This is kind of based on Swords & Wizardy, along with the other older D&D editions.
All classes and race-class combos have the same table. You must roll equal to or greater than the saving throw number to make a save. (Based upon max level 10, but easily modified for higher max level).
1 - 3 14
4 - 6 12
7 - 9 10
Everyone uses this table. In addition, every class gets its own special bennie, as follows (with race-as-class included):
Fighters get +2 to all saves vs fear or paralysis.
Mages get +2 to all saves vs spells or other magical attacks.
Clerics get +2 to all saves vs fear, death, or "evil" magic.
Thieves get +2 to all saves vs poison or dodging area attacks such as fireballs or dragon breath.
Elves get +2 to all saves vs magical items. They are also immune to paralysis.
Dwarves get +2 to all saves vs magical attacks.
Halflings get +1 for all saves, no matter the source.
Hexcrawl/Sandbox for Warriors of the Red Planet
1 minute ago