cdkc |
So I'm playing a game as a rogue/fighter/assassin. I took over an NPC and had to keep it close to the base character. Because of the multiclassing my will save took a hit. I'm currently level 9 and have a will save of 5 on a good day and that is with a cloak. Are there any other magic items or techniques anyone knows that will help me against enchantment effects? Specifically charm and dominate effects.
David knott 242 |
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How many levels do you have in each class? If you are one level short of a multiple of 3, you could plan on gaining a level in that class. If it is an odd level, you can take the Iron Will feat at that level as well.
The Lucky Horseshoe and at least one cracked/flawed Ioun Stone grant non-resistance bonuses to all saves.
A Headband of Inspired Wisdom boosts wisdom, the stat on which Will saves are based.
cdkc |
How many levels do you have in each class? If you are one level short of a multiple of 3, you could plan on gaining a level in that class. If it is an odd level, you can take the Iron Will feat at that level as well.
The Lucky Horseshoe and at least one cracked/flawed Ioun Stone grant non-resistance bonuses to all saves.
A Headband of Inspired Wisdom boosts wisdom, the stat on which Will saves are based.
Level 1 fighter, level 5 rogue, level 3 assassin.
Grandlounge |
Additional Traits: fates favoured + (lucky horseshoe item) and carefully hidden or lessons of chaldira.
Cracked Pale Green Prism (mentioned above) buy after a +2 cloak
Four Leaf Clover.
Clear Spindle Ioun Stone in a wayfinder: protection from evil
Iron will (+2) > Familiar bond > Improved Familiar Bond (hedgehog +2)
Improved Iron Will (reroll)
Dip for Rage with Extra Rage: bloodrager or barbarian for STR builds, Unchained for dex builds.
David knott 242 |
1 person marked this as a favorite. |
David knott 242 wrote:Level 1 fighter, level 5 rogue, level 3 assassin.How many levels do you have in each class? If you are one level short of a multiple of 3, you could plan on gaining a level in that class. If it is an odd level, you can take the Iron Will feat at that level as well.
The Lucky Horseshoe and at least one cracked/flawed Ioun Stone grant non-resistance bonuses to all saves.
A Headband of Inspired Wisdom boosts wisdom, the stat on which Will saves are based.
So one more level of Rogue would be helpful before you take more Assassin levels then....
Glorf Fei-Hung |
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So I'm playing a game as a rogue/fighter/assassin. I took over an NPC and had to keep it close to the base character. Because of the multiclassing my will save took a hit. I'm currently level 9 and have a will save of 5 on a good day and that is with a cloak. Are there any other magic items or techniques anyone knows that will help me against enchantment effects? Specifically charm and dominate effects.
Wayfinder with Clear Spindle Ioun Stone (makes you immune to control/dominate effects as 'Protection from Evil')
Louise Bishop |
That is typically one of the many weaknesses of Rogues.
Clear spindle Ioun in a wayfinder and Iron will can help A LOT and probably should be your first investments.
Take Extra Traits feat and you can pick up a +1 will save trait and Fate's Favored and grab a Luck bonus to your saves from an item (Luckstone and such)
That is where I suggest you start.
nicholas storm |
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+5 cloak of resistance
extra traits - fate's favored (to increase luck bonus on saves from lucky stone/stone of good luck, one that gives +1 will
iron will
boots that give greater heroism or get someone in the party to cast heroism on you.
pale green cracked ioun stone (+1 competence bonus to saves)
Jesse Heinig |
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Don't fall into the trap of the clear spindle ioun stone - the protection against mental control in the current version of the protection from evil spell is very limited (see here). It does not grant immunity any more and it only works on effects from "evil" creatures or objects.
Tabernero |
Don't fall into the trap of the clear spindle ioun stone - the protection against mental control in the current version of the protection from evil spell is very limited (see here). It does not grant immunity any more and it only works on effects from "evil" creatures or objects.
Uh...
(...) While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. (...)
I mean... It only works against creatures with the Evil alignment, but that's probably the most common enemy alignment in most campaigns.
Jesse Heinig |
New attempts - it's not total immunity. While situations where you are without your wayfinder may be rare, you still have to be careful! You never know if a particular player is playing with a DM who likes using stuff like Improved Steal, or suppressing your protective items with dispelling. (The latter is even more common if you're already fighting enemies that are throwing around stuff like dominate person.) Then even if the wayfinder turns back on after you're controlled, it doesn't guarantee your safety.
Tabernero |
New attempts - it's not total immunity.
Hopefully, the OP won't wait until he fails a Will save to finally equip his wayfinder. :P
While situations where you are without your wayfinder may be rare, you still have to be careful! You never know if a particular player is playing with a DM who likes using stuff like Improved Steal, or suppressing your protective items with dispelling. (The latter is even more common if you're already fighting enemies that are throwing around stuff like dominate person.) Then even if the wayfinder turns back on after you're controlled, it doesn't guarantee your safety.
Sure... You might lose your wayfinder if the GM really wants it... But that goes for every piece of gear in the game.
The wayfinder is not infalible, but then again, nothing is... It's still really good.
Louise Bishop |
Don't fall into the trap of the clear spindle ioun stone - the protection against mental control in the current version of the protection from evil spell is very limited (see here). It does not grant immunity any more and it only works on effects from "evil" creatures or objects.
Except that is not a trap and is exactly why people buy it.
Usually the stuff the dominates you or Possesses you is going to be evil. If they are neutral then what they do with you will not be as severe as what the Evil guy is going to do to you for failing.
It is called a LAYERED defenses.
You have your base Save as the top layer, then you have immunities as the next layer of defense. Much like the Layered defenses for your HP- AC, Miss chance, DR, Temporary Hit points, Fast healing/Regeneration, Ext ext.
Also once it is resonating it is a slot-less item so it is active constantly. So it will work on any attempt by an evil creature from that point forward.
graystone |
Sound of mind is the trait graystone is thinking about.
Jesse Heinig lays out the limitations of protection from evil but I have witness many dominate person castings from evil creatures. I still say it is worth it in a normal campaign where most opponents will be evil.
Actually I was thinking of Deathtouched but Fortified Drinker and Sound of Mind both give the same bonus, though fortified drinker requires a drink every hour.
cdkc |
Protection from evil might be a good idea. I'm more worried about an upcoming boss who I suspect is a wizard or cleric or something and he worships asmodeus. Protection from evil will negate any mind control as well as any summoned monsters he uses. We don't have anyone to cast that because all evil party but maybe I can get a scroll or potion of it in town from the church.
Esban Silvermoon |
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One of my favorite items to help in this area has always been Seducer's bane.
Seducer's Bane
Price 9,900 gp; Aura moderate abjuration; CL 6th; Weight —
This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood.
The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet's wearer knows an enchantment targeted him and the enchantment's source. Seducer's bane creates an aura on its wearer, visible to detect magic, matching the failed enchantment spell or effect, and lasting as long as the intended enchantment's duration. However, if the bracelet's wearer attacks the caster or its allies, or otherwise acts in a way that's contradictory to the failed spell's effect, the caster of that spell immediately realizes the enchantment was ineffective.
Construction Requirements
Cost 4,950 gp
Craft Wondrous Item, detect magic, magic aura, resistance, creator must have 3 ranks in Sense Motive
cdkc |
One of my favorite items to help in this area has always been Seducer's bane.
Wrist Slot Item wrote:Seducer's Bane
Price 9,900 gp; Aura moderate abjuration; CL 6th; Weight —
This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood.
The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet's wearer knows an enchantment targeted him and the enchantment's source. Seducer's bane creates an aura on its wearer, visible to detect magic, matching the failed enchantment spell or effect, and lasting as long as the intended enchantment's duration. However, if the bracelet's wearer attacks the caster or its allies, or otherwise acts in a way that's contradictory to the failed spell's effect, the caster of that spell immediately realizes the enchantment was ineffective.
Construction Requirements
Cost 4,950 gp
Craft Wondrous Item, detect magic, magic aura, resistance, creator must have 3 ranks in Sense Motive
Wow that's perfect actually. Pair that with my death attack and it makes a sound strategy. Follow them for 3 rounds as an ally then bam! Poisoned death attack
Tabernero |
Tabernero wrote:Naw I like assassin. I've killed several people with death attack and poison use is helpful as we are using expanded poison rules.Also... Any chance you can retrain that Assassin level into Rogue?
The Assassin PrC is reaaaaaaaaaaaaally bad.
Well... Whatever floats your boat...
Still, you should probably take another level in Rogue. Going Assassin after 5 levels of Rogue, rather than 6, actually hurts your saves and BAB progression.
Chess Pwn |
1 level of spiritualist with the dedication phantom that you never have come out gives you +2 fort save and +2 will save, + iron will for free, + skill focuses, +4 against mind affecting, and lets you negate a failed will save once per day.
The Shared Consciousness ability is so awesome for fixing will saves, it's a +8 and a free pass on one failed save a day.
Grandlounge |
1 level of spiritualist with the dedication phantom that you never have come out gives you +2 fort save and +2 will save, + iron will for free, + skill focuses, +4 against mind affecting, and lets you negate a failed will save once per day.
The Shared Consciousness ability is so awesome for fixing will saves, it's a +8 and a free pass on one failed save a day.
Burst of Adrenaline is a good utility for anyone with this dip.
My Self |
I wound personally ask the GM to be able to use Fractional Base Bonuses. If you set this up as a table rule, you could eliminate some of the pains of multiclassing, while also getting rid of the ridiculous single save possibility.
My Self |
I'd go for the simplest solution... if they can't see you, they can't target you. Imitate Batman and stay to the shadows. ^-^
I'll raise you a Bone Devil. CR 9 creature (typical combat for a level 9 party) that can hit you with a fear aura will save if you try to get into close range, resists magic pretty handily, and can disappear on you and fly away in a blink.
Good luck out stealth-ing a proximity effect.
Claxon |
Claxon wrote:Can you convince your GM to let you use fractional BAB and save progression as outlined in the Unchained rules?All 3 classes have a bad Will save, so he'd only gain 1, but it helps and doesn't cost anything.
Yes, but at least then he has the will save as though he spent all his levels as one class.
Rub-Eta |
Iron Will + Wis headband/Automatic Bonus Progression (use it) should be well enough.
Can you convince your GM to let you use fractional BAB and save progression as outlined in the Unchained rules?
+1
With Iron Will and +2 to Wis and the Unchained rules you'll be sitting on a +9 instead of a +5.
My Self |
Athaleon wrote:Yes, but at least then he has the will save as though he spent all his levels as one class.Claxon wrote:Can you convince your GM to let you use fractional BAB and save progression as outlined in the Unchained rules?All 3 classes have a bad Will save, so he'd only gain 1, but it helps and doesn't cost anything.
Fighter 1: BAB 1, Fort 2, Ref 0, Will 0
Rogue 5: BAB 3, Fort 1, Ref 4, Will 1Assassin 3: BAB 2, Fort 1, Ref 2, Will 1
Regular Total: BAB 6, Fort 4, Ref 6, Will 2
Or:
BAB: 1 level full (1), 8 levels 3/4 (6)
Fort: 1 level strong (2 1/2), 8 levels weak (2 2/3)
Ref: 8 levels strong (6), 1 level weak (1/3)
Will: 9 levels weak (3)
Fractional total: BAB 7, Fort 5, Ref 6, Will 3
Overall, +1 BAB, +1 Fort, +1 Will.