Sammael
Adventurer
Fatebinder utilizes six saves:
Might(Athletics + Str) - straining your muscles to avoid being moved, resist the effects that diminish your muscle capacity or cause paralysis, or reduce damage caused by constriction. Might is often used as a save against transmutations.
Reflex (Acrobatics + Dex) - hastily moving to avoid or minimize the damage caused by area effects (both natural and magical) or effects that can affect you regardless of your armor (magic effects with a range of "touch"). Reflex is commonly used as a save against evocations.
Fortitude (Endurance + Con) - fighting off the effects of disease, poison, petrification, polymorph, negative energy, and similar effects that assault your physical form and metabolism. Fortitude is often used as a save against necromantic effects and transmutations.
Disbelief (Perception + Int) - recognizing false sensations and seeing the truth they are trying to conceal. Disbelief is commonly used as a save against illusions.
Composure (Insight + Wis) - shielding your mind from the effects that attempt to frighten you, overload your senses, penetrate your thoughts, and assault your mental faculties. Composure is often used as a save against divinations.
Willpower (Resolve + Cha) - actively forcing your mind to shrug off mental influence and resist attempts to override your personality. Will is often used as a save against enchantments.