SpiralWorlds Player’s Manual · Character Creation

Saving Throws, Initiative & Attacks

Turn your class, abilities and equipment into the numbers used in play

This is the calculation step. Your class, ability scores, proficiency or base attack bonus, equipment and features are already chosen; now combine them into the modifiers you will roll most often. Do not copy formulas between editions.

Player characters resolving initiative attacks defence and saving throws
Calculate these values only after class, abilities, skills, feats, Hit Points and starting equipment are known.
Saving throwsResistance to danger, magic and other hostile effects.
InitiativeYour modifier when determining how quickly you act in combat.
Armor ClassThe target number an ordinary attack roll must meet or exceed.
AttacksYour bonuses for weapons, spells and edition-specific combat manoeuvres.

Rules procedure

Calculate combat numbers using your edition

D&D 5.5e / 2024

Saving throws. Every ability can be used for a saving throw. For the two saving throws granted as proficiencies by your class, use ability modifier + Proficiency Bonus. For a save without proficiency, the ordinary modifier is just the relevant ability modifier, unless another feature changes it.

Initiative. Your ordinary Initiative modifier is your Dexterity modifier. Features can alter this.

Armor Class. Without armour or a Shield, base AC is 10 + Dexterity modifier. Armour, shields, spells and class features can replace or modify that calculation. If you have multiple alternative base-AC calculations, use only one at a time.

Melee weapon attack. With a weapon you are proficient with, the ordinary formula is Strength modifier + Proficiency Bonus.

Ranged weapon attack. With a weapon you are proficient with, the ordinary formula is Dexterity modifier + Proficiency Bonus.

Weapon properties can change the ability used. For example, Finesse can allow Strength or Dexterity. Read the weapon property and class features before finalising the number.

Weapon damage. Add the same ability modifier used for the weapon attack to the weapon’s damage roll unless a rule says otherwise. Do not add Proficiency Bonus to ordinary weapon damage just because you are proficient.

Spell attack. spellcasting ability modifier + Proficiency Bonus.

Spell save DC. 8 + spellcasting ability modifier + Proficiency Bonus.

Level-1 Fighter example: Strength 16 (+3), Dexterity 12 (+1), Proficiency Bonus +2, chain mail and a proficient Strength-based weapon. Melee attack bonus = +5. Initiative = +1. Strength and Constitution saves add proficiency because Fighter grants those save proficiencies. Chain mail supplies its own AC calculation rather than 10 + Dexterity.

Pathfinder 1e

PF1e uses Base Attack Bonus (BAB) and three saving throws: Fortitude, Reflex and Will. Take BAB and base-save values from the class table and add values from all classes if multiclassed.

Fortitude save = base Fortitude save + Constitution modifier + other modifiers.

Reflex save = base Reflex save + Dexterity modifier + other modifiers.

Will save = base Will save + Wisdom modifier + other modifiers.

Initiative = Dexterity modifier + other initiative modifiers.

Melee attack = BAB + Strength modifier + size modifier + other modifiers.

Ranged attack = BAB + Dexterity modifier + size modifier + range penalty + other modifiers.

Armor Class = 10 + armour bonus + shield bonus + Dexterity modifier + other modifiers. Armour can limit the Dexterity bonus.

Combat Maneuver Bonus. PF1e uses CMB and Combat Maneuver Defense for manoeuvres such as grapple, trip and disarm. Calculate them using the PF1e combat rules rather than a 3.5e grapple modifier.

Spell save DC. The ordinary PF1e spell DC is 10 + spell level + relevant spellcasting ability modifier, plus any applicable modifiers from feats or features.

Iterative attacks: when BAB reaches +6, +11 and +16, full attacks can gain additional attacks at lower bonuses according to the PF1e BAB progression. Do not translate that mechanic into 5.5e Extra Attack.

D&D 3.5e

D&D 3.5e also uses Base Attack Bonus and Fortitude, Reflex and Will saves, but do not import Pathfinder’s CMB/CMD system.

Fortitude = base save + Constitution modifier + other modifiers.

Reflex = base save + Dexterity modifier + other modifiers.

Will = base save + Wisdom modifier + other modifiers.

Initiative = Dexterity modifier + other initiative modifiers.

Melee attack = BAB + Strength modifier + size modifier + other modifiers.

Ranged attack = BAB + Dexterity modifier + size modifier + range penalty + other modifiers.

Armor Class = 10 + armour bonus + shield bonus + Dexterity modifier + size modifier + natural armour + deflection + other applicable modifiers.

Spell save DC. The ordinary formula is 10 + spell level + relevant spellcasting ability modifier, plus applicable modifiers.

Multiple attacks. A sufficiently high BAB produces iterative attacks at +6/+1, +11/+6/+1 and +16/+11/+6/+1 before other modifiers, as shown on the class progression.

Edition trap: Pathfinder’s CMB and CMD do not belong on a standard 3.5e character sheet. Use the 3.5e rules for grapple and other special attacks.

Novice calculation order

Fill the sheet without guessing

  1. Write every final ability modifier.
  2. Copy the class’s save proficiencies (5.5e) or base save bonuses (PF1e/3.5e).
  3. Calculate Initiative.
  4. Put on the chosen armour and shield, then calculate AC.
  5. For each weapon, record proficiency, attack ability, attack bonus, damage and important properties.
  6. If spellcasting, record spellcasting ability, spell attack modifier and spell save DC.
  7. Apply feat, class, magic-item or other modifiers only after the base formulas are correct.
Recalculate after changes. A new ability score, weapon, armour, proficiency, level, feat or class feature can change one or more of these numbers. Do not assume the values written at level 1 remain correct forever.

Before moving on

Combat-number checklist

  • Saving throws use the correct edition.
  • 5.5e proficiency is added only to proficient saves and attacks.
  • PF1e/3.5e BAB and base saves come from the correct class tables.
  • Initiative includes Dexterity and any real feature modifiers.
  • Armor Class reflects the armour actually worn.
  • Every weapon has the correct attack ability and proficiency status.
  • Weapon damage does not automatically include Proficiency Bonus.
  • Spell attack and spell save DC are recorded for spellcasters.
  • PF1e CMB/CMD have not been imported into 3.5e.
  • 3.5e/PF1e iterative attacks have not been mistaken for 5.5e Extra Attack.

Sources and licensing

Rules sources

SRD 5.2.1 attribution: This work includes material from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under Creative Commons Attribution 4.0 International.

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