Just as the success of a weapon attack is determined by an attack roll against defense, the success or extent of 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 or negate any effect; if it fails, the attack has full effect.
Thus a saving throw always fails if maximum roll 20 + Save < DC, and always succeeds if minimum roll 1 + Save ≥ DC. Otherwise, the chance of success is as follows:
|Difficulty Class - save|
|> 20||20||19||18||17||16||15||14||13||12||11||10||9||8||7||6||5||4||3||2||< 2|
For example, a Fortitude saving throw must normally be made at DC 30 if a Deadly Gas Mine is triggered: Fortitude save 9 or less means this throw always fails (maximum roll 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 roll 1 + 29 = 30), never resulting in poisoning.
Stun can also be negated by Immunity: Stun, Fear, Horror or Force Immunity: Fear, or neutralized by Master Heal. Knockdown can only be triggered on a Critical Hit, as can HK-47's Assassin Protocols, which have 20% chance to inflict unstoppable damage unless the target makes a Fortitude save against a DC of 10 + HK-47's level.
Bao-Dur and Handmaiden also have unique feats (Strike and Echani Strike respectively) which can have a 10-20% chance to add an effect (Slow and Knockdown respectively) to their unarmed attacks unless the target makes a Fortitude save against a DC of 15 + level.
G0-T0's Droid Trick can distract a single hostile droid, and Scramble Droid can cause it to fight for you, for 30 seconds unless the target makes a Will save against a DC of 5 + G0-T0's level + Wisdom modifier + Charisma modifier.
Force Scream (Will) has DC 10 + attacker level + attacker Wisdom and Charisma modifiers + Force Focus, Affliction (Fortitude) has DC 20, Plague (Fortitude) has DC 100 and no saving throw can be made against Force Suppression or Breach, or (Advanced) Throw Lightsaber.
- Stun, Force Push and Wave, and Fear, Horror and Insanity can also be countered by Force Immunity: Stun or Fear, or Immunity: Stun, Fear, Horror.
- Stasis (Field) can also be countered by Immunity: Paralysis.
- Affliction and Plague can also be countered by Immunity: Poison.
- Force Scream's attribute penalties can also be countered by Immunity: Attribute Damage.
|Poison Grenade||Poison, 4 points every 3 seconds||Duration: 30 seconds||25||Fortitude|
|CryoBan Grenade||Cold, 20 points||Paralyzation for 6 seconds||15||Reflex|
|Frag Grenade||Piercing, 20 points|
|Ion Grenade||Ion, 15 points (45 points vs. droids)|
|Plasma Grenade||Heat, 36 points||Horror for 3 seconds|
|Thermal Detonator||Energy, 60 points||Knockdown|
|Concussion Grenade||Stun for 9 seconds||15||Will|
|Minor Sonic Detonator||Sonic, 6 points||-2 Dexterity for 30 seconds|
|Sonic Detonator||Sonic, 12 points||-4 Dexterity for 30 seconds|
|Sonic Grenade||Sonic, 20 points||-6 Dexterity for 30 seconds|
Uncanny Dodge reduces grenade DCs by 2, while Uncanny Dodge 2 reduces them by 4. A successful saving throw halves damage (rounded down) and results in no secondary effect for all but Thermal Detonators.
- Poison Grenades can also be countered by Immunity: Poison or neutralized afterwards by an Antidote Kit or Improved or Master Heal, while damage can also be significantly reduced or even negated by Improved Toughness and Wookiee Toughness.
- Plasma Grenade Horror can also be countered by Force Immunity: Fear or Immunity: Stun, Fear, Horror.
- Concussion Grenades can also be countered by Force Immunity: Stun or Immunity: Stun, Fear, Horror. Stun can be neutralized by Master Heal.
- Sonic Detonator and Grenade Dexterity penalties can also be countered by Immunity: Attribute Damage.
Mines can be avoided if you or your party make a successful Awareness check to detect them, then move around them or use Demolitions to disable or recover them, or Stun, Disable or Destroy Droid to trigger Minor, Average or Strong mines respectively. Otherwise:
|Sonic||Damage: Sonic, Dexterity|
|Flash||Stun for 9 seconds||15||15||15||15||15||Will|
A successful saving throw results in no effect for gas and flash mines, and no Dexterity penalty for sonic mines, and halves damage of frag, plasma and sonic mines.
- Gas mines can also be countered by Immunity: Poison or neutralized afterwards by an Antidote Kit or Improved or Master Heal, while damage can also be significantly reduced or even negated by Improved Toughness and Wookiee Toughness.
- Sonic mine Dexterity penalties can also be countered by Immunity: Attribute Damage.
- Flash mines can also be countered by Force Immunity: Stun or Immunity: Stun, Fear, Horror. Stun can be neutralized by Master Heal.
Any Devastating mines encountered are actually Deadly mines in all but name, and your main character only solos some areas containing Average mines.
On Hit properties only take effect on a successful attack roll to a single target, but these effects can be reduced or even negated if a saving throw is equal to or greater than Difficulty Class (some can also be negated by Force Immunity or Immunity, removing the need for a saving throw).
Targets hit have the affected attribute(s) reduced by 1 for 30 seconds unless they make a Reflex save at the DC. Attribute Damage stacks, but it can also be negated by Immunity: Attribute Damage, and it's a property of the following:
|Attribute Damage Dexterity|
|Blaster pistols||Sonic Pistol||14|
|Systech Aural Blaster||18|
|Arkanian Sonic Blaster||18|
|Dashade Sonic Blaster||18|
|Dashade Sonic Disruptor||18|
|Heavy Sonic Blaster||22|
|Blaster rifles||Sonic Carbine||14|
|Argazdan Riot Buster||14|
|Attribute Damage Constitution|
|Blaster pistols||Dashade Sonic Blaster||18|
|Dashade Sonic Disruptor||22|
|Blaster rifles||Combat Enforcer||10|
|Slavemaster Stun Carbine||14|
|Melee weapons||Rodian Death Blade||10|
|Twi'lek Spinning Blade||18|
|Attribute Damage Strength|
|Melee weapons||Rodian Blade||14|
|Rodian Death Blade||14|
|Twi'lek Spinning Blade||18|
Targets hit have 100% chance to be debilitated with fear for 3 seconds unless they make a Fortitude save at the DC. This effect can also be negated by Immunity: Stun, Fear, Horror or Force Immunity: Fear, and is a property of the following:
Droid Molten Cannon has Reflex Save: DC20 for half damage.
Targets hit are knocked down unless they make a Fortitude save at the DC. This is a property of the following:
|Upgrade items, lightsaber||Level 15 Name Crystal||10|
|Special weapons||Fire Suppression System||25%||10||6||0|
|Droid Carbonite Projector||100%||15||9||3|
|Droid Carbonite Emitter||100%||20||15||9|
Targets hit suffer damage, weakness or both periodically over the duration unless a Fortitude save is made at the DC. Both damage and weakness can also be negated by Immunity: Poison or neutralized afterwards by an Antidote Kit or Improved or Master Heal, while damage can also be significantly reduced or even negated by Improved Toughness and Wookiee Toughness.
|Mild||3 (* 10)||3 s||30 s||15|
|Average||4 (* 10)||3 s||30 s||25|
|Virulent||5 (* 10)||3 s||30 s||30|
|Mild||-1 (* 3)||12 s||36 s||15|
|Average||-1 (* 6)||6 s||36 s||20|
|Virulent||-1 (* 12)||6 s||72 s||100|
|Average||4 (* 6)||-1 (* 6)||6 s||36 s||25|
|Virulent||5 (* 12)||-1 (* 12)||6 s||72 s||100|
|Kyber Dart||25 (* 3)||6 s||18 s||25|
|12 (* 3)||100|
Kyber Darts still inflict half damage if a save is made against DC 25, and only have no effect if a save is made against DC 100.
Targets hit have a chance to be slowed unless they make a Will save at the DC. This is a property of the following:
|Upgrade items, ranged||Chance||Seconds||DC|
|Pinpoint Scope Mark II||25%||6||14|
|Targeting Scope Mark I||25%||6||14|
A Reflex save is made against a Droid Repulsor.
Targets hit have a chance to be stunned unless they make a Will save at the DC. This effect can also be negated by Immunity: Stun, Fear, Horror or Force Immunity: Fear, or neutralized by Master Heal, and is a property of the following:
|Zabrak Blaster Pistol||25%||6||10|
|Elite Watchman Blaster||18|
|Zabrak Heavy Blaster||18|
|Argazdan Riot Buster||50%||6||10|
|Mandalorian Assault Rifle||25%||14|
|Slavemaster Stun Carbine||9||22|
|Upgrade items, ranged||Chance||Seconds||DC|
|Crippling Scope Mark I||25%||6||10|
|Upgrade items, lightsaber||Chance||Seconds||DC|
|Advanced Disrupting Emitter||25%||6||10|
|Synthesized Phobium Emitter||25%||6||14|
|Droid Ion Blast Mark I||100%||12||10|
|Droid Ion Blast Mark II||14|
|Droid Ion Blast Mark III||18|
|Droid Neural Pacifier||100%||9||15|
|Droid Neural Scrambler||20|
Damage is halved if a Fortitude or Reflex save is made at the DC.
|Blowtorch||Heat, 6 points||15|
|Advanced Blowtorch||Heat, 12 points||15|
|Droid Flame Thrower||Heat, 15 points||15|
|Droid Molten Cannon||Heat, 60 points||20|
|Droid Plasma Thrower||Ion, 60 points||20 + level|