How to compute saves, ac, ab

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Modified from this HG forums post: [1]

Contents

Summary

This is a document which explains how to computer saves, AC, and AB.

Chart

The first thing you need to know is how to use this chart:

Class Level Base Saves
Lower/Higher
Base Attack
1/1 Class
Base Attack
3/4 Class
Base Attack
1/2 Class
1 +0/+2 +1 +0 +0
2 +0/+3 +2 +1 +1
3 +1/+3 +3 +2 +1
4 +1/+4 +4 +3 +2
5 +1/+4 +5 +3 +2
6 +2/+5 +6/+1 +4 +3
7 +2/+5 +7/+2 +5 +3
8 +2/+6 +8/+3 +6/+1 +4
9 +3/+6 +9/+4 +6/+1 +4
10 +3/+7 +10/+5 +7/+2 +5
11 +3/+7 +11/+6/+1 +8/+3 +5
12 +4/+8 +12/+7/+2 +9/+4 +6/+1
13 +4/+8 +13/+8/+3 +9/+4 +6/+1
14 +4/+9 +14/+9/+4 +10/+5 +7/+2
15 +5/+9 +15/+10/+5 +11/+6/+1 +7/+2
16 +5/+10 +16/+11/+6/+1 +12/+7/+2 +8/+3
17 +5/+10 +17/+12/+7/+2 +12/+7/+2 +8/+3
18 +6/+11 +18/+13/+8/+3 +13/+8/+3 +9/+4
19 +6/+11 +19/+14/+9/+4 +14/+9/+4 +9/+4
20 +6/+12 +20/+15/+10/+5 +15/+10/+5 +10/+5

Base Attack

1/1 Classes: Fighter, Barbarian, Paladin, Ranger, Arcane Archer, Blackguard, Dwarven Defender, Weapon Master, Champion of Torm

3/4 Classes: Cleric, Druid, Rogue, Bard,Monk, Assassin,Shadowdancer,Shifter, Dragon Disciple, Harper Scout

1/2 Classes: Wizard, Sorceror, Pale Master

High Saves

Barbarian - Fortitude

Bard - Reflex, Will

Cleric - Fortitude, Will

Druid - Fortitude, Will

Fighter - Fortitude

Monk - Fortitude, Reflex, Will

Paladin - Fortitude

Ranger - Fortitude

Rogue - Reflex

Sorceror - Will

Wizard - Will

Arcane Archer - Fortitude, Reflex

Assassin - Reflex

Blackguard - Fortitude

Champion of Torm - Fortitude, Reflex

Dwarven Defender - Fortitude, Will

Harper Scout - Reflex, Will

Pale Master - Fortitude, Will

Red Dragon Disciple - Fortitude, Will

Shifter - Fortitude, Reflex

Shadowdancer - Reflex

Weapon Master - Reflex

Chart Explained

First time I saw it, it was confusing as hell but it's really the easiest thing in the world to use. To compute any base, take the classes and the levels of each before 20, look them up in the chart, and add them together - simplest thing ever.

So let's say you have a 16 monk / 4 paladin and you want the ab and reflex saves. Take 16 monk - it gets the higher save for reflex, so your looking at +10. Then take 4 levels of paladin - its gets the lower, so your looking at +1. You hence have a base save of +11.

Same goes with ab - take the +12 from the monk, add the +4 from the paladin, and you get an ab of +16 (+16/+11/+6/+1 technically) at level 20.

Equations

For the rest, you just need the equations:

Saves

Saves: a (base from chart) + 10 (epic) + 5 (legendary) + b (con modifier for fort, dex modifier for reflex, wis modifier for will) + 20 (items) + c (feats) + d (Pally Divine Grace or BG Dark Blessing) + e (race bonuses)

Divine Grace is a first level paladin feat, requires one to be of good alignment, and adds no negative if one's charisma modifier is below 0. Dark Blessing is aquired on blackguard level 2, and requires one to be of evil alignment. It does count a negative modifier.

Attack Bonus

Attack Bonus: Base attack bonus + stat modifier + Weapons attack or enhancement bonus + feat modifiers + skill modifier + size modifier

A standard calculation would look like: + a (BAB from chart)+ 10 (epic levels) + b (LL bonus +9, +12 or +15 at LVL 60) + c (b buffed main stat) + (GMW) + d (WM bonuses) + e (enchant arrow) + 3 (WF/EWF) + f (LL WF +2 or +3 w/Prowess) + 1 (Prowess) + g (tensers, divine power, etc - counts towards the +20 of GMW) + h (craft weapon provides +1 ab per 40 fully modified ranks) - 2 (dualing if you took the feats, will be more without feats) +/- i (size modifier)

Armor Class

Armor Class: AC = 10 + armor bonus + shield bonus + dodge bonus + natural armor bonus + deflection bonus + other bonuses

Calculating AC is a little more tricky since you need to know something about the gear available:

Armor Type Base HG Max Dex UR Armor Bonus
Padded Light +1 +21 +16
Leather Light +2 +20 +16
Studded Leather, Hide Light +3 +19 +16
Chain Shirt, Scale Mail Medium +4 +9 +17
Chain Mail, Breast Plate Medium +5 +8 +17
Splint Mail, Banded Mail Heavy +6 +3 +18
Half-Plate Heavy +7 +2 +18
Full-Plate Heavy +8 +1 +18

UR Max AC

If you want to figure out max based on UR equipment it would look something like this:

  • 10 - base
  • 16 - natural (+20 strongheart if 40 str and less than 21 RDD levels)
  • a - armor modifer (armor bonus + base armor type)
  • b - dex modifier (may be limited by armor type)
  • 16 - deflection
  • 20 - dodge + haste
  • c - tumble (depends on skill level)
  • 2 - armor skin
  • d - wisdom (certain classes/armor)
  • e - shield modifier
  • f - skill modifier (craft armor provides +1 to ac per 40 fully modified ranks)
  • g - class ac bonus (Dragon Disciple or Pale Master - may effect each other or tumble AC)
  • i - size modifier

Large shields have a maximum Dexterity bonus of (18 - armor base AC). Tower shields now have a maximum Dexterity bonus of (11 - armor base AC).

See Armors for dex mods in certain armor types on HG.

You can use the !list AC command in game to get your max AC and current AC (will show your flatfooted AC when not in combat)

Hit Points

Hit Points (Bort's Version):

Base HP = a + b + c + d

  • a = Hit die of class * Class levels, for each class (including legendary levels for control class).
  • b = Con modifier * 60
  • c = 60 hit points from Toughness, if you took it.
  • d = Pale Master bonuses, if applicable:

PMs get +3 HP bonus per Pale Master levels from 5-10 (up to +18). Epic Pale Masters (level 10+) get +5 HP every 5 levels (at 15, 20, 25 & 30, not including legendary levels, to a maximum of +20).

E.g. A character with 30 levels of Pale Master (not including LLs) would get +38 hitpoints).

Modified HP = Base HP + ((Added Con Modifier From Equipment) * 40)

Hit Die for Classes:

  • 1d12 = Barbarian, Dwarven Defender
  • 1d10 = Fighter, Paladin, Ranger, Blackguard, Champion of Torm, Weapon Master
  • 1d8 = Cleric, Druid, Monk, Arcane Archer, Shifter, Shadowdancer
  • 1d6 = Bard, Rogue, Assassin, Harper Scout, Pale Master
  • 1d4 = Sorceror, Wizard

RDDs get hit die increases as follows:

Level Hit Die
1 d6
4 d8
6 d10
11 d12

These are not retroactive, so RDD hit points for a level 10 RDD would be calculated as follows:

  • 3x6 (rdd levels 1-3 x d6): +18
  • 2x8 (rdd levels 4 and 5 x d8): +16
  • 5x10 (rdd levels 6-10 x d10): +50
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