enhancement Package
Implant Level 3 Advanced Bio-Stabilizer Implant
Light head Advanced Bio-Stabilizer Mask
Medium head Stabiliser Mask
Vacuum Mask
Heavy head Sith Mask
Light armor Republic Mod Armor (upgraded)
Darth Bandon's Fiber Armor (upgraded)
Medium armor Environmental Bastion Armor (upgraded)
Heavy armor Calo Nord's Battle Armor (upgraded)
Belt Nerve Amplifier Belt

Poison

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

Source Description
Light side Force power Knight Valor
Master Valor
Universal Force power Improved Energy Resistance
Dark side mastery Jedi Sentinel
Implant Level 3 Bio-Antidote Package
Advanced Bio-Stabilizer Implant
Light head Advanced Bio-Stabilizer Mask
Medium head Breath Mask
Vacuum Mask
Medium armor Environmental Bastion Armor (upgraded)

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