Initial Saving Throws

Aside from ordinary weapon combat, many hostile forces on Gaianar wield supernatural powers. And these creatures don't mind using them against the denizens of Good. The saving throw, however, helps determine how easily a character can defend against, or withstand the effects of, the various supernatural powers that one may encounter. 

In addition to modifying the effects of supernatural powers, a successful saving throw can help reduce the damage done by poisoning or dreadful wounding. For example, a character whose food is poisoned gets a save versus poison. If he succeeds, he lives (but may feel queasy), but if he fails, he might die. 

The saving throw is discussed in greater detail in the “Injury & Healing” section of the game. The table below displays the saving throw matrix for 1st level characters.

Table: Saving Throws for 1st Level Characters           

Class Death Magic Magical Weapon Area Effect Poison Polymorph System Shock Spirit Power Sleep & Charm
Barbarian 18 16 16 14 14 16 18
Cavalier 16 16 16 16 16 16 16
Gunslinger 16 16 16 16 16 16 16
Investigator 18 16 16 14 14 18 16
Jack-of-all-Trades 16 16 16 16 14 16 18
Mathematician 18 14 16 16 18 14 16
Necromancer 14 16 18 14 16 16 18
Paladin 16 16 16 16 16 16 16
Priest 14 16 18 16 16 16 14
Protector 14 16 18 16 16 16 14
Ranger 18 16 16 14 14 16 18
Shaman 14 18 16 16 16 14 18
Speaker-for-the-Dead 18 16 16 14 14 18 16
Thief 16 16 14 14 16 18 18
Warrior 18 16 14 14 14 18 18
Wishsinger 16 18 16 18 16 14 14