Saving throws, or saves, represent a character's ability to reduce or prevent the effects spells and special abilities. The subject uses a random number between 1 and 20, then adds their appropriate saving throw bonus. If the saving throw result matches or beats the DC of the effect, then the effect is reduced as described by the effect. Sometimes this means the effect is completely avoided, but other times it simply is reduced in severity. If, before any modifiers, the random number is a 19 or 20, it is a success and a result of 1 or 2 is always a failure.
FORTITUDE
Fortitude save bonus is the base fortitude save from classes plus the Constitution modifier. Fortitude saves are generally made to resist effects that change the health or physical form of a character. Some examples might be poisons, diseases, death effects, or harmful transmutation. The idea is that the character is simply tough enough to shrug off whatever is trying to change them.
REFLEX
Reflex save bonus is the base reflex save from classes plus the Dexterity modifier. Reflex saves are usually made to resist effects that restrain as well as avoid damage from indirect attacks or area attacks. The idea is that the character is nimble enough to either wiggle out of restraints or fast enough to find at least partial cover from a blast.
WILL
Will save bonus is the base will save from classes plus the Wisdom modifier. Will saves are mostly made to resist effects that affect the mind or senses. They are typically used against fear, enchantment, illusion, or negative energy effects. The idea is that the character is mentally strong enough to power through whatever is trying to change their thoughts.
SAVES CAP
The current saves cap is (character level + 22 + any max save modification). These means the default save cap at max level is 72.
STRONG VS WEAK
Classes are listed as having strong or weak saving throws for each individual type. When a class has a weak save, it gets -2 to the baseline saving throw roll. If a class has a strong save, it gets a +2 to rolls on that save type, AND their save cap is increased by +2 on that type. This gives a saves cap of 70 on weak saves and a 74 on strong saves (at max level).
GUILD LEVEL
Guild level is simply the class level of the feature or spell you're using plus half of the class levels of any other off class you might possess. The guild level for this purpose will never be lower than full character level - 10. It will also never exceed 60.
DIFFICULTY CLASS
Difficulty Class, or DC, is the number that you need to hit to successfully save against an effect. The difficulty of an effect can be predetermined, as is the case with most poisons, diseases, or most coded effects in areas or on weapons or armor. It can also be formulated, in the case of spells or feats as follows:
Modifiers can be pre-set by the specific spell or feat, and they are also greatly affected by a myriad of feats, class features, racial features, buffs/debuffs and many other factors.
THE ROLL
SAVE + d20 VS DIFFICULTY CLASS
Any result on the save roll that meets or exceeds difficulty class is a successful save.