• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

How to Increase a Reflex Save

shilsen said:
24 for a character with a +6 base save and in all likelihood not a high Dex is a little hard to pull off. Divine Agility (CDiv) would give you a +12 base Ref save and +4 enchancement bonus to Dex.

I think Spell Compendium changed that to +10 to Dexterity, but I do not know if it is an enhancement bonus or not.
 

log in or register to remove this ad


KarinsDad said:
Actually, it is not my intent. ;)

There is a 20 difference between the PC's Reflex and Will saves (14 vs. 34). The intent is to make that closer to 10 (24 vs. 34).

My 18th level half celestial cleric has her will save at 31, reflex save at 20. Not too shabby. Got the Gauntlets +6, Tome +4, Luckstone, the Ioun stone that adds to saves and skills and such and a constant Protection from Evil effect which adds to her saves (Exalted armor from the Book of Exalted Deeds). For wisdom, it's the periapt +6 and Tome +4 in addition to the other items above and regular stat boosts to the wisdom score.
 



I have a 13th-level cleric and he's in the same boat (I think his Ref save is +9). I defended it with spells. Spells to consider:

- Resistance (Superior) - a 6th-level spell, but +6 to all saves is pretty nice for 24 hrs
- Energy immunity - pick an element and be immune to it (6th-level)
- mass energy resist - 3rd-level spell, this is a must have. Resistance 30 will keep you alive
- Energy Aegis - I forget the level, but as an immediate action it seems worth it.
- Divine Agility - (already mentioned)

No Reflex saves are save or die. They are save or take a whole lot of damage. So another way to get around a poor Reflex save is boosting your hit points.

Clerics are bad at Reflex saves, but good at protecting themselves. Stick with what you are good at. With a +34 to Will saves, I can only guess you have an amazing Wis score, so you should have spells to spare.
 

KarinsDad said:
There is a 20 difference between the PC's Reflex and Will saves (14 vs. 34). The intent is to make that closer to 10 (24 vs. 34).

Use Summon Undead IV to summon an Allip. Allow it to do about 20 points of wisdom damage to you. Bingo, you've reduced the difference in saves to about 10, like you wanted. ;)
 

KarinsDad said:
The PC is a 20th level Cleric with class, PrCs, feats, and race already selected.

I'm just looking for spells or magic items (and the spells can be arcane). They can be any non-evil spells really (Cleric, Druid, Paladin, Bard, Wizard, etc.).

Buy a Luck Stone.

Khelvan .
 

Shadeus said:
I have a 13th-level cleric and he's in the same boat (I think his Ref save is +9). I defended it with spells. Spells to consider:

- Resistance (Superior) - a 6th-level spell, but +6 to all saves is pretty nice for 24 hrs
- Energy immunity - pick an element and be immune to it (6th-level)
- mass energy resist - 3rd-level spell, this is a must have. Resistance 30 will keep you alive
- Energy Aegis - I forget the level, but as an immediate action it seems worth it.
- Divine Agility - (already mentioned)

No Reflex saves are save or die. They are save or take a whole lot of damage. So another way to get around a poor Reflex save is boosting your hit points.

Clerics are bad at Reflex saves, but good at protecting themselves. Stick with what you are good at. With a +34 to Will saves, I can only guess you have an amazing Wis score, so you should have spells to spare.

Yup. You get a fair number of bonus spells over most (if not all) the 9 spell levels for the high Wisdom score. He's got 3 points of will save that I don't have. But then I don't have that 20th level ability score adjustment and something else to give it an additional +2. Maybe a higher than a base of 17 wisdom before adding all the modifications.... ;)
 


Into the Woods

Remove ads

Top