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There are three different saves, fortitude, reflex and will saves. These cover your ability to withstand or avoid different types of attacks. Fortitude usually involves physical conditioning such as poisons and massive damage saves. Reflex usually means avoiding the attack, such as jumping out of the way of traps and area effect spells. Will saves are for the mental attacks, such as compulsion spells like charm person and psionic attacks.
Each creature type has associated 'good' and 'bad' saves. Good saves go up faster than bad saves as the creature goes up in hit-dice. For example, dragons have all good saves, i.e. their reflex, fortitude and will saves always take the good value, not the bad. You can use table 3-1 in the PHB to calculate good and bad saves up to 20 HD. The formula for good saves is 2+(HD/2) and for bad HD/3. You always round down.
On top of each base save you add the relevant ability modifier as listed below.
Various feats, special or racial abilities etc may effect your saves (e.g. a Paladins Divine Grace, or a Dwarfs bonus to Fortitude save against poison).
Example 1: Our ooze has all bad saves, so with 2HD has a base save for all its saves of +0.
Example 2: Out huge fella has good Reflex and Will saves but bad Fortitude saves. With 5 HD its base good save is +4 and its base bad save is +1. Therefore its base Reflex and Will are +4, and its base Fortitude is +1.
Reflex saves take your base save (either the good one or the bad one depending on your monster type) and add the creatures dexterity modifier.
Example 1: Our ooze has a base Reflex save of +0. Its dexterity gives it no modifier so its Reflex save is +0.
Example 2: Out huge fella a base Relfex of +4. With the dexterity modifier of +6 its final reflex save is +10.
This is identical to the reflex save above except you use the constitution modifier as the bonus.
Example 1: Our ooze has a constitution modifier of +1, with its base save of +0 giving a fortitude save of +1.
Example 2: Out big fella has a constitution modifier of +1, with this time a bad base save of +1 giving a final fortitude save of +2.
This is identical to the reflex save above except you use the wisdom modifier as the bonus.
Example 1: Our ooze has a wisdom modifier of -1, with its base save of +0 giving a Fortitude save of -1.
Example 2: Out big fella has a wisdom modifier of +0, with its base Fortitude save of +4 this gives a final Fortitude save of +4.
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