Upper_Krust
Legend
Hi Ltheb mate! 
Its pretty clear that the potentially infinite approach to ability scores, saves and DCs is something of a pandora's box.
Which was what made me return to the 1st-Ed approach, in the alternative, optional saving throw progression I touted a few months back.
Whereby epic characters always save on a '3' and deities would always save on a '2' modified by divine rank (with 1 always a failure).
e.g. An epic fighter would save on a '7' or better against an abomination (quasi-deity; DvR +4), a demigod (DvR +6) would save on an '11' or better against a greater deity (DvR +16).
What you could perhaps add, are an additional modifier whereby portfolios add +50% (single) or +100% (double) DVR in these instances.
So the Amilictli might be treated as a demigod for the purposes of saves against its electrical/storm-based effects.
Exactly, you are ultimately fihting a losing battle even with Cloaks of Resistance.
This sort of approach creates its own problems though, inflation of immunities renders so, so many feats, abilities and items useless, that basically everything will boil down to 'divine blast' type effects (unless you have the apropriate portfolio).
Well Anti-magic won't work on epic items.
See the above alternate saving throw mechanic suggestion.

Ltheb Silverfrond said:Snide comments aside, U_K is probably right on his math, even if forcing one of your artifacts to be a Cloak of Resistance is undesirable. Assuming the PC and the Monster have equal HD/stats/save/ability boosts, the PC should always need an "8" to save if his or her High save is targeted, or a "14" if it's a low save. Now, as the monster gains more HD, and subsequently more feats and ability ups, the gulf becomes impossible to overcome without powergaming your saves to extreme levels. (and even then there is still a point of no return) (If the monster has 38 more HD that the character, the save should be impossible to make, sans a '20')
Its pretty clear that the potentially infinite approach to ability scores, saves and DCs is something of a pandora's box.
Which was what made me return to the 1st-Ed approach, in the alternative, optional saving throw progression I touted a few months back.
Whereby epic characters always save on a '3' and deities would always save on a '2' modified by divine rank (with 1 always a failure).
e.g. An epic fighter would save on a '7' or better against an abomination (quasi-deity; DvR +4), a demigod (DvR +6) would save on an '11' or better against a greater deity (DvR +16).
What you could perhaps add, are an additional modifier whereby portfolios add +50% (single) or +100% (double) DVR in these instances.
So the Amilictli might be treated as a demigod for the purposes of saves against its electrical/storm-based effects.
Ltheb Silverfrond said:Now, aside from a cloak of resistance (which greatly helps the situation, to the point where the character always saves, except on a '1'), what can be done? Divine powers that let a PC add X more desirable attribute to their saves help greatly initially, but probably don't contribute much in the long run. (How long, I don't know... PCs still only get so many attribute ups, and Stat-boosting items are 1/2 as effective as the resistance bonus) And the Divine rank bonus swings both ways. (and favors the higher-level divine opposition)
Exactly, you are ultimately fihting a losing battle even with Cloaks of Resistance.
Ltheb Silverfrond said:When playing a character, especially in an epic environment, it is more important to horde immunities than boosting saves. It doesn't matter if your save bonus is 1000 higher than the DC for the Staff of Death's Finger of Death power if a Hecatoncheires points 57 of them at you. (Statistically you have about a 5% chance of Living due to absolute 1 / 20 roll rules on saves) Absolute immunities are trumped by deities portfolios, so I would think a simple plan of action would be to just keep non-artifact magic items on a PC that grant all of the immunities available (death ward/mindblank/Freedom of movement/etc) because a deity is going to nullify them against you anyway with Anti-magic.
This sort of approach creates its own problems though, inflation of immunities renders so, so many feats, abilities and items useless, that basically everything will boil down to 'divine blast' type effects (unless you have the apropriate portfolio).
Ltheb Silverfrond said:So unless you are specifically fighting a deity with the appropriate portfolio, those items might just prove useful, at least for the 1 action the deity wastes releasing anti-magic.
Well Anti-magic won't work on epic items.
Ltheb Silverfrond said:I'd rather not see special ability saves reduced in DC to 20 + modifiers. That renders abilities into two catagories: Spammed-insta-kills, and Wasted Actions.
See the above alternate saving throw mechanic suggestion.