Description

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

Prerequisites

Charisma 13

Description

You add your Charisma modifier (instead of your Wisdom modifier) to Will saves.

Tags: Defense, Saving Throws

Description

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

Prerequisites

Intelligence 13

Description

You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.

Tags: Defense, Saving Throws

Description

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

Description

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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