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Saving Throws and non-proficiency
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<blockquote data-quote="Flamestrike" data-source="post: 7633691" data-attributes="member: 6788736"><p>Str 15 (16), Con 13 (14), Dex 10 (11), Int 11 (12), Wis 13 (14), Cha 11 (12) = 27 points.</p><p></p><p>2 x ASI (Strength). 1 x ASI in Int and Cha and 2 x ASI in Con.</p><p></p><p>Str 20, Con 18, Dex 11, Int 14, Wis 14, Cha 14. </p><p></p><p>Saves @ 20th = Str +11, Dex +0, Con +10, Int, Wis and Cha +2 (3 x re-rolls per day)</p><p></p><p></p><p></p><p>Those ASI (plus indomitable) help his saves.</p><p></p><p></p><p></p><p>The above stat line needs a 17+ to pass a Charisma, Wisdom or Int save (DC 19). A 20 percent chance per roll, with 3 x re-rolls allowed, and a further save allowed every singe round from there after (also with re-rolls).</p><p></p><p></p><p></p><p>Do you play with Clerics, Paladins or Bards?</p><p></p><p>If so, hanging out near the Paladin gets you +1-5 to saves. An active <em>Bless </em>spell grants you +1d4 to all saves. Bardic inspiration will get you +1d[6-12] to a save. <em>Warding bond</em> adds another +1 to saves (and gives you resistance to damage).</p><p></p><p>Anything that sticks can be removed with a <em>restoration </em>spell (lesser or greater) or <em>dispel magic</em> or <em>calm emotions.</em></p><p><em></em></p><p><em></em>This is a team game remember; you're not supposed to be good at all saves and be a damage powerhouse. Monks are proficient in all saves (with a re-roll) at 14th but they dont come near the at will damage you deal. Strengths come with weaknesses.</p><p></p><p>If you're deeply worried about Saves, dip 2 levels in War Wizard. Gain an at will +4 to a Saving throw as a reaction.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7633691, member: 6788736"] Str 15 (16), Con 13 (14), Dex 10 (11), Int 11 (12), Wis 13 (14), Cha 11 (12) = 27 points. 2 x ASI (Strength). 1 x ASI in Int and Cha and 2 x ASI in Con. Str 20, Con 18, Dex 11, Int 14, Wis 14, Cha 14. Saves @ 20th = Str +11, Dex +0, Con +10, Int, Wis and Cha +2 (3 x re-rolls per day) Those ASI (plus indomitable) help his saves. The above stat line needs a 17+ to pass a Charisma, Wisdom or Int save (DC 19). A 20 percent chance per roll, with 3 x re-rolls allowed, and a further save allowed every singe round from there after (also with re-rolls). Do you play with Clerics, Paladins or Bards? If so, hanging out near the Paladin gets you +1-5 to saves. An active [I]Bless [/I]spell grants you +1d4 to all saves. Bardic inspiration will get you +1d[6-12] to a save. [I]Warding bond[/I] adds another +1 to saves (and gives you resistance to damage). Anything that sticks can be removed with a [I]restoration [/I]spell (lesser or greater) or [I]dispel magic[/I] or [I]calm emotions. [/I]This is a team game remember; you're not supposed to be good at all saves and be a damage powerhouse. Monks are proficient in all saves (with a re-roll) at 14th but they dont come near the at will damage you deal. Strengths come with weaknesses. If you're deeply worried about Saves, dip 2 levels in War Wizard. Gain an at will +4 to a Saving throw as a reaction. [/QUOTE]
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