Optimized saves for evil (3.5e Optimized Character Build)
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Maximized save bonuses using charisma oriented evil and non-good classes. Strong combat.
A character built to have the highest possible save bonuses and immunity to "save for partial" spells. It uses evil classes, so player access may be limited. Be careful of making a villain NPC too resilient if you use this build as a GM.
PHB, Complete Warrior, Unearthed Arcana, DMG, Complete Adventurer
 Game Rule Components
Starting Ability Scores (Before Racial Adjustments): Max Charisma. At least 13 strength for power attack. the rest to taste. Assuming an 18 starting charisma for this example.
Race (Templates): Assuming human for this example.
Starting Racial Traits: Bonus feat is the relevant trait.
|Saving Throws||Feats|| Class
|1st||Monk||+0||+2||+2||+2||Power attack, Cleave|
|2nd||Monk||+1||+3||+3||+3||Evasion||Negates partial effects for "reflex save for partial" spells on successful save|
|3rd||Paladin of Tyranny||+2||+5||+3||+3||Improved sunder|
|4th||Paladin of Tyranny||+3||+6||+3||+3||Divine grace||Adds Cha modifier to all saves. Improve Charisma for level 4.|
|6th||Hexblade||+5||+6||+3||+6||Force of personality||Arcane resistance||A.R. adds Charisma modifier to saves vs. spell and spell-like abilities. Force of personality adds your Charisma modifier to your Will save instead of Wisdom.|
|7th||Hexblade||+6||+7||+4||+6||Mettle||Mettle negates "save for partial" effects on Will and Fortitude saves.|
|8th||Blackguard||+7||+9||+4||+6||Improve Charisma for level 8. Charisma now 20.|
|9th||Blackguard||+8||+10||+4(+6)||+6||Open feat (Lightning reflexes)||Dark blessing||D.B. adds your Charisma modifier to your saves again.|
 Other Components
You could take rogue for two levels instead of monk. You would have slightly worse Fort and Will saves, but would gain a lot of skill points and use magic device as a skill. I chose monk because I went caster for the last 11 levels. Force of personality is somewhat optional. To absolutely maximize your save bonuses, you could take iron will and great fortitude as well. Luck of Heroes would also help.
This build capitalizes on one very high stat for massive save bonuses. It also has a very strong combat component, only losing one base attack bonus in nine levels.
The example character would have a natural Charisma of 20 at level 9. Add a +4 cloak of charisma, which should be doable by then. The characters charisma modifier is now +7. So this character adds +7 to all saves for divine grace, +7 to all saves for dark blessing, +7 to all saves vs. spells and spell-like abilities for arcane resistance, and an extra +7 to Will saves for Force of Personality. The characters final saves at level 9, not counting other attribute bonuses, are Fort +31, Reflex +25 and Will +34. At 20th level, maxing Charisma as you go, you could easily get all your saves up to the high 50s. Will can get to the 70s. And thanks to Mettle and Evasion, you will completely negate partial spell effects.
 DM Counters
The GM would need to rely on physical damage, or spells that don't allow any save, such as irresistable dance.