You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, hold your breath, or avoid nonlethal damage from thirst, starvation, a forced march, or damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and any saving throw made to resist a spell or effect that causes fatigue or exhaustion. Also, you may sleep in any armor without becoming fatigued.
Additionally, you gain a +2 bonus on all other Fortitude saving throws.
Tags: Defense, Saving Throws
Charisma 13
You add your Charisma modifier (instead of your Wisdom modifier) to Will saves.
Tags: Defense, Saving Throws
Once per day, you may re-roll a Fortitude saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Fortitude saving throws.
Tags: Defense, Saving Throws
Intelligence 13
You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.
Tags: Defense, Saving Throws
Once per day, you may re-roll a Will saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Will saving throws.
Tags: Combat, Defense, Saving Throws
Once per day, you may re-roll a Reflex saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Reflex saving throws.
Tags: Combat, Defense, Saving Throws
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