Saving Throws 

 

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Saving Throws!

        There are three streamlined categories of Saving Throws that adventuring characters need to be familiar with.

     FORTITUDE Saves are made against physical punishment, or anything that affects your health and vitality. This could be poison, paralysis, petrification, disease, energy drain, or magic causing instant death (like disintegration).

     Your CON bonus (if any) is applied to FOR saves.

 

     REFLEX Saves are applied when something tests your agility or dodging skills, usually in the form of a physical attack or a targeted spell. These saves would be made against breath weapons, traps, or such magic as fireballs or lightning bolts. This could also be used in some circumstances to avoid the consequences of an action, such as making a REF save to avoid having your clothes catch fire as you leap over burning debris.

     Your DEX adjustment (reaction/missile) (if any) is applied to REF saves.

 

     WILLPOWER Saves reflect your resistance to mind-affecting influences, domination, and magical effects such as illusions, charms or polymorphs.

     Your WIS modifier (if any) is applied to WILL saves.

 

     Unlike the 1st Ed rules, not every saving throw situation is treated exactly the same now. For example, even though making a saving throw against a breath weapon is always a Reflex Save, you would need to make a higher Reflex saving throw roll to avoid damage from an Ancient Great Red Wyrm’s breath than you would need to roll to save against a hatchling baby dragon’s breath.

     Because of this, there are no “standard” saving throw numbers based on character levels. The DM will tell you what the saving throw is depending on each individual situation.

     However, there are modifiers that characters will use for their saves depending on class and level. Some classes are better at making certain types of saving throws. (For instance, agile thieves are good at Reflex saves.) Saves you’re better at are your primary saves, and ones you’re worse at are secondary saves. The higher bonus number to the right of the slash is added to your class’ primary saving throws; the lower bonus to the left of the slash is added to your class’ secondary saving throws. (Multiclass PCs combine primary categories.)
 

 
 

Level

 

Save Bonus

1    0/+2
2    0/+3
3   +1/+3
4   +1/+4
5   +1/+4
6   +2/+5
7   +2/+5
8   +2/+6
9   +3/+6
10   +3/+7
11   +3/+7
12   +4/+8
13   +4/+8
14   +4/+9
15   +5/+9
16   +5/+10
17   +5/+10
18   +6/+11
19   +6/+11
20   +6/+12
   

Primary Saves

 

Secondary Saves

Bard   Ref, Will   Fort
         
Cleric   Fort, Will   Ref
         
Druid   Fort, Will   Ref
         
Fighter   Fort   Ref, Will
         
Magic-User   Will   Fort, Ref
         
Monk   Fort, Ref, Will   N/A
         
Paladin   Fort   Ref, Will
         
Ranger   Fort   Ref, Will
         
Thief   Ref   Fort, Will
 

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