Dropping Class Based Saves


Homebrew and House Rules


In a heavily house-ruled game of mine, I want to drop the save progression provided from classes to put more emphasis on the actual attributes and boost the importance of save-improving feats. The DCs from spells are much more static (based off of attributes, not level) in my heavily home-brewed magic system. So my question; Other than magic and massive damage, what else would provide an extremely high save?


A lot of things. Super natural and spell like abilities galore. Everything from class abilities like a monks stunning fist or some of the witch's hexes to monster abilities like a dragon's frightful presence or a meducas petrifying Gaze.

Then there is poison and disease that would have to be completely reconsidered if you are making such drastic changes to the system.


remember that DCs in the system as is are based off 10+1/2 level+attribute mod. Spells have an artificial cap of 'spell level'.

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