Gas mines can also be countered by Immunity: Poison or neutralized afterwards by an Antidote Kit or Heal, while damage can also be significantly reduced or even negated by Improved Toughness and Wookiee Toughness.Flash mines can also be countered by Immunity: Mind Affecting or Force Immunity: Stun.Otherwise:Ī successful saving throw results in no effect for flash and gas mines, but only halves damage of frag and plasma mines. 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. Poison Grenades can also be countered by Immunity: Poison or neutralized afterwards by an Antidote Kit or Heal, while damage can also be significantly reduced or even negated by Improved Toughness and Wookiee Toughness.CryoBan Grenade Paralyzation can also be countered by Force Immunity: Paralysis.
Concussion Grenades can also be countered by Immunity: Mind-Affecting or Force Immunity: Stun.A successful saving throw halves damage (rounded down) and results in no secondary effect for all but Thermal Detonators. Uncanny Dodge reduces grenade DCs by 2, while Uncanny Dodge 2 reduces them by 4. Enemies with these powers may be encountered in the following locations (highest attacker and power levels and DCs only): Electrical.Īll except Force Suppression, Force Breach and (Advanced) Throw Lightsaber can also be countered by Force Resistance or Immunity. Shock, Force Lightning and Storm can also be countered by Damage Resistance: Resist #/- vs.Affliction and Plague can also be countered by Immunity: Poison.Stasis (Field) can also be countered by Force Immunity: Paralysis.
STAR WARS THE OLD REPUBLIC WIKI CLASES FULL
If the saving throw is greater (or equal), then its success may reduce any effect, or even negate it entirely if it fails, the attack has full effect. Just as the success of a weapon attack in combat is determined by an attack roll against defense, the success or extent of various 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.