How to prevent being stunned [Archive] - Wizards Community

Post/Author/DateTimePost
Sorath

11-09-07, 10:47 PM
I have been trying to figure out how to prevent myself from being stunned. I am a 13 Monk / 2 Drunken Master, and I purchased a Ring of Freedom of Movement thinking that this would prevent being stunned (among all the other things that it does for you). Well, my DM has ruled that being stunned is not one of the things FoM does for you. I disagree, but have no evidence that directly contradicts it, so I am dealing with it.

All that said, the only spell I see that specifically says it removes the effect is the 9th level spell, Freedom. I find it hard to believe that there is not a lower level spell that would remove this condition as there is generally a counter for all other types of conditions in the game. I thought Remove Paralysis would do it, but it doesn't specifically say stunned, it just says "Temporary Paralysis". Which to me, is sort of the description of what paralysis means, but apparently, it isn't specific enough for my DM.

So, other than the Banner of the Storm's Eye, I wanted to find out what other ways one could avoid or cure being stunned. (Our party is currently being chased around by Mind Flayers who love to stun, hehe).

Any assistance would be greatly appreciated.

Thanks,
Cartigan

11-09-07, 10:56 PM
Don't Fort saves protect you from stun? As a Monk/Drunken Master, you should have a fairly impressive Fort save.
Sorath

11-09-07, 10:58 PM
I do have a good fortitude save, but I could always roll low (or even a 1). Also, there could be some ways to stun (like Power Word Stun) that do not get a save or a different type of save I am thinking.

But yes, the Mind Flayer saves vs. stun are pretty low DC, which is hard to fail.
jradd777

11-09-07, 11:08 PM
Yeah boosting Con to increase your Fort save is a good way to go.
Dawnshadow

11-09-07, 11:11 PM
If it's mind flayers, get someone to toss you a mind blank (since it stops mind affecting spells and effects)

Also, there's a feat in PH2 I believe that means fort saves do not automatically fail on a 1.
Cartigan

11-09-07, 11:29 PM
I do have a good fortitude save, but I could always roll low (or even a 1).

Steadfast Determination.
KillerVole

11-09-07, 11:59 PM
It may be impractical, but if you can become undead, you become immune to stunning, as well as tons of other things. I'm not sure how that would work with drunken master, though...

Otherwise, try to get a wizard to temporarily polymorph you into some form that is immune to stunning.
jradd777

11-10-07, 12:35 AM
That's true, there are also PrC's that allow you to change your body/lose distinct anatomy/etc so that you are immune/temporarily immune to stunning among other things etc.
Arelia

11-10-07, 03:08 AM
If you can get access to... what was it called... Iron Heart Surge. It's kind of a 6th level Maneuver, so not the easiest to get if you aren't a Book of Nine Swords class. It removes anything messing you up with an immediate action, basically.

Also, the Magic Item Compendium has some kind of headgear that can cure stun and a couple other things once a day too. I forget the name/price.
draco1119

11-10-07, 05:50 AM
Healing Lorecall + Any Cure spell + 5 (or 10) ranks in Heal

Heal

Become an elemental (or undead) (or construct)
kuonji

11-10-07, 07:28 AM
In the case of spell effects that stun you, try dispel magic, greater dispel magic, break enchantment, etc.

For other stunning, I suppose it depends on what kind of effect causes the stun.