How to pump saves at high levels?

Those darn gith don't deserve any better.
A proper fighter/mage would have no trouble to get beyond +20. ;)

Make an item that allows you to cast Moment of Prescience... as a free action... at will... :p

Bye
Thanee
 

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Aside from the cloak or vest +5, there's the luckstone and pale green ioun stone. You can use stat boosters to shore up a glaring weak save. Iron Will is often useful for fighter or rogue types to help against domination. Mass Conviction is insane.

Enkidu means Protection from Spells, not Protection from Evil. Sure, it's a resistance bonus, but it's like +8. That means it's a nice +3.

Spells like Mind Blank, Deathward and Energy Immunity can also diminish the need for saves by replacing them with immunities. A Rod of Absorbtion or Ring of Spell Turning can also negate many save based attacks.

Strategic multiclassing can also pump saves up quickly, either via the +2 jump on good base saves, or by class abilities. Rage boosts Fort and Will saves and the bonuses increase at higher barbarian levels - in fact, with Indomitable Will, the Will save goes up alot! Divine Grace with a pumped Cha can make success virtually guaranteed.
 

high level saves

you could save yourself the effort of will saves and get the ring of mental fortitude out of the DMGII that costs 110000 gold, it makes you not subject to mind effecting spells and the like. so all youd have to do from then on is worry about things that pump your other two saves. if youre really high level, just craft two other rings that make you not subject to saves that require reflex and fort, then youre good to go! or since those two would be rings, make one socks or boots, something fi youre not already wearing everything else.
 

Heroism and greater heroism are good buff spells for saves. its easy to get low +1- +2 morale save bonuses but hard to get +4 like greater heroism and it helps with skills and to hit. Actually useful for all classes in a lot of cases.

Later
 

Mass Conviction is a GREAT spell to have cast at high level, extended.
I actually consider that spell kind of broken at high levels.. A +6 bonus on all saves, to everyone in the party, for most of the day, and it only costs a single 3rd level spell slot?

But if the DM allows it, it's definately the best way to boost saves.
 


Question said:
See title. At high levels +5 from a vest of resistance combined with base saves and ability mods just arent enough.......

Are you fighting out-level foes? Because that really should be enough, or at least, a nice start. Since you're wearing a vest, you might be a sorcerer or bard, so the feat that lets you use Cha for will saves is nice. For wizards, there's Int for reflexes.

What you really want are re-rolls. Lucky items are great for making saves.
 

starwed said:
I actually consider that spell kind of broken at high levels.. A +6 bonus on all saves, to everyone in the party, for most of the day, and it only costs a single 3rd level spell slot?

But if the DM allows it, it's definately the best way to boost saves.

It's +1 per six levels, I think, so it's maximum +5 at level 18. I never quite understood why the Spell Compendium changed the Miniatures Handbook duration from 1 minute per level to 10 minutes per level.

Pinotage
 

Question said:
Even at level 20 the best will save for a gish type build i can make is about +15.....that seems fairly low to me.

+15 will is astoundingly low for a 20th caster. I suspect you aren't multiclassing enough.
 

Question said:
Even at level 20 the best will save for a gish type build i can make is about +15.....that seems fairly low to me.

My 18th level melee tank character has a +18 Will save, before factoring in the Dwarf bonus vs. spells. And that's with a 10 Wisdom. His only item that affects will saves is a +5 cloak of resistance.

If you want to focus on saves, it's all about intelligent multi-classing.
 

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