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Cisturn
2010-06-05, 01:43 AM
hey playgrounders! I'm looking for some good buff spells that allow me to throw down with the rest of the combat classes. I'm currently level eight so I have access to fourth level spells. Hope you guys can help, thanks

PId6
2010-06-05, 01:47 AM
Divine Power - Best cleric spell for that purpose, and awesome even if you don't persist (though obviously better when persisted).
Divine Favor - Good low level spell for a big melee boost, and second cornerstone of the three core cleric melee buffs.
Righteous Might - Last of the three best core cleric melee spells. This one comes at 5th level so you'll have to wait a level, but it's quite good once you gain access.

Os1ris09
2010-06-05, 01:51 AM
Agree with above. However note that righteous might and divine power enhancement bonuses to STR do not stack

PId6
2010-06-05, 01:58 AM
Agree with above. However note that righteous might and divine power enhancement bonuses to STR do not stack
Actually, they do. Divine Power's bonus type is enhancement, while Righteous Might is size, so there's no reason why they wouldn't. It's mildly ridiculous, but that's clericzilla for you.

Os1ris09
2010-06-05, 02:15 AM
I thought Rightous might bonus was enhancement but I seem to be corrected. :smalltongue:

gallagher
2010-06-05, 02:40 AM
I thought Rightous might bonus was enhancement but I seem to be corrected. :smalltongue:

actually, even if the STR bonuses didnt stack, they still make a better fighting class than a pally

Azernak0
2010-06-05, 04:49 AM
Divine Metamagic Persist makes buffs last all day long. Instead of increasing spell level, they use Turn Attempts instead.

Tokiko Mima
2010-06-05, 06:03 AM
If you are abusing DMM already, why not blow a feat on Extra Spell (Wraithstrike) and persist it to make all your melee attacks into touch attacks?

Mooch
2010-06-05, 10:52 AM
here is a list of spells by level that are good for persisting

Conviction (SC 1) [+2 +1/6lvls max 5 morale to saving throws]
Shield of Faith (SRD 1) [+2 +1/6lvls deflection AC]
Divine FavorP (SRD 1) [+1luck attack and damage/3lvls max 3]

Elation (BoED 2) [+2 morale str/dex, +5feet]
Brambles (SC 2) (+1 enhancement dmg/lvl max 10)

Recitation (SC 4) [+2 luck: AC, attack, saving throws, +3 if worships same diety]
Divine PowerP (SRD 4) [BAB=CharLvL, +6enhancement str]]
Sheltered Vitality (SC 4) [immunity to fatigue, exhaustion, ability damage, ability drain]
Freedom of Movement (SRD 4)
Death Ward (SRD 4) [immune to all death spells, magical death effects, energy drain, any negative energy effects]
Greater Blindsight (SC 4) [blindsight 60ft]

Righteous MightP (SRD 5) [+1 size, +4 size str, +2 size con, +2 enhancement nat armor, DR 3,6,9/evil]
Righteous Wrath of the Faithful (SC 5) [+1 attack at highest BAB, +3 morale attack/damage]
Divine Agility (SC 5) [+10 enhancement dex]

Holy TransformationP (SC 7) [+4 sacred: str, con, saving throws, DR5/evil, -2attack/saving throws within 10feet]
Holy Star (SC 7) [see description]

StormrageP (SC 8) [fly 40, immune to thrown/projectile ranged attacks, lightning attack]
Holy Aura (SRD 8) [+4deflection AC, +4resistance saves, SR25vs evil]
Antimagic Field (SRD 8)

Greater Visage of the DeityP (SC 9) [+1 nat armor, +4 str/con/wis/cha, +2dex/int, DR10/magic etc see description]
Miracle duplicating Bite of the WerebearP (SC 9 dup SC druid 6) [+16 enhancement str, +2 dex, +8 con, +7 nat armor, gain claw/bite attacks]

Vigor
Lesser (SC 1) [fast healing 1]
Regular (SC 3) [fast healing 2]
Greater (SC 5) [fast healing 4]

Jack_Simth
2010-06-05, 11:08 AM
Note that a number of the spells on Mooch's list are touch range spells - some DM's consider Touch range to fall under the "Personal or Fixed" requirement for Persistent Spell, some don't.

Douglas
2010-06-05, 11:24 AM
If you are abusing DMM already, why not blow a feat on Extra Spell (Wraithstrike) and persist it to make all your melee attacks into touch attacks?
Whether Extra Spell allows going outside your class list is debatable even using just the written text. WotC's official stance on it (they didn't errata it, but there is an FAQ somewhere about it) is that it does not. So no, this doesn't work.

Eldariel
2010-06-05, 11:49 AM
First, default hour/level (or similar) buffs not requiring Persist Spell:
Magic Vestment [SRD 3: +1/4 CL to Armor/Shield Enhancement]
Greater Magic Weapon [SRD 4: +1/4 CL to Armor/Shield Enhancement]
Heroes' Feast [SRD 6: Immunity to poison, fear, random bonuses]
Spikes [SC 3: +2 Enhancement, 2*Threat Range and +CL Damage on e.g. Quarterstaff]
Greater (Superior) Resistance [SC 4 (6): +3 (6) Resistance to saves]
Contingent Energy Resistance [SC 4: Contingent Resist Energy 10]
Energy Immunity [SC 6: Immunity to a type of energy]
Mantle of the Icy Soul [SC 6: Cold subtype]
Divine Insight [SC 2: 5 + CL bonus to one skill check made during its duration]
Also worth noting is Iron Silence [SC 2: No ACP on Hide/Move Silently], and the fact that many worthwhile 10 min/level spells are better off just triple/quadruple extended if they're on a rather empty level, rather than persisted as that may take less resources (and be legal in some cases). Notable such spell is Battlemagic Perception [HoB] which means you aren't a sitting duck when without actions in caster fights.

Mooch's list is quite good, but it works on the assumption that Touch-spells can be persisted (it cuts out about 100 different immortality comboes not to allow it or Ocular/Reach), which is arguable, so I'm pointing out alternatives:

Conviction (SC 1) [+2 +1/6lvls max 5 morale to saving throws]
Mass Conviction is unambiguously persistable alternative.


Shield of Faith (SRD 1) [+2 +1/6lvls deflection AC]

Mass version works; great for team, or until Holy Star becomes available.


Divine FavorP (SRD 1) [+1luck attack and damage/3lvls max 3]

Good early on, probably not worth it once Recitation is game, though the damage bonus may be worth considering; Quicken as possible.


Brambles (SC 2) (+1 enhancement dmg/lvl max 10)

Spikes doesn't require Persist, one level higher, same spell; use it instead.


Freedom of Movement (SRD 4)

10 min/level; later on you may just want to triple prepare Extended versions once you can make 'em last all day. Consider Mass, too.


Death Ward (SRD 4) [immune to all death spells, magical death effects, energy drain, any negative energy effects]

Touch, use Mass-version once available (8).


Divine Agility (SC 5) [+10 enhancement dex]

Touch. No alternatives.


Vigor
Lesser (SC 1) [fast healing 1]
Regular (SC 3) [fast healing 2]
Greater (SC 5) [fast healing 4]

Mass Lesser Vigor and Vigorous Circle are unambiguously persistable.


Few other spells worth persisting:
- Surge of Fortune [CC 5: Nat 20 any die roll as a discharge, handy bonuses]
- Eyes of the Oracle [DM 6: Ready an action each round, take it by discharging the spell]
- Draconic Polymorph [Drac; Greater Anyspell or Miracle: Like Polymorph, with +8 Str and some other stuff] Note: As bad as any Polymorph.
- Giant Size [CA, Wu Jen 7 - Miracle: +32 Str, Colossal size]
- Owl's Insight [SC, Druid 5 - Miracle: +½ CL as Insight-bonus to Wisdom]
- Consumptive Field (Greater) [SC, Clr 4 (7): ½ CL bonus to CL and infinite Strength-bonus] Note:Completely broken and [evil]

As you can see, caster level boosts like Beads of Karma (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#strandofPrayerBeads), Ankh of Ascension [CD/MiC (nerfed)], Orange Prism Ioun Stone (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#iounStones) and similars.

Curmudgeon
2010-06-05, 12:32 PM
If you are abusing DMM already, why not blow a feat on Extra Spell (Wraithstrike) and persist it to make all your melee attacks into touch attacks?
Extra Spell (Wraithstrike) works exactly as stated to let you learn the spell. However, it's still an Assassin 3 or Sorcerer/Wizard 2 spell, and Extra Spell lacks the following:

any way for a Cleric to cast an Assassin or Sorcerer/Wizard spell
a way to determine level when converted from one type/class to another
You'll know the spell, but be unable to cast it until you take arcane casting levels sufficient to the purpose.