Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Grappling with Six Saving Throws
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lorehead" data-source="post: 2838152" data-attributes="member: 40086"><p>The latest <a href="http://www.wizards.com/default.asp?x=dnd/dd/20060519a" target="_blank">Design & Development</a> column (which anyone who hangs out on this forum ought to read) brought up the topic of grappling. David Noonan’s experience pretty much matches my own. The sad part is, all the complexity is worthless because the result nearly always turns out to be a foregone conclusion: you can’t do <em>anything</em>, because the monster has an unbeatable grapple check. This has led me to dig up an old idea I had for a simpler, fairer system. It developed out of another idea which I’ve shared elsewhere in a more primitive form: saving throws for each ability score. Again, these rules could use lots of playtesting and comments from informed people like you.</p><p></p><p><strong>Saving Throws</strong></p><p></p><p>There are six kinds of saving throws, one for each ability score. Saving throws are always rolls of 1d20 + base save bonus + ability modifier + other bonuses. A natural 20 always succeeds on a saving throw, and a natural 1 always fails. A saving throw represents your attempt to resist some effect. You may voluntarily fail any saving throw if you wish. The game calls some effects “harmless,” which means that you skip the saving throw by default. You can resist a harmless effect if you want, but most people won’t ever want to. Unconscious characters don't attempt saving throws against harmless effects (which is fortunate, since these include most healing spells).</p><p></p><p>Unlike attack rolls or skill checks, you don’t choose to roll a saving throw. The DM will tell you when to roll one, and what kind of saving throw to roll. Each type of saving throw applies to a different set of situations. Here are a few examples of each:</p><p></p><p><em>Strength saving throw:</em> Standing up to a bull rush, holding on to a rope, stopping a sliding-wall trap from crushing you, keeping your head above the water, grappling.</p><p><em>Dexterity saving throw:</em> Dodging a <em>fireball</em>, grabbing a tree branch as you fall from a cliff, jumping from platform to platform, catching an arrow</p><p><em>Constitution saving throw:</em> Resisting poison, surviving a <em>disintegrate</em> spell</p><p><em>Intelligence saving throw:</em> Anticipating where a ray that’s too fast to dodge will hit before it fires, exploiting a pattern, escaping a <em>maze</em> spell, realizing that someone has cast <em>scry</em> on you</p><p><em>Wisdom saving throw:</em> Spotting a flaw in an illusion, shaking off an enchantment through force of will</p><p><em>Charisma saving throw:</em> Being lucky, being saved by a higher power, not looking foolish in a potentially embarrassing situation, ignoring an alignment-based effect</p><p></p><p><strong>Base Saving Throw Bonus:</strong></p><p>There are three saving throw progressions: good, average and poor. Each class uses one of these saving throw progressions for each type of saving throw. Your base saving throw bonus for a kind of saving throw is the sum of your saving throw bonus from all of your classes.</p><p></p><p>Most classes have three good, one average, and two poor saving throws.</p><p></p><p><em>Good saving throw progression:</em> 2 + 1/2 class level</p><p><em>Average saving throw progression:</em> 1 + 2/5 class level</p><p><em>Poor saving throw progression:</em> 1/3 class level</p><p></p><p><strong>Saving Throw Progressions by Level</strong></p><p>[code][u]Level Good Ave. Poor[/u]</p><p>1 +2 +1 +0</p><p>2 +3 +1 +0</p><p>3 +3 +2 +1</p><p>4 +4 +2 +1</p><p>5 +4 +3 +1</p><p>6 +5 +3 +2</p><p>7 +5 +3 +2</p><p>8 +6 +4 +2</p><p>9 +6 +4 +3</p><p>10 +7 +5 +3</p><p>11 +7 +5 +3</p><p>12 +8 +5 +4</p><p>13 +8 +6 +4</p><p>14 +9 +6 +4</p><p>15 +9 +7 +5</p><p>16 +10 +7 +5</p><p>17 +10 +7 +5</p><p>18 +11 +8 +6</p><p>19 +11 +8 +6</p><p>20 +12 +9 +6[/code]</p><p></p><p><strong>Saving Throw Progressions by Class</strong></p><p>[code][b]Base Character Classes[/b]</p><p> Str Dex Con Int Wis Cha</p><p>[u]Class Save Save Save Save Save Save[/u]</p><p>Brb Good Good Good Poor Ave. Poor</p><p>Brd Poor Ave. Poor Good Good Good</p><p>Clr Ave. Poor Good Poor Good Good</p><p>Drd Ave. Poor Good Poor Good Good</p><p>Ftr Good Good Good Poor Ave. Poor</p><p>Mon Good Good Good Good Good Good</p><p>Pal Good Poor Good Poor Ave. Good</p><p>Rgr Ave. Good Good Poor Good Poor</p><p>Rog Poor Good Poor Good Good Ave.</p><p>Sor Poor Poor Ave. Good Good Good</p><p>Wiz Poor Poor Ave. Good Good Good</p><p></p><p>[b]Non-Player Character Classes[/b]</p><p> Str Dex Con Int Wis Cha</p><p>[u]Class Save Save Save Save Save Save[/u]</p><p>Adp Poor Poor Ave. Ave. Good Good</p><p>Ari Good Poor Good Ave. Poor Ave.</p><p>Com Poor Poor Poor Poor Poor Poor</p><p>Exp Poor Ave. Ave. Good Good Poor</p><p></p><p>[b]Prestige Classes[/b]</p><p> Str Dex Con Int Wis Cha</p><p>[u]Class Save Save Save Save Save Save[/u]</p><p>AAr Ave. Good Good Poor Good Poor</p><p>ATr Poor Ave. Poor Good Good Good</p><p>Acm Poor Poor Ave. Good Good Good</p><p>Asn Poor Good Ave. Good Good Poor</p><p>Blk Good Poor Good Poor Ave. Good</p><p>DDi Ave. Poor Good Poor Good Good</p><p>Due Poor Good Poor Good Good Ave.</p><p>DwD Good Good Good Poor Ave. Poor</p><p>ElK Good Good Good Poor Ave. Poor</p><p>Hie Ave. Poor Good Poor Good Good</p><p>HoW Poor Poor Good Ave. Good Good</p><p>Lor Poor Poor Ave. Good Good Good</p><p>MyT Poor Poor Ave. Good Good Good</p><p>Shd Poor Good Poor Ave. Good Good</p><p>Tha Poor Poor Ave. Good Good Good</p><p></p><p>[b]Monster Hit Dice (Varies by Species)[/b]</p><p> Str Dex Con Int Wis Cha</p><p>[u]Class Save Save Save Save Save Save[/u]</p><p>Abb Poor Ave. Good Good Good Poor</p><p>Ani Good Good Good Poor Ave. Poor</p><p>Con Good Good Ave. Poor Good Poor</p><p>Dra Good Good Good Good Good Good</p><p>Ele Good Good Good Poor Ave. Poor</p><p>Fey Poor Ave. Poor Good Good Good</p><p>Gnt Good Good Good Poor Ave. Poor</p><p>Hum Good Good Good Poor Ave. Poor</p><p>MaB Good Good Good Poor Ave. Poor</p><p>MoH Good Good Good Poor Ave. Poor</p><p>Ooz Poor Poor Poor Poor Poor Poor</p><p>Out Good Good Good Good Good Good</p><p>Plt Good Ave. Good Poor Good Poor</p><p>Und Ave. Poor Poor Good Good Good</p><p>Ver Good Good Good Poor Ave. Poor</p><p>[/code]</p><p></p><p><strong>Strength Saving Throws and Size</strong></p><p>Large or bigger characters gain a +2 bonus on all Strength saving throws for every size category by which they are larger than Medium (Large +2, Huge +4, Gargantuan +6, Colossal +8). Small or smaller characters take a -2 penalty on all Strength saving throws for every size category by which they are smaller than Medium (Small -2, Tiny -4, Diminutive -6, Fine -8).</p><p></p><p><strong>Magical Bonuses to Saving Throws</strong></p><p>There is no such thing as a “resistance bonus.” A miscellaneous magical bonus to saving throws is an enhancement bonus.</p><p></p><p><strong>Saving Throws As Opposed Rolls</strong></p><p>In some cases, you can attempt a saving throw against a DC set by another character’s roll. Often, you can choose to attempt either a saving throw or a skill check, whichever is better for you.</p><p></p><p><em>Against recognition:</em> If you aren’t hiding or in disguise, you can attempt a Charisma saving throw against an opponent’s Spot check to avoid being recognized in a crowd, at a distance or in some similar situation where your presence but not your identity is obvious.</p><p></p><p><em>Against stealth:</em> You can attempt a Wisdom saving throw instead of a passive Listen or Spot check. If you actively attempt to find someone, you must roll a skill check instead of a saving throw.</p><p></p><p><em>Against trickery:</em> You can attempt a Wisdom saving throw instead of a skill check against a Bluff, Disguise or Forgery attempt.</p><p></p><p><em>Holding on:</em> You can attempt a Strength saving throw against a surface’s Climb DC to avoid being knocked off. If you are next to some surface and falling, once per round, you can attempt a Dexterity saving throw against the Climb DC to grab hold of the surface and stop falling (if this could plausibly happen). Your armor check penalty applies.</p><p></p><p><em>Escaping:</em> You can attempt a Dexterity saving throw instead of an Escape Artist check to slip out of bonds. Your armor check penalty applies.</p><p></p><p><em>Riding:</em> You can attempt a Dexterity saving throw instead of a Ride check to stay in the saddle or land without taking damage. Your armor check penalty applies.</p><p></p><p><em>Swimming:</em> You can attempt a Strength saving throw instead of a Swim check to tread water. Your armor check penalty applies.</p><p></p><p><strong>New and Altered Feats</strong></p><p></p><p><strong>Great Fortitude</strong> [General]</p><p>You do not succumb to force, fatigue or malady.</p><p><strong>Benefit:</strong> You make Strength and Constitution saving throws with a +2 bonus.</p><p></p><p><strong>Hardy</strong> [General]</p><p>You have learned how to resist attacks and mishaps.</p><p><strong>Prerequisites:</strong> Six base saving throw bonuses of +2 or higher, ability score 13+</p><p><strong>Benefit:</strong> Choose one type of saving throw (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma). You must have a score of at least 13 in the associated ability. You can add 2 + 1/2 your level, instead of your base saving throw bonus, on that type of saving throw. You still add all other modifiers. This is not the same thing as raising your base saving throw bonus, and does not meet a base saving throw bonus prerequisite.</p><p><strong>Normal</strong> You add your base saving throw bonuses to saving throws.</p><p><strong>Special:</strong> You may select this feat up to six times. Each time you select it, it applies to a different type of saving throw.</p><p></p><p><strong>Improved Bull Rush</strong> [General]</p><p><strong>Prerequisites:</strong> Str 13+, Power Attack.</p><p><strong>Benefit:</strong> When you perform a bull rush, you do not provoke an attack of opportunity from the defender. The DC of the defender’s Strength saving throw increases by 4.</p><p><strong>Special:</strong> A fighter may select Improved Bull Rush as one of his fighter bonus feats. </p><p></p><p><strong>Improved Grapple</strong> [General]</p><p>You are an expert wrestler.</p><p><strong>Prerequisites:</strong> Dex 13+, Improved Unarmed Strike</p><p><strong>Benefit:</strong> You gain a +4 bonus on all Strength saving throws and saving throw DCs related to grappling.</p><p><strong>Special:</strong> A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.</p><p></p><p><strong>Improved Overrun [General]</strong></p><p><strong>Prerequisites:</strong> Str 13+, Power Attack.</p><p><strong>Benefit:</strong> When you attempt to overrun an opponent, the target may not choose to avoid you. The DC of the defender’s Strength saving throw increases by 4.</p><p><strong>Normal:</strong> Without this feat, the target of an overrun can choose to avoid you or to block you.</p><p><strong>Special:</strong> A fighter may select Improved Overrun as one of his fighter bonus feats. </p><p></p><p><strong>Improved Trip [General]</strong></p><p><strong>Prerequisites:</strong> Int 13+, Combat Expertise.</p><p><strong>Benefit:</strong> You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. The DC of your opponent’s Strength saving throw increases by 4. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.</p><p><strong>Normal:</strong> Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.</p><p><strong>Special:</strong> At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.</p><p></p><p><strong>Iron Will</strong> [General]</p><p>You resist magic by force of will.</p><p><strong>Benefit:</strong> You make Wisdom and Charisma saving throws with a +2 bonus.</p><p></p><p><strong>Lightning Reflexes</strong> [General]</p><p>You have quick wits and quick feet.</p><p><strong>Benefit:</strong> You make Dexterity and Intelligence saving throws with a +2 bonus.</p><p></p><p><strong>Unstoppable</strong> [General]</p><p>You prevail against even the most potent of attacks and the worst of fortune.</p><p><strong>Prerequisites:</strong> Iron Will, Great Fortitude, Lightning Reflexes</p><p><strong>Benefit:</strong> You make all saving throws with a +2 bonus. You do not automatically fail a saving throw on a natural 1.</p></blockquote><p></p>
[QUOTE="Lorehead, post: 2838152, member: 40086"] The latest [url=http://www.wizards.com/default.asp?x=dnd/dd/20060519a]Design & Development[/url] column (which anyone who hangs out on this forum ought to read) brought up the topic of grappling. David Noonan’s experience pretty much matches my own. The sad part is, all the complexity is worthless because the result nearly always turns out to be a foregone conclusion: you can’t do [i]anything[/i], because the monster has an unbeatable grapple check. This has led me to dig up an old idea I had for a simpler, fairer system. It developed out of another idea which I’ve shared elsewhere in a more primitive form: saving throws for each ability score. Again, these rules could use lots of playtesting and comments from informed people like you. [b]Saving Throws[/b] There are six kinds of saving throws, one for each ability score. Saving throws are always rolls of 1d20 + base save bonus + ability modifier + other bonuses. A natural 20 always succeeds on a saving throw, and a natural 1 always fails. A saving throw represents your attempt to resist some effect. You may voluntarily fail any saving throw if you wish. The game calls some effects “harmless,” which means that you skip the saving throw by default. You can resist a harmless effect if you want, but most people won’t ever want to. Unconscious characters don't attempt saving throws against harmless effects (which is fortunate, since these include most healing spells). Unlike attack rolls or skill checks, you don’t choose to roll a saving throw. The DM will tell you when to roll one, and what kind of saving throw to roll. Each type of saving throw applies to a different set of situations. Here are a few examples of each: [i]Strength saving throw:[/i] Standing up to a bull rush, holding on to a rope, stopping a sliding-wall trap from crushing you, keeping your head above the water, grappling. [i]Dexterity saving throw:[/i] Dodging a [i]fireball[/i], grabbing a tree branch as you fall from a cliff, jumping from platform to platform, catching an arrow [i]Constitution saving throw:[/i] Resisting poison, surviving a [i]disintegrate[/i] spell [i]Intelligence saving throw:[/i] Anticipating where a ray that’s too fast to dodge will hit before it fires, exploiting a pattern, escaping a [i]maze[/i] spell, realizing that someone has cast [i]scry[/i] on you [i]Wisdom saving throw:[/i] Spotting a flaw in an illusion, shaking off an enchantment through force of will [i]Charisma saving throw:[/i] Being lucky, being saved by a higher power, not looking foolish in a potentially embarrassing situation, ignoring an alignment-based effect [b]Base Saving Throw Bonus:[/b] There are three saving throw progressions: good, average and poor. Each class uses one of these saving throw progressions for each type of saving throw. Your base saving throw bonus for a kind of saving throw is the sum of your saving throw bonus from all of your classes. Most classes have three good, one average, and two poor saving throws. [i]Good saving throw progression:[/i] 2 + 1/2 class level [i]Average saving throw progression:[/i] 1 + 2/5 class level [i]Poor saving throw progression:[/i] 1/3 class level [b]Saving Throw Progressions by Level[/b] [code][u]Level Good Ave. Poor[/u] 1 +2 +1 +0 2 +3 +1 +0 3 +3 +2 +1 4 +4 +2 +1 5 +4 +3 +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 +7 +5 18 +11 +8 +6 19 +11 +8 +6 20 +12 +9 +6[/code] [b]Saving Throw Progressions by Class[/b] [code][b]Base Character Classes[/b] Str Dex Con Int Wis Cha [u]Class Save Save Save Save Save Save[/u] Brb Good Good Good Poor Ave. Poor Brd Poor Ave. Poor Good Good Good Clr Ave. Poor Good Poor Good Good Drd Ave. Poor Good Poor Good Good Ftr Good Good Good Poor Ave. Poor Mon Good Good Good Good Good Good Pal Good Poor Good Poor Ave. Good Rgr Ave. Good Good Poor Good Poor Rog Poor Good Poor Good Good Ave. Sor Poor Poor Ave. Good Good Good Wiz Poor Poor Ave. Good Good Good [b]Non-Player Character Classes[/b] Str Dex Con Int Wis Cha [u]Class Save Save Save Save Save Save[/u] Adp Poor Poor Ave. Ave. Good Good Ari Good Poor Good Ave. Poor Ave. Com Poor Poor Poor Poor Poor Poor Exp Poor Ave. Ave. Good Good Poor [b]Prestige Classes[/b] Str Dex Con Int Wis Cha [u]Class Save Save Save Save Save Save[/u] AAr Ave. Good Good Poor Good Poor ATr Poor Ave. Poor Good Good Good Acm Poor Poor Ave. Good Good Good Asn Poor Good Ave. Good Good Poor Blk Good Poor Good Poor Ave. Good DDi Ave. Poor Good Poor Good Good Due Poor Good Poor Good Good Ave. DwD Good Good Good Poor Ave. Poor ElK Good Good Good Poor Ave. Poor Hie Ave. Poor Good Poor Good Good HoW Poor Poor Good Ave. Good Good Lor Poor Poor Ave. Good Good Good MyT Poor Poor Ave. Good Good Good Shd Poor Good Poor Ave. Good Good Tha Poor Poor Ave. Good Good Good [b]Monster Hit Dice (Varies by Species)[/b] Str Dex Con Int Wis Cha [u]Class Save Save Save Save Save Save[/u] Abb Poor Ave. Good Good Good Poor Ani Good Good Good Poor Ave. Poor Con Good Good Ave. Poor Good Poor Dra Good Good Good Good Good Good Ele Good Good Good Poor Ave. Poor Fey Poor Ave. Poor Good Good Good Gnt Good Good Good Poor Ave. Poor Hum Good Good Good Poor Ave. Poor MaB Good Good Good Poor Ave. Poor MoH Good Good Good Poor Ave. Poor Ooz Poor Poor Poor Poor Poor Poor Out Good Good Good Good Good Good Plt Good Ave. Good Poor Good Poor Und Ave. Poor Poor Good Good Good Ver Good Good Good Poor Ave. Poor [/code] [b]Strength Saving Throws and Size[/b] Large or bigger characters gain a +2 bonus on all Strength saving throws for every size category by which they are larger than Medium (Large +2, Huge +4, Gargantuan +6, Colossal +8). Small or smaller characters take a -2 penalty on all Strength saving throws for every size category by which they are smaller than Medium (Small -2, Tiny -4, Diminutive -6, Fine -8). [b]Magical Bonuses to Saving Throws[/b] There is no such thing as a “resistance bonus.” A miscellaneous magical bonus to saving throws is an enhancement bonus. [b]Saving Throws As Opposed Rolls[/b] In some cases, you can attempt a saving throw against a DC set by another character’s roll. Often, you can choose to attempt either a saving throw or a skill check, whichever is better for you. [i]Against recognition:[/i] If you aren’t hiding or in disguise, you can attempt a Charisma saving throw against an opponent’s Spot check to avoid being recognized in a crowd, at a distance or in some similar situation where your presence but not your identity is obvious. [i]Against stealth:[/i] You can attempt a Wisdom saving throw instead of a passive Listen or Spot check. If you actively attempt to find someone, you must roll a skill check instead of a saving throw. [i]Against trickery:[/i] You can attempt a Wisdom saving throw instead of a skill check against a Bluff, Disguise or Forgery attempt. [i]Holding on:[/i] You can attempt a Strength saving throw against a surface’s Climb DC to avoid being knocked off. If you are next to some surface and falling, once per round, you can attempt a Dexterity saving throw against the Climb DC to grab hold of the surface and stop falling (if this could plausibly happen). Your armor check penalty applies. [i]Escaping:[/i] You can attempt a Dexterity saving throw instead of an Escape Artist check to slip out of bonds. Your armor check penalty applies. [i]Riding:[/i] You can attempt a Dexterity saving throw instead of a Ride check to stay in the saddle or land without taking damage. Your armor check penalty applies. [i]Swimming:[/i] You can attempt a Strength saving throw instead of a Swim check to tread water. Your armor check penalty applies. [b]New and Altered Feats[/b] [b]Great Fortitude[/b] [General] You do not succumb to force, fatigue or malady. [b]Benefit:[/b] You make Strength and Constitution saving throws with a +2 bonus. [b]Hardy[/b] [General] You have learned how to resist attacks and mishaps. [b]Prerequisites:[/b] Six base saving throw bonuses of +2 or higher, ability score 13+ [b]Benefit:[/b] Choose one type of saving throw (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma). You must have a score of at least 13 in the associated ability. You can add 2 + 1/2 your level, instead of your base saving throw bonus, on that type of saving throw. You still add all other modifiers. This is not the same thing as raising your base saving throw bonus, and does not meet a base saving throw bonus prerequisite. [b]Normal[/b] You add your base saving throw bonuses to saving throws. [b]Special:[/b] You may select this feat up to six times. Each time you select it, it applies to a different type of saving throw. [b]Improved Bull Rush[/b] [General] [b]Prerequisites:[/b] Str 13+, Power Attack. [b]Benefit:[/b] When you perform a bull rush, you do not provoke an attack of opportunity from the defender. The DC of the defender’s Strength saving throw increases by 4. [b]Special:[/b] A fighter may select Improved Bull Rush as one of his fighter bonus feats. [b]Improved Grapple[/b] [General] You are an expert wrestler. [b]Prerequisites:[/b] Dex 13+, Improved Unarmed Strike [b]Benefit:[/b] You gain a +4 bonus on all Strength saving throws and saving throw DCs related to grappling. [b]Special:[/b] A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites. [b]Improved Overrun [General][/b] [b]Prerequisites:[/b] Str 13+, Power Attack. [b]Benefit:[/b] When you attempt to overrun an opponent, the target may not choose to avoid you. The DC of the defender’s Strength saving throw increases by 4. [b]Normal:[/b] Without this feat, the target of an overrun can choose to avoid you or to block you. [b]Special:[/b] A fighter may select Improved Overrun as one of his fighter bonus feats. [b]Improved Trip [General][/b] [b]Prerequisites:[/b] Int 13+, Combat Expertise. [b]Benefit:[/b] You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. The DC of your opponent’s Strength saving throw increases by 4. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. [b]Normal:[/b] Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. [b]Special:[/b] At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats. [b]Iron Will[/b] [General] You resist magic by force of will. [b]Benefit:[/b] You make Wisdom and Charisma saving throws with a +2 bonus. [b]Lightning Reflexes[/b] [General] You have quick wits and quick feet. [b]Benefit:[/b] You make Dexterity and Intelligence saving throws with a +2 bonus. [b]Unstoppable[/b] [General] You prevail against even the most potent of attacks and the worst of fortune. [b]Prerequisites:[/b] Iron Will, Great Fortitude, Lightning Reflexes [b]Benefit:[/b] You make all saving throws with a +2 bonus. You do not automatically fail a saving throw on a natural 1. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Grappling with Six Saving Throws
Top