View Full Version : Debuffer Cleric

2010-04-09, 06:37 PM
I'm looking to build a good debuffer Cleric- what are good feat choices and spell options for such a build?

Domain options are out, as my patron deity has no debuff-style domains.

2010-04-09, 07:19 PM
Domain options are out, as my patron deity has no debuff-style domains.
Don't rule those domains out so quickly. The Church Inquisitor prestige class (Complete Divine, pages 26 and following) grants Inquisition as a bonus domain (and full spellcasting progression). The granted power: +4 to all dispel checks. Note that this bonus is after the capped caster level part of the check.

Edit: You will need to be within one alignment step of Lawful Good to qualify.

2010-04-09, 07:24 PM
How in the hell did I miss that one? And Church Inquisitor fits my character perfectly..... (Character concept toes the line between LN and LE so....)

Keld Denar
2010-04-09, 07:40 PM
All of the aligned domains have a 4th level spell. Good has Holy Smite, Evil has Unholy Blight, etc. Holy Smite is a Save vs Blindness, which is a decent, and Order's Wrath is a Save vs Daze, which is possibly the worst debuff, given that there are very few ways to gain immunity to dazing, and only a couple ways to remove it. Unholy Blight is a Save vs Sicken, which is good for setting up a 1-2 punch with another caster.

Don't discount those. What domains do you have?

2010-04-09, 07:53 PM
I made a quick evaluation of core Cleric spells for offensive and control use if that's of any help to you:

Level 1
Cause Fear: Nice Will Save-or-Lose as long as the HD limit isn't a problem; unfortunately single-target. Close range.
Command: Nice Will Save-or-Suck. Again, though, single-target. Close range.

Level 2
Hold Person: Humanoid SoL. Handy. Medium range.
Shatter: Destroy weapons, armor, etc. Nice combination with Dispels and such. Close range.
Silence: Caster Will SoL, or no-save effect if you have some control effects to prevent opponent from leaving the covered area. Also, nice readied action to screw spellcasting. Long range (!!) multi-target.
Sound Burst: Meh damage, with Fort-or-Stun. If you have someone to CDG the stunned guy, it's alright. The damage isn't the reason to pick it. Close range multi-target.
Spiritual Weapon: It's a decent damage spell, especially since Cleric BAB is pretty good; it'll keep attacking for effectively the entire combat and it takes only a move action to redirect.

Level 3
Bestow Curse: Will SoS. Clerics have lots of these. Good for debuffing Planar Bound creatures or such. Touch range.
Blindness/Deafness: Blindness is an excellent debuff. Fort SoS basically. Medium range.
Dispel Magic: Magic is very powerful, so ability to stop magic is absolutely incredible. Disable Fighter's gear, remove buffbots buffs, save your allies from variety of SoLs, infinitely powerful. Medium range multi-target.
Invisibility Purge: Well, not really offense, but still. 5'/level range.
Searing Light: Deals crap damage to living or slightly less crap damage to undead. Yuck. Medium range ray.

Level 4
Dimensional Anchor: Well, only way you'll ever kill those outsiders. Medium range.
Dismissal: Basically amounts to a limited Will SoD. Close range. It's nice 'cause you can make it notably harder than normal spell of yours to resist by using stuff the target hates with the spell.
Poison: Fort Save-or-BeHurtBad. Meh. Touch range. Yuck.

Level 5
Greater Command: Multitarget Command that lasts until they make a save. Pretty useful, if high level. Close range, 30' between victims, mind-affecting.
Plane Shift: Everyone knows of the spells transportation capabilities, but as long as your target cannot Plane Shift, sending someone to say...Positive Energy Plane is a very good way of killing people. Basically a Will SoD with Touch Range.
Slay Living: Fort SoD with some consolation damage. Touch.
Symbol of Pain: Symbols are fun. Paint a bunch of 'em on some item, reveal it and watch opposition roll saves. Rubber balls are pretty nice, for example. Your armor is a good place too. This one is practically a SoS.
Symbol of Sleep: See above. Nice little slumberparty here. Though Mind-Affecting begins to be a problem on these levels.

Level 6
Banishment: Like Dismissal, except stronger.
Blade Barrier: Meh, it's a solid battlefield morphing ability that's also Ref-or-Take-Some-Damage. Not bad. Medium range.
Greater Dispel Magic: See Dispel Magic.
Harm: Fort or Take Damage. Meh. Fine for e.g. channeling tho. Touch.
Symbol of Fear: See Symbol of Pain. Basically SoL version. Annoyingly Mind-Affecting.
Symbol of Persuasion: See Symbol of Pain. Basically SoL version. Annoyingly Mind-Affecting.
Undeath to Death: Great for killing undead. Medium range 40' bunch.

Level 7
Blasphemy/Dictum/Holy Word/Word of Chaos: Boost your caster level and world will tremble. No-save death or at least be screwed depending on your CL. Only SR can save people here (and with your buffed CL, rarely).
Destruction: Fort SoD. Close range. Nice 10d6 consolation damage.
Dimensional Lock: Like Dimensional Anchor, except gotta somehow restrict opponent's movement, but it offers no save.
Symbol of Stunning: See Symbol of Pain, SoL version.
Symbol of Weakness: See Symbol of Pain, SoS version (most characters can't carry their stuff after that Fort-damage).

Level 8
Earthquake: A rather versatile offense spell that can be used to lock down opponents or such depending on terrain. Damage isn't impressive but the conditions it can impose, often without save, are. Also nicely stops activity while it's going. If DM says the save stops the Pinned-condition too, it becomes much worse.
Fire Storm: Deals a bunch of damage. Meh.
Symbol of Death: See Symbol of Pain, SoD version.
Symbol of Insanity: See Symbol of Pain, Will SoD version. Meh at mind-affecting.

Level 9
Miracle: It does everything, most without XP cost. Just about the best level 9 spell in the game.
Gate: Solars are good.
Implosion: Boom Boom. Kinda expensive, but at least it can kill multiple folks.
Field Alteration + Ally Generation:
Level 1
Obscuring Mist: Nice way to stop annoying targeted spells, archery and such. Gives melee full miss chance thoo. Limits yourself too tho. Personal range.
Summon Monster I: See the Malconvoker Handbook.

Level 2
Darkness: Older version of Darkness. Touch range, can toss the object or such.
Summon Monster II: See the Malconvoker Handbook.

Level 3
Animate Dead: Material components are kinda meh. Eternally usable and faithful underlings are pretty handy though, if you can afford them.
Daylight: Mostly when dealing with Underdark races, Undead and such. Touch like Darkness.
Deeper Darkness: Sorta like Darkness. Unfortunately, it's not as Dark as it should be. Fogs >>> Darkness. Touch like Darkness.
Stone Shape: I don't honestly need to state in how many ways morphing stone can be useful, do I? Touch.
Summon Monster III: See the Malconvoker Handbook.
Wind Wall: Pretty nice especially in larger conflicts where large squads of archers are a concern. There are pretty few ways archers can by RAW shoot through this, though you could argue that big enough bows and force projectiles would.

Level 4
Control Water: Very nice when water is available for drowning places, killing waterbreathing creatures in shallow waters and such. Just, useful. Long range.
Giant Vermin: You shouldn't really bother with anything less than Gargantuans, but with CL buffs those are available pretty quickly and particularly Colossal Scorpion is very efficient even against CR 20 challenges as long as the area is thus that they cannot just fly away (you can help with that); they have very high Attack-stats and the poisons are extremely potent.
Lesser Planar Ally: Solid allies, even if it's expensive to call. Try to call 'em when it falls under the "strongly ties to creature's ethos"; that's free and the XP cost isn't really that major. And Outsiders are pretty darn good allies.
Summon Monster IV: See the Malconvoker Handbook.

Level 5
Insect Plague: Swarms are hardy, but unfortunately not very damaging at this point anymore. The Distraction-function is handy, but beyond that it's not very good. Long range tho.
Summon Monster V: See the Malconvoker Handbook.
Wall of Stone: One of Wizard's best battlefield control spells is no worse for Cleric. Isolate enemies, buy time, block entries, make death prisons, whatever. Reflex if used to encase people. Medium range.

Level 6
Animate Object: Unfortunately Animated Objects have horrible BAB and such so they don't hit much. The special attacks are somewhat usable tho. Generally best with Permanency. Medium range.
Antilife Shell: A very strong defensive buff, here because you can morph the battlefield with it. Living creatures simply can't approach the area around you. NO SAVE! 10' radius.
Create Undead: Some of the undead are very useful. This is an expensive spell, but as the undead can multiply, provided it's not against your alignment, this can be very very handy.
Planar Ally: See Lesser Planar Ally.
Summon Monster VI: See the Malconvoker Handbook.

Level 7
Control Weather: Slow to cast, but great for demolishing armies, cities and such. Not quite as strong as the 5th level Druid-spell Control Winds, but much more versatile.
Repulsion: Like Antilife Shell vs. anything, but with Will-save to negate. I don't like it nearly as much.
Summon Monster VII: See the Malconvoker Handbook.

Level 8
Antimagic Field: Magic's good, all that jazz. Also, Initiate of Mystra makes this the most one-sided, unfair spell ever. 10' radius (suggest Widening; see Rules Compendium for relevant stuff regarding rules on this, it always confuses people).
Create Greater Undead: See Create Undead.
Summon Monster VIII: See the Malconvoker Handbook.

Level 9
Miracle: It does everything, most without XP cost. Just about the best level 9 spell in the game.
Gate: Solars are good.
Summon Monster IX: See the Malconvoker Handbook.

2010-04-09, 07:58 PM
Luck, Oracle and Knowledge Domains. Inquisition too, if I take that route. EDIT: Could sub Luck out for Law. God is Istus from PHBII

And as you can tell, Cloistered Cleric. So not a good BAB progression.