BAB of 1, a Root Fort of 2 5/6, a Root Ref of 2/3 and a Root Will of 4. His Active BAB is 1, Active Fort is 2, Active Ref is0 and Active Will is 4.
The Defense Bonus for a class is based on that classes base armor proficiencies. It is not a fractional bonus like the bonuses for BAB and the three other saves.Defense Bonuses come in 4 varieties: Least, Lesser, Better and Best.Any class with no armor proficiencies (ie. The Monk, Sorcerer, Wizard) has a Least Defense Bonus. It is 2 +(Character Level / 3).A class with light armor proficiency (ie. Bard, Rogue) has a Lesser Defense Bonus. It is 3 + (Character Level / 3).Any class with medium armor proficiency (ie. Barbarian, Ranger) has a Better Defense Bonus. It is 4 + (Character Level / 3).Any Class with heavy armor proficieny (ie. Cleric, Fighter, Paladin) has a Best Defense Bonus. It is 6 + (Character Level / 3).You use the defense progression of your highest leveled class. If the classes are within 2 levels of each other, youuse the class with the highest bonus. So a fighter 1/sorcerer 1 has a Best defense bonus and a Defense bonus of 6. A fighter 1/sorcerer 5 has a Least defense bonus and a Defense bonus of 5.If you wear armor, the armor bonus negates your defense bonus.
Critical Hits and Fumbles:
Under this system, you have a chance to do oodles of damage, or to harm yourself and your allies.When you roll an attack roll, if you roll within your critical threat range, roll again. If you hit on the second attack,you have scored a critical hit. You can choose a standard critical or to roll on the Critical Hit table.When you roll a natural 1, roll again. If the second attack also misses, you roll on the Fumble table.
TABLE D-1: CRITICAL HIT EFFECTS
D % ROLL EFFECT
01-31 Standard critical32-62 Critical multiplier+163-64 Apply critical damage to shield (roll again if no shield)65-67 Helm removed, ear injured (-2 Listen ld4 hours), stunned ld6rounds68-69 Helm removed, ear injured (-4 Listen ld4 days), stunned ld6rounds70 Voicebox punctured, no talking ld4 hours71-72 Eye injured,-2 Spot 1d4 hours73 Eye injured, - 4 Spot 1d4 days74 Knee gashed,-10 movement 1d4 hours75 Knee smashed,-20 movement ld4 hours76 Fingers injured, 1d4 Dex damage77 Ankle injury,-10 movement 1d4 hours, 1d4 Dex damage78 Knee injury,-20 movement 1d4 hours, 1d6 Dex damage79 Hip injury,-30 movement 1d4 hours, 2d4 Dex damage80 Secondary arm wrist injured,-2 on secondary attacks, no shield use1d4 hours81 Secondary arm elbow injured, -4 on secondary attacks, no shielduse 1d4 hours82 Secondary arm elbow injured,-6 on secondary attacks, no shielduse 1d4 hours83-85 Secondary arm shoulder crushed, no secondary attacks, noshield use 1d4 hours86 Primary arm wrist injured,-2 on primary attacks 1d4 hours87 Primary arm elbow injured,-4on primary attacks 1d4 hours88 Primary arm shoulder injured,-6 on primary attacks 1d4 hours89 Abdominal injuries, 1d4 Con damage90 Chest injuries, 1d6 Con damage91 Abdominal injuries, 2d4 Con damage92 Chest injuries, 2d6 Con damage93 Abdominal injuries, 1d6 Strength and Con damage94 Chest injuries, 2d4 Strength and Con damage95 Abdominal injuries, 2d6 Strength and Con damage96 Chest injuries, 3d6 Strength and Con damage97 Throat cut, DC 20 Fort save or die, 3d6 Con damage on successfulsave98 Throat cut, DC 25 Fort save or die, 3d6 Con damage on successfulsave99 Possible decapitation, DC 30 Fort save or die, 3d6 Con damage onsuccessful save100 Possible decapitation, DC 35 Fort save or die, 3d6 Con damageon successful save
TABLE D-2: FUMBLE EFFECTS
D% ROLL EFFECT
01-19 DC 20 Dexterity check or fall prone20-33 DC 20 Dexterity Check or fall prone and stunned 1d4 rounds34-39 DC 20 Dexterity Check or fall prone and stunned 1d4 rounds40-44 DC 20 Dexterity Check or lose action next round as you regainyour balance45-49 DC 20 Strength Check or drop weapon50-54DC 20 Strength Check or accidentally fling weapon 2d6 feetaway55-59 DC 20 Strength Check or accidentally fling weapon 3d6 feetaway60-61 Shield tangled with opponent, DC 20 Dexterity Check or dropshield, reroll if no shield62-63 Shield tangled with opponent, DC 20 Dexterity Check or dropshield, reroll if no shield, -4 AC next round64-65 Weapon tangled with opponent, no standard action next round66-69 Weapon knocked away, lands 3d4 square away from you70-74 Weapon possibly breaks, roll damage as normal but apply toweapon75-76 Hit self for half damage77-78 Hit self for normal damage79-80 Hit self for critical hit damage81-82Hit friendif in threatened area, otherwise self, half damage83-84 Hit friend if in threatened area, otherwise self, normal damage85-86 Hit friend if in threatened area, otherwise self, critical hitdamage87-88 Critical hit self, critical damage and roll on Table D-1: Critical HitEffects89-90 Critical friend if in threatened area, otherwise self, critical hitdamage and roll on Table D-1: Critical Hit Effects91-98 Twist ankle; half speed for 10 minutes, DC 20 Dexterity checkeach round or fall prone99 Roll twice, ignoring rolls of 99 or 100100 Roll three times, ignoring rolls of 99 or 100