Rules Index | GM Screen | Player's Guide


Chapter 2: Building Games / Building Creatures / Defenses

Saving Throws

Source GM Core pg. 118
You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save be 1 more or 1 less than the listed number is rarely a big deal. Pay attention to the creature's Con, Dex, and Wis modifiers—these don't have to correspond to the creature's saves exactly, but should inform your choices.

Extreme saves often pair with extreme or high attribute modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save.

Table 2–6: Saving Throws

LevelExtremeHighModerateLowTerrible
–1+9+8+5+2+0
0+10+9+6+3+1
1+11+10+7+4+2
2+12+11+8+5+3
3+14+12+9+6+4
4+15+14+11+8+6
5+17+15+12+9+7
6+18+17+14+11+8
7+20+18+15+12+10
8+21+19+16+13+11
9+23+21+18+15+12
10+24+22+19+16+14
11+26+24+21+18+15
12+27+25+22+19+16
13+29+26+23+20+18
14+30+28+25+22+19
15+32+29+26+23+20
16+33+30+28+25+22
17+35+32+29+26+23
18+36+33+30+27+24
19+38+35+32+29+26
20+39+36+33+30+27
21+41+38+35+32+28
22+43+39+36+33+30
23+44+40+37+34+31
24+46+42+38+36+32