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saving_throws

ALTERNATIVE SAVING THROW NUMBERS

BECAUSE I DON’T WANT TO LOOK UP SAVING THROWS, AND THE CATEGORIES ARE STUPID I MEAN, HONESTLY, WHY A DIFFERENT SAVE FOR SPELL AND WAND?

When a Saving Throw is called for:

  1. Roll 1d20 and get a 17+
  2. Add Level or Full Hit Die to the roll, (i.e., monsters and non-classed npc’s with less than 1d8, +0) to a maximum of +11
  3. Clerics: +2 to all saves
  4. Fighters: +2 vs. breath weapons, petrification, energy drain, weapon effects, paralysis
  5. Magic-Users: +2 vs spells, wands/staffs/rods. magic items, magical traps
  6. Thieves: +2 vs. poison, magical traps, mechanical traps, falling
  7. Lackeys: +2 vs. poison and disease
  8. Undead and Demons: +2 on all saves except vs. Clerical Magic
  9. Elementals and other extra-planar creatures: +2 on all saves except vs. Magic-User Magic.
  10. All other saving throw bonuses in species or monster descriptions still apply .
  11. No matter what the modifications a natural “1” always fails a save, and a natural “20” always passes.

ITEM SAVES

When a character fails a saving throw against a damage-inflicting Fire, Cold, Lightning or Acid attack, his items might be destroyed in the process. Item Saving Throws use the same number as the character carrying the item. Magic items (apart from scrolls) are unaffected by normal fires or acid attacks, but are susceptible to dragon breath and fire/acid that comes from a magic spell.

  • Fire Attacks: all scrolls, papers and books are automatically destroyed unless kept in a metal case or box, each other item that is not made of metal must make a saving throw or be destroyed.
  • Acid Attacks: each item must make a saving throw or be destroyed.
  • Cold Attacks: papers, scrolls, books and leather items are unaffected, all other items must make a saving throw or be destroyed.
  • Lightning Attacks: each item must make a saving throw or be destroyed.
saving_throws.txt · Last modified: 2021/04/23 11:14 by dave