BECAUSE I DON’T WANT TO LOOK UP SAVING THROWS, AND THE CATEGORIES ARE STUPID
I MEAN, HONESTLY, WHY A DIFFERENT SAVE FOR SPELL AND WAND?
When a Saving Throw is called for:
1) Roll 1d20 and get a 17+
2) Add Level or Full Hit Die (i.e., monsters and non-classed npc’s with less than 1d8, +0) to a maximum of +11
3) Clerics: +2 to all saves
4) Fighters: +2 vs. breath weapons, petrification, energy drain, weapon effects, paralysis
5) Magic-Users: +2 vs spells, wands/staffs/rods. magic items, magical traps
6) Thieves: +2 vs. poison, magical traps, mechanical traps, falling
7) Lackeys: +2 vs. poison and disease
8) Undead and Demons: +2 on all saves except vs. Clerical Magic
9) Elementals and other extra-planar creatures: +2 on all saves except vs. Magic-User Magic.
10) All other saving throw bonuses in species or monster descriptions still apply .