[RPG] Protection against mind-affecting spells (low resources, high-level, low will save)


My character has failed a few critical Will saves in the last couple of encounters. All encounters are pretty tight, so losing one character makes them way more difficult, not to mention that fun involved in playing an insane or fleeing character is kind of limited.

The character is currently Scout 15/Ranger 1, the campaign will bring us to level 20. He works as a secondary damage dealer (improved skirmish, a bow with a lot of bane arrows, greater manyshot) and, well, a scout.

We have very limited downtime (possibly 2-3 weeks until the end of the campaign) and very low resources (most encounters don't yield much treasure), maybe around 40k left to spend (and not at once). (This is not an issue, we like the campaign a lot.)

If I keep advancing as a Scout, I will get two more feats (I can persuade the DM to take a feat outside of the Scout's bonus list) and a lot of skill points (12/level).

I was thinking of simply boosting my will save with a Cloak of Resistance (currently just +1) and a Periapt of Wisdom, maybe with the Iron Will feat too.

But is there a better way to protect a low-will-save character from mind-affecting spells (including Fear, Insanity, Feeblemind – and other spells that fall outside Protection from Evil). I'm looking for feats, spells (max lvl 6, thus no Mind Blank), cheap magic items (see limitations above, also Mindarmor from the Magic Item Compendium is not possible), a prestige or multiclass (with at least medium attack bonus progression) fitting the concept (no clerics). No undead, no cohorts. Only official material.

Best Answer

Get this anyway...

Although more interested in things that aren't stopped by protection from evil, protection from evil is too good not to mention. It's also inexpensive. Any town should have this:

  • A potion of protection from evil [abjur] (PH 266) (50 gp; 0.1 lbs.) (1st-level spell at caster level 1), in addition to other effects, includes an effect that

    blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the [effect] keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This... effect works regardless of [the] alignment [of the creature using or attempting to use the effect].

    With its low cost and 1-min. duration, chug a potion of protection from evil before (or, if you know it'll be an issue, possibly during) every battle, just in case.

Alternatively, if the action economy is more important than your feats, the feat Shape Soulmeld (Magic of Incarnum 40-41) can permit the shaping of a planar ward (MoI 83) which then provides what you need from the spell protection from evil except, like, all the time.

...Then consider one or more of these

These are more expensive or complicated.

  • The armor crystal greater crystal of mind cloaking (MIC 25-6) (10,000 gp; 0 lbs.) grants a +5 competence bonus on saving throws against mind-affecting effects, and the bearer 1/day can take an immediate action to reroll a failed saving throw against a mind-affecting effect. This is likely one of the things the game expects you to get.
  • Buy a novice Iron Heart vest (Tome of Battle 149-50) (3,000 gp; 1 lb.) that's improved (Magic Item Compendium 233) with a novice Iron Heart vest (ToB 149-50) (3,000 + 50% = 4,500 gp; 0 lbs.) (7,500 gp; 1 lb.). Opt for the 2nd-level Iron Heart maneuver disarming strike [strike] (ToB 67) and the 3rd-level Iron Heart maneuver iron heart surge [special] (ToB 68). Then enjoy arguing with the DM about the effects of iron heart surge, seeing if you can blot out the sun or get rid of that annoying thing called gravity.
  • Either take 1 level in a class that grants rage like barbarian or purchase the mantle of rage (6,000 gp; 1 lbs.) (New Magic Items 2). If allowed and necessary, supplement your lone rage per day with a potion of blood frenzy [trans] (SpC 33) (2nd-level spell at caster level 3) (300 gp; 0.1 lbs.) or two. Take the feat Mad Foam Rager (PH2 80). Buy a potion of resurgence [conj] (SpC 174) (1st-level spell at caster level 1) (50 gp; 0.1 lbs.) (50 gp; 0.1 lbs.), the effect of which is to grant a second saving throw against an ongoing effect, success ending that effect. Drink this potion during the 1 round when the effect is delayed by the benefit of the feat Mad Foam Rager. If necessary, supplement this strategy with a potion of lesser restoration (PH 272) (2nd-level spell at caster level 3) (300 gp; 0.1 lbs.); the spell lesser restoration, in addition to other effects, eliminates fatigue.

    (It's terrible that the feat Mad Foam Rager is usable but once per day; see if you can talk the DM into the feat being usable once per rage. This still may not do you any good if you're relying on a combination of the spell blood frenzy and the mantle of rage, but the game as a whole will be better.)

    It's a good idea to get everyone in the party a potion of resurgence or two anyway. Just in case. Those are all kinds of useful.

  • The feat Pirate Luck (Dragon #323 90) has a prerequisite of Charisma 13. Its benefit allows the creature once per day to reroll one saving throw before the saving throw's results are revealed.

If relying heavily on potions, consider also a fantasy beer hat.