Pathfinder 1e Rules Refresher
Quick explanations of standard PF1e rules that come up often at the table. These are not house rules — they're how the base game works.
Saving Throws
What are they? Checks your character makes to resist harmful effects like spells, poison, traps, and monster abilities.
The three types:
- Fortitude (Con): Physical resilience — poison, disease, death effects
- Reflex (Dex): Agility and dodging — fireball, traps, falling rocks
- Will (Wis): Mental fortitude — mind-affecting spells, fear, charms
How it works:
- Something harmful targets you and sets a DC (Difficulty Class).
- Roll d20 + your saving throw modifier (base save + ability mod + other bonuses).
- Meet or beat the DC = success (reduced or negated effect). Fall short = full effect.
Key rules: Natural 1 is always a failure. Natural 20 is always a success.
More rules refreshers will be added here as questions come up at the table.