Cyllian:Saving Throws
Saving Throws
- Hardiness: Strength or Constitution
- Evasion: Dexterity or Intelligence
- Spirit: Wisdom or Charisma
Calculations
Record each saving throw as 15 minus the relevant attribute.
Roll 1d20. A roll of equal, or greater, than the relevant saving throw is a success. A 1 always fails. A 20 always succeeds.
Armor
Medium armor interferes with one saving throw. Select that at the beginning of play and note it. That saving throw is adjusted by -4.
Heavy armor interferes with two saving throws. Select the two saving throws at the beginning of play and note them. Both saving throws are adjusted by -4.