DC to save against
opponent’s spell =
10 + Spell
Level +
caster’s primary ability modifier +
caster’s encumbrance and/or armor penalty.
Fortitude saves are made against attacks that immobilize, restrain,
drain or spells such as web, hold, paralysis, polymorph, poison or death magic. Fortitude saves are increased by Con modifier and magical armor bonuses; however, only the highest two bonuses will stack;
i.e., if a warrior were equipped with +2 ring of protection, wearing +1 chainmail
and carrying a +2 shield; the magic bonus to his fortitude saves would be +4.
Reflex saves are made against
attacks that require one to dodge or evade such as traps, fireball, dragon breath and lightning bolt. Reflex saves are increased by Dex modifier and adjusted by AP (armor penalty). A heavy load (carrying greater than half
weight allowance or maximum load, RP4) confers an additional armor
penalty of three.
Will
saves are made against attacks
that target the mind or psyche such as illusion,
charm, fear, phantasm or silence. Will saves are increased by
Wisdom modifier.
For NPCs, we also
add the liege’s, master’s, spouse’s or leader’s
Charisma modifier to this result.
A henchman should be two or more levels or hit dice lower than his liege or
master.
Attk
Bonus is
added to d20 roll when engaged in either melee or ranged combat. In order to hit an opponent in combat, the
attack result must equal or exceed the opponent’s defense class. The attack result equals the roll of d20
+ ATTK bonus (determined by class and level), and
+ STR modifier iff melee weapon, or
+ DEX modifier iff firearm, bow or thrown
weapon,
+ situational modifiers as determined by GM.
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