Saving Throws

 

Physical: used against stunning, being knocked out, being poisoned or paralyzed from a non-magical source, and other such things. Non-magical instant death effects also fall under this category. The hit point modifier for Constitution modifies physical saves.

 

Mental: used against that which would erode, dominate or alter the subject’s will, state of mind or influence them unduly, whether by magic or otherwise. Also used against most psionic powers and against all psionic attack modes. Psionic instant death effects fall under this category. Wisdom’s ‘Magical Defense Adjustment’ modifies mental saves. 

 

Reflexive: used to dodge or partially dodge out of the way of such things as breath weapons, fireballs, lightning bolts and other such attacks that allow a saving throw and denotes the subject as dodging or avoiding part or all of an attack on a successful save.

Reflexive saves are modified Dexterity’s ‘Reaction Adjustment’

 

Spells: used against the forces of magic, regardless of the type of magic or the source. Some spells call for saving throws of a different sort, however, but this is the standard saving throw against most magicks.  Magical instant death effects fall under this category. No stat modifies the save versus spells.

 

System Shock: a percentage value based on the subject’s Con score. This is not subject to change unless the subject’s Con score changes in MOST cases, though some things may alter it temporarily or even permanently. System shock is used against freezing to death, heat exhaustion, dehydration and other purely physical conditions all, be a character 1st level or 30th, may be affected equally by.

 

How do I determine the Difficulty of a saving throw?

 

The Difficulty Check, or DC, of a saving throw depends primarily on what the nature of that which is being saved against. The following listings should help in determining generic values for base DC’s for saving throws checks, but DM’s are encouraged to modify the generic values for circumstances or by their own discretion as they see fit.

Remember: If the DM says that there is no saving throw, there is no saving throw, and if the DM says the saving throw is modified in this way or that, so it is, regardless of what usually applies.

 

Physical Saving Throws-

Knockout Save: called for when struck in the head by a called shot, a thief using their backstab attack to sap or other such instances wherein which a being might be knocked unconscious.  The generic DC value of such a saving throw is 5+ the damage dealt.

 

Poison Saves: Poisons are now assigned a magnitude, 0-9 usually, and each magnitude of poison may have effects as per the DM’s whim. The magnitude only determines the potency of the poison, reflected in the DC to save against said poison. The base DC is

10 + 2/magnitude level of the poison.  Magical poisons, such as those brought about by the priest spell “Poison”, are treated in the same fashion as non-magical poisons.

 

Mental Saving Throws-

Most mental saving throws are magic or psionic-oriented, and are usually saved against as per the DC of the spell or psionic power in question. However, some spell-like effects and non-magical effects can call for Mental saves. Those that are innate abilities of creatures should have DC’s somewhere around 10+ the creature’s hit dice. The DM is encouraged to set the DC’s according to how powerful or weak they feel a creature’s abilities should be.

 

Reflexive Saving Throws-

As with Mental saves, a good handful of Reflexive saves will be against spells or creature abilities. For those things that are not, such as traps and naturally occurring circumstances such as landslides, DC’s should be set by the DM by first determining the magnitude of the threat. Traps are rated from Poor to Masterful, and are detailed later. For natural circumstances such as landslides or avalanches, the DM should assign a magnitude similar to that of a poison magnitude, and use 10 + 2/magnitude level as a generic base example for DC’s.

 

Spell Saving Throws-

For spells, psionics and spell/psionic-like effects that are not covered under the other three saves, the save versus Spells is used. Energies of all different types, when brought to bear against PC or NPC alike, may call for a save versus Spells. DC’s for spells and psionic powers are set by the standard as follows.

Base 10 + 2/spell or power level.  Wizards and Sorcerers increase the base from 10 as they gain levels. Priests and other divine spellcasters do not, nor do psions.

 

 

Saving throws may be modified, for better or worse, in many ways. Spells, magical items, circumstances, stats and other factors can change saving throw values and DC’s in a good many ways. Of all the suggestions put forth thus far, there is only one hard and fast truth: The DM’s word is law.

If the DM does not wish to follow the suggested values for DC’s, that is their prerogative. They need not validate their judgments, nor must they explain quirks of their reasoning to players. If a DM decides that s/he wants a player to be hit be a fireball, or an NPC to be disintegrated, so it is. Saving throws are not the right of a player. They are there for when the DM calls upon a player to use them, or calls upon their own judgment to use them for NPC’s.  Players who abuse the privilege of having their characters make saving throws (such as meta-gaming for the purpose of having one’s char just –happen- to be well positioned to dodge any upcoming fireballs, even though their character, who’s never seen a wizard, might not even know Fireballs existed.) will have the privilege revoked.

End of story.

 

 

Saving Throws and High Level Characters

 

When dealing with characters who are high level and so loaded up with magical protections, gear and spells that they’ve got saving throws that would impress small gods, DM’s who aren’t feeling pernicious enough to rob their high-level PC’s of being able to roll saving throws outright should look at some factors that can turn the tide at least slightly in favor of the woe-begotten NPC villains who dare get in the way of said High Level PC’s.

 

First off, the only villains that are going to openly combat such PC’s are those who are either tremendously stupid or pretty certain that they’ve got a shot at winning. Those that are simply stupid will, as most things that have challenged such PC’s, get stomped, tossed out the door and laughed at. It’s not always a bad idea for a DM to let PC’s enjoy flexing those hard-earned, high-level muscles with no real threat to themselves. There are lots of stupid people, after all.

But, when the DM wants to get down and dirty and give those PC’s a real slap in the face (maybe to get them off on the next adventure?), exceedingly prepared villains are one way to go.  Let’s face it. The PC’s are most likely not the only capable people in the world, and even if they happen to be the –most- capable, a small host of somewhat weaker villains can still be challenging.

But again, let’s face it. Nobody who’s well prepared and knowledgeable of such PC’s is going to –want- to fight them if they don’t –have- to. High level characters usually wind up dealing with circumstances set forth by well-prepared villains, when villains are in the mix.

But sometimes, PC’s can only wish there were but one neck to strangle. Another good DM tool is to have bad things happen just because they happen. Draughts happen. Nasty rainstorms prophesied to make an inland sea out of a small country happen. Open portals to Sigil, Limbo or (gods forbid) Baator happen, and more often than some would like to think, these things needed no villainous help to be brought about.

 

Saving throws for high level PC’s become less necessary as a result, since most saves are made right before, during or right after combat. Dm’s should turn to other means of making high-level PC’s get out of the scrapes they get into, by accident or design.  The challenges arrayed against them have gotten bigger than they can usually lock blades with, and when they –do- lock blades, they either kick much ass very quickly or get battered into the dirt with similar haste. Not only that, but what few things as that –will- combat high-level PC’s probably have great saving throws as well.

So, it might seem that saving throws almost become moot in high levels, which is true in a small way. It’s no longer practical to ‘make a saving throw’ against most threats and ‘evade’ the ‘damage’.  When the threats were fireballs, lightning bolts and poisoned arrows, saving throws were common.  Now, when the threat is that the neighboring kingdom will declare war on the land-hold of the PC’s unless they can prove beyond reasonable doubt that they weren’t the ones who appeared, murdered most of the castle guard and made off with the royal treasures with such ease as that nobody in the castle could slow them down let alone stop them, the ‘saving throw’ comes in the form of what the PC’s do. And no die roll can generate that.

Fighters/Rangers

 

Level                     Physical                  Mental                Reflexive                Spells

1

1

0

1

0

2

2

1

1

1

3

3

1

2

1

4

4

2

3

2

5

5

3

3

2

6

6

3

4

3

7

7

4

4

4

8

8

5

5

4

9

9

5

6

5

10

10

6

7

6

11

11

7

7

6

12

12

7

8

7

13

13

8

8

7

14

14

9

9

8

15

15

9

10

8

16

16

10

10

9

17

16

11

12

9

18

17

11

13

10

19

17

11

13

11

20

18

12

14

12

21

18

12

15

12

22

19

12

15

13

23

19

13

16

13

24

20

13

17

14

25

20

13

18

15

26

21

14

18

15

27

21

14

19

16

28

22

14

19

16

29

22

15

20

17

30

23

15

21

17

 

 

 

 

 

 

 

 

 

 

 

 

Holy Warriors

 

Level                     Physical                Mental                 Reflexive               Spells

1

1

1

0

1

2

2

2

1

2

3

3

3

2

2

4

3

4

3

3

5

4

5

4

3

6

5

5

5

4

7

5

6

6

4

8

6

6

7

5

9

7

7

7

6

10

7

8

8

7

11

8

8

8

8

12

9

9

9

9

13

10

9

9

10

14

11

10

10

10

15

11

10

10

11

16

12

11

11

11

17

12

11

11

12

18

13

12

12

12

19

13

12

12

13

20

14

13

13

13

21

14

13

13

14

22

15

14

14

14

23

15

14

14

15

24

16

15

15

16

25

16

15

15

16

26

17

16

16

17

27

17

16

17

17

28

18

17

18

18

29

19

17

19

19

30

20

18

20

20

 

 

 
 
 
 
 
 
 
 
 

 

Priests and Druids

 

Level                      Physical               Mental                  Reflexive              Spells

1

0

1

0

1

2

1

2

0

2

3

1

3

1

2

4

2

4

2

3

5

3

5

3

4

6

4

6

4

4

7

4

7

4

5

8

5

8

5

6

9

6

9

6

6

10

7

10

6

7

11

7

11

7

8

12

8

12

8

8

13

9

13

8

9

14

10

14

9

10

15

10

15

9

10

16

11

16

10

11

17

12

16

11

12

18

12

17

11

12

19

13

17

12

13

20

13

18

12

14

21

14

18

13

14

22

14

19

13

15

23

15

19

14

16

24

15

20

14

16

25

16

21

15

17

26

16

21

15

18

27

17

22

16

18

28

17

22

17

19

29

18

23

18

20

30

18

24

19

20

 

 

 

 

 

 

 

 

 

 

 

 

Thieves

Level                     Physical                Mental                 Reflexive               Spells

1

0

0

3

0

2

1

1

4

1

3

2

2

5

1

4

3

3

6

2

5

3

4

7

3

6

4

5

8

3

7

4

5

9

4

8

5

6

10

4

9

5

6

11

5

10

6

7

12

6

11

6

7

13

6

12

7

8

14

7

13

7

8

14

8

14

8

9

15

9

15

8

9

15

10

16

9

10

16

11

17

9

10

16

12

18

10

12

17

13

19

10

12

17

14

20

11

13

18

15

21

11

13

18

15

22

12

14

19

16

23

12

14

19

16

24

13

15

20

17

25

13

15

20

17

26

14

16

21

18

27

14

16

22

18

28

15

17

23

19

29

15

17

24

19

30

16

18

25

20

 

 

 

 

 

 

 

 

 

 

 

 

 

Monks, Psychic Warriors and Bards

 

Level                     Physical                Mental                  Reflexive              Spells

1

1

1

1

1

2

2

1

2

1

3

3

2

3

2

4

3

3

3

2

5

4

4

4

3

6

5

5

5

3

7

5

6

6

4

8

6

7

7

4

9

7

8

8

5

10

7

9

9

5

11

8

10

9

6

12

9

10

10

6

13

9

11

10

7

14

10

11

11

7

15

11

12

11

8

16

11

12

12

8

17

12

13

12

9

18

13

13

13

9

19

13

14

13

10

20

14

14

14

10

21

15

15

15

11

22

15

15

15

12

23

16

16

16

13

24

17

16

17

14

25

17

17

17

15

26

18

17

18

16

27

19

18

19

17

28

19

19

19

18

29

20

19

20

19

30

21

20

21

20

 

 

 

 

 

 

 

 

 

 

 

 

Wizards and Sorcerers

 

Level                     Physical                Mental                  Reflexive              Spells

1

0

1

0

2

2

1

2

1

3

3

2

3

1

4

4

3

4

2

5

5

3

5

2

6

6

4

5

3

7

7

4

6

3

8

8

5

6

4

9

9

5

7

4

10

10

6

8

5

11

11

6

9

6

12

12

7

10

7

13

13

7

11

8

14

14

8

12

9

15

15

8

13

10

15

16

9

13

11

16

17

9

14

12

16

18

10

14

12

17

19

10

15

13

17

20

11

15

13

18

21

11

16

14

18

22

12

16

14

19

23

12

17

15

19

24

13

17

15

20

25

13

18

16

20

26

14

18

16

21

27

14

19

17

21

28

15

19

17

22

29

15

20

18

23

30

16

20

18

24

 

 

 

 

 

 

 

 

 

 

 

 

Suggested Spell/power/poison DC’s

Level or Magnitude-DC

0th: 10

1st: 12

2nd: 14

3rd: 16

4th: 18

5th: 20

6th: 22

7th: 24

8th: 26

9th: 28

 

*at 10th, 15th, 20th, 25th and 30th level, Wizards and Sorcerers add +1 to the base DC to save against their spells. This is cumulative, and totals up to +5 at 30th level.

Divine spellcasters do not receive this benefit. Instead, they ignore half of any mortal magic resistance, regardless of their own level, the level of the spell being cast or the level of the spell target.

 

Suggested Trap DC’s-

Poor: 0-10

Fair: 11-14

Average: 15-19

Good: 20-23

Excellent: 24-25

Masterful: 26-28

 

*Magical traps may have separate saving throws based on the spell used to trap an object or place. Illusions and similar effects that cloak, hide or mislead may add up to about +10 to the base trap DC if the illusion is not seen through and the save against the trap relies on the characters in question knowing that the trap is there.  A masterful deadfall trap cloaked with a Seeming spell would give the characters in question a save versus the Seeming spell if they suspected the illusion, but if that were failed or the illusion were never suspected, they would get no save at all against the trap.  The classic ‘spiked pit in the floor veiled by an illusion of said floor’ is just one way that mid-level PC’s and NPC’s alike can create synergy traps with DC’s high enough to trouble most high level characters.  Let the adventurer beware, for even a lousy trap can be made substantially harder to avoid when the proper spells are used to conceal and aid it.

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