Page 11


Chapter 2: Character Creation

Step 9: Saving Throws

Rolling a Saving Throw means the character rolls 1d20 and adds their base saving throw, plus a bonus from their applicable Attribute Modifier.

Rolling a Saving Throw is a game mechanic that determines whether a character avoids or receives the full effect of certain spells, attacks, or other occurrences. Typically a character will want to avoid the effect, which requires rolling a Fortitude, Reflex or Willpower Saving Throw. To attempt a Saving Throw, a character rolls 1d20 and adds their base saving throw, plus a bonus from their applicable Attribute Modifier. The player then compares the result to a predetermined Difficulty Number; if the roll meets or exceeds the Difficulty number, the player avoids the effect. (Note: Some spells or attacks may specify that certain results cause half damage, etc.)


Fortitude Saving Throws (FORT) are used when a physical effect might be resisted. For example, poison might be resisted by someone who rolls a high Fortitude save. Add your Constitution Modifier to your Saving Throw.

Reflex Saving Throws (REF) are used to avoid an attack that can be dodged. Auto-Hit Spells often involve a Reflex Saving Throw to avoid some or all of the damage. Add your Dexterity Modifier to your Saving Throw.

Willpower Saving Throws (WILL) are used to resist mind attacks and invasions. Some Telepathy spells, such as Mind Read, can be resisted by someone who rolls a high Willpower save. Add your Wisdom Modifier to your Saving Throw.

Related: Saving Throw recap in the Combat Chapter


Determine Saving Throws:

Saving Throws are based on the Ancient Sign your character was born under, as well the Applicable Attribute modifier (see above).

Following are each of the Ancient Sign’s base saving throws, for each level.

Jump to: Armoes, Burgon, Calmen, Danar, Etherami, Feylore

Saving Throws


Sign
Armoes Saving Throws
Level FORT(12/20) REF(9/20) WILL(6/20)
1 +2 +0 +0
2 +3 +1 +0
3 +3 +1 +1
4 +4 +2 +1
5 +4 +2 +1
6 +5 +3 +2
7 +5 +3 +2
8 +6 +4 +2
9 +6 +4 +3
10 +7 +5 +3
11 +7 +5 +3
12 +8 +5 +4
13 +8 +6 +4
14 +9 +6 +4
15 +9 +7 +5
16 +10 +7 +5
17 +10 +8 +5
18 +11 +8 +6
19 +11 +9 +6
20 +12 +9 +6


Sign
Burgon Saving Throws
Level FORT(12/20) REF(6/20) WILL(9/20)
1 +2 +0 +0
2 +3 +0 +1
3 +3 +1 +1
4 +4 +1 +2
5 +4 +1 +2
6 +5 +2 +3
7 +5 +2 +3
8 +6 +2 +4
9 +6 +3 +4
10 +7 +3 +5
11 +7 +3 +5
12 +8 +4 +5
13 +8 +4 +6
14 +9 +4 +6
15 +9 +5 +7
16 +10 +5 +7
17 +10 +5 +8
18 +11 +6 +8
19 +11 +6 +9
20 +12 +6 +9


Sign
Calman Saving Throws
Level FORT(9/20) REF(12/20) WILL(6/20)
1 +0 +2 +0
2 +1 +3 +0
3 +1 +3 +1
4 +2 +4 +1
5 +2 +4 +1
6 +3 +5 +2
7 +3 +5 +2
8 +4 +6 +2
9 +4 +6 +2
10 +5 +7 +3
11 +5 +7 +3
12 +5 +8 +4
13 +6 +8 +4
14 +6 +9 +4
15 +7 +9 +5
16 +7 +10 +5
17 +8 +10 +5
18 +8 +11 +6
19 +9 +11 +6
20 +9 +12 +6


Sign
Danar Saving Throws
Level FORT(6/20) REF(12/20) WILL(9/20)
1 +0 +2 +0
2 +0 +3 +1
3 +1 +3 +1
4 +1 +4 +2
5 +1 +4 +2
6 +2 +5 +3
7 +2 +5 +3
8 +2 +6 +4
9 +3 +6 +4
10 +3 +7 +5
11 +3 +7 +5
12 +4 +8 +5
13 +4 +8 +6
14 +4 +9 +6
15 +5 +9 +7
16 +5 +9 +7
17 +5 +10 +8
18 +6 +11 +8
19 +6 +11 +9
20 +6 +12 +9


Sign
Etherami Saving Throws
Level FORT(9/20) REF(6/20) WILL(12/20)
1 +0 +0 +2
2 +1 +0 +3
3 +1 +1 +3
4 +2 +1 +4
5 +2 +1 +4
6 +3 +2 +5
7 +3 +2 +5
8 +4 +2 +6
9 +4 +2 +6
10 +5 +3 +7
11 +5 +3 +7
12 +5 +4 +8
13 +6 +4 +8
14 +6 +4 +9
15 +7 +5 +9
16 +7 +5 +10
17 +8 +5 +10
18 +8 +6 +11
19 +9 +6 +11
20 +9 +6 +12


Sign
Feylore Saving Throws
Level FORT(6/20) REF(9/20) WILL(12/20)
1 +0 +0 +2
2 +0 +1 +3
3 +1 +1 +3
4 +1 +2 +4
5 +1 +2 +4
6 +2 +3 +5
7 +2 +3 +5
8 +2 +4 +6
9 +2 +4 +6
10 +3 +5 +7
11 +3 +5 +7
12 +4 +5 +8
13 +4 +6 +8
14 +4 +6 +9
15 +5 +7 +9
16 +5 +7 +10
17 +5 +8 +10
18 +6 +8 +11
19 +6 +9 +11
20 +6 +9 +12


Use the above charts to determine your bonus for level 1 (or whichever level your character is starting at). Check back once you raise a level.





Up Next: Step 10: Feats

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