Sometimes you’ll need to make special saving throws to avoid some sort of effect, from an ability, spell, or hazard. The three main saves are Acrobatics, Endurance, and Insight. You’ll note that these are also skills. These saves are treated slightly differently than the actual save calls for. If you have training in that skill, you gain a bonus to the save roll based on the training. If you have training in the saving throw, however, you do not gain the bonus to the skill itself. Each Pathway starts your characters with 1 or 2 saves at novice, and at each tier you increase each save by one training rank, though certain abilities grant a bonus to these saves.
Reflex
Reflex saves are used to avoid traps or dodging out of the way of hazards and threats.
Endurance
Endurance is your fortitude, you use this save to avoid poisons or diseases, or enduring elements.
The DCR for enduring the elements depends on the severity of the weather, below freezing temperatures, excessive heat, lack of water, is DCR 10. For extreme cold or heat, or continual lack of water, the DCR is +1 or more. A character can use Endurance to hold their breath as well. On a successful check, the character can hold their breath for longer periods. If successful, the character can hold their breath a number of minutes the roll was successful. If failed, the character begins to drown. See Drowning for more details
Discipline
Discipline is usually used to see through illusions, endure horrors, and fight mental effects.