• Categories
  • Recent
  • Tags
  • Popular
  • Login
  • Categories
  • Recent
  • Tags
  • Popular
  • Login

Halfgiant's 3.5 Cleric Buff Guide to Optimization

Game Discussion
buff spells
1
9
1.5k
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • H
    halfgiant PC
    last edited by halfgiant Sep 1, 2019, 7:44 PM May 26, 2017, 1:35 AM

    Not all inclusive list, i intended not to share all my tricks, but here is a healthy list from which to start.

    Conviction (SC 1) [+2 +1/6lvls max 5 morale to saving throws]
    Shield of Faith (SRD 1) [+2 +1/6lvls deflection AC]
    Divine Favor (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 Might (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 Transformation (SC 7) [+4 sacred: str, con, saving throws, DR5/evil, -2attack/saving throws within 10feet]
    Holy Star (SC 7) [see description]
    Stormrage (SC 😎 [fly 40, immune to thrown/projectile ranged attacks, lightning attack]
    Holy Aura (SRD 😎 [+4deflection AC, +4resistance saves, SR25vs evil]
    Antimagic Field (SRD 😎
    Greater Visage of the Deity (SC 9) [+1 nat armor, +4 str/con/wis/cha, +2dex/int, DR10/magic etc see description]
    Miracle (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]

    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]

    1 Reply Last reply Reply Quote 1
    • H
      halfgiant PC
      last edited by Aug 30, 2019, 1:33 PM

      Armor Class Buff Notes

      Spell Class and Level Bonus and Type
      Alter Self* Bard 2, Sorcerer/Wizard 2 Varied
      Barkskin Druid 2, Ranger 2, Plant Domain 2 +2 to +5 enhancement to natural armor
      Bigby’s Interposing Hand Sorcerer/Wizard 5 +4 from cover
      Cat’s Grace Bard 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 +2 as a result of increased Dexterity if your armor accommodates your better Dex.
      Cloak of Chaos Chaos Domain 8, Cleric 8 +4 deflection
      Dispel Evil** Cleric 5, Good Domain 5, Paladin 4 +4 deflection against evil creatures
      Holy Aura Cleric 8, Good Domain 8 +4 deflection
      Mage Armor Sorcerer/Wizard 1 +4 armor
      Magic Circle against Evil** Cleric 3, Good Domain 3, Paladin 3, Sorcerer/Wizard 3 +2 deflection against evil creatures
      Protection from Evil** Cleric 1, Good Domain 1, Paladin 1, Sorcerer/Wizard 1 +2 deflection against evil creatures
      Shield Sorcerer/Wizard 1 +4 shield
      Shield of Faith Cleric 1 +2 to +5 deflection bonus
      Shield of Law Cleric 8, Law Domain 8 +4 deflection
      Unholy Aura Cleric 8, Evil Domain 8 +4 deflection
      Spell Class and Level Bonus and Type
      Blur Bard 2, Sorcerer/Wizard 2 20% miss chance
      Displacement Bard 3, Sorcerer/Wizard 3 50% miss chance
      1 Reply Last reply Reply Quote 0
      • H
        halfgiant PC
        last edited by Aug 30, 2019, 1:35 PM

        Luminous Armor, Greater
        (Book of Exalted Deeds, p. 102)

        Abjuration
        Level: Sanctified 4,
        Components: Sacrifice
        Casting Time: 1 standard action
        Range: Touch
        Target: One good creature touched
        Duration: 1 hour/level (D)
        Saving Throw: None
        Spell Resistance: Yes (harmless)

        This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor bonus to AC).

        1 Reply Last reply Reply Quote 0
        • H
          halfgiant PC
          last edited by Sep 1, 2019, 1:04 AM

          Guidance of the Avatar
          Divination
          Level: Clr 2
          Components: V, S
          Casting Time: 1 action
          Range: Touch
          Target: Creature touched
          Duration: 1 minute or until discharged
          Saving Throw: None
          Spell Resistance: Yes

          Your deity’s chosen avatar imbues the subject with divine power. The creature gets a +20 competence bonus on a single skill check and must choose to use the bonus before making the roll to which it applies.

          1 Reply Last reply Reply Quote 0
          • H
            halfgiant PC
            last edited by Sep 1, 2019, 1:11 AM

            Glibness: +30 to Bluff
            Guidance of the Avatar: +20 to skill check
            True Strike: +20 to an attack roll
            Jump: +30 to your check
            Invisibility grants +40 to Hide checks, or +20 if you’re moving.
            Divine Insight gives up to +15 insight to any skill check once in the next CL/hours.
            Appraising Touch; +10 insight to Appraise but takes 2 minutes.
            Assay Spell Resistance; +10 bonus to caster level to beat a single enemy’s spell resistance
            Brachiation; +10 competence bonus to climb checks, can brachiate moving at +10ft ground speed.
            Camouflage; +10 circumstance bonus to hide
            Climb Walls; up to +30 enhancement bonus to climb, no climb speed
            Crown of Glory; not a huge bonus, but gives a +4 morale bonus to attack rolls, saves, skill checks, immunity to fear effects, and up to 20 Temporary Hit Points.
            Entangling Staff; Grapple as a free action if attacking with a Staff with a +8 bonus dealing Constriction Damage
            The Raptor; 60ft Movement speed, +8 bonus to Hide, Jump, Listen, Spot, Survival, and Scent
            Forestfold; +10 Competence Bonus on Hide and Move Silently while in a specific terrain. Join up with Acorn of Far Travel for funzies.
            Hymn of Praise; +2 Caster Level of Good aligned Divine Spell Casters, and +4 sacred bonus to Good Clerics Charisma Check to turn undead. Infernal Threnody does the same for evil characters.
            Improvisation; pool of up to 40 points of “luck” which can be used to give up to Half Caster level Luck bonus to attack roll, skill rolls and ability checks
            Insightful Feint; +10 Bonus to bluff while Feinting, making it faster (a Free Action, if you have Improved Feint Feat).
            Listening Lorecall; +4 Bonus to listen, but gains Blindsense and Blindsight as your ranks increase
            Nerveskitter; +5 Bonus to Initiative
            Nightstalker’s Transformation; +4 Enhancement Dex, +3 Luck to AC, +5 Luck to Reflex Saves, +5 Competence to Spot, Listen, Hide, Move Silently, Proficiency with all Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, Short Sword, Weapon Finesse, +3d6 Sneak Attack (but lose Spellcasting ability).
            Serene Visage; +1/2 CL Insight to Bluff (yes, this stacks with Guidance of the Avatar and Glibness, but not Divine Insight).
            Sign; +4 Bonus to Initiative
            Sirine’s Grace; +4 Enhance to Charisma and Dex, +8 to Perform, Swim Speed of 60ft, able to Breathe Water, Move and Attack Normally underwater as well
            Sniper’s Eye; +10 Competence to Spot Checks, Darkvision 60ft, allows 60ft ranged sneak attack, allows 60ft Ranged Death Attack
            Sticky Fingers; +10 bonus to Sleight of Hand checks
            Sticky Saddle; +10 bonus to Ride TO STAY IN THE SADDLE, DC20 strength check to voluntarily dismount from saddle
            Surefoot; +10 competence bonus to Balance, Climb, Jump and Tumble, and do not lose Dex to AC while balancing/climbing.
            Swim; +8 Swim checks to perform special actions, and can always take 10 on Swim checks
            Towering Oak; +10 competence to Intimidate and +2 Enhancement to Strength
            Translocation Trick; Dimension Door and Disguise Self all rolled into one (so +10 bonus to Disguise)

            1 Reply Last reply Reply Quote 0
            • H
              halfgiant PC
              last edited by Sep 1, 2019, 11:59 PM

              Owl’s Insight
              (Spell Compendium, p. 152)

              Transmutation
              Level: Druid 5,
              Components: V, S,
              Casting Time: 1 standard action
              Range: Touch
              Target: Creature touched
              Duration: 1 hour
              Saving Throw: Fortitude negates (harmless)
              Spell Resistance: Yes (harmless)

              As you cast this spell, your face is overlaid with the image of a snow owl. The image fades as you bestow your ally with comprehension.

              The subject gains an insight bonus to Wisdom equal to 1/2 your caster level.

              1 Reply Last reply Reply Quote 0
              • H
                halfgiant PC
                last edited by Sep 2, 2019, 12:42 AM

                Absorb Strength: Corrupt 4; +1/4 [creature’s str] str (enh), +1/4 [creature’s con] con (enh), Book of Vile Darkness 84
                Abyssal Might: Cleric 4, sorcerer/wizard 4; +2 str (enh), +2 dex (enh), +2 con (enh), Book of Vile Darkness 84
                Animal Growth: Druid 5, ranger 4, scalykind 5, sorcerer/wizard 5; +8 str (size), -2 dex (size), +4 con (size), Player’s Handbook 198
                Animalistic Power: Cleric 2, druid 2, ranger 2, sorcerer/wizard 2; +2 str (enh), +2 dex (enh), +2 con (enh), Player’s Handbook II 101
                Animalistic Power, Mass: Cleric 7, druid 7, sorcerer/wizard 7; +2 str (enh), +2 dex (enh), +2 con (enh), Player’s Handbook II 101
                Augment Familiar: Sorcerer/wizard 2; +4 [str, dex, & con] (enh, familiar only), Spell Compendium 17
                Aura of Vitality: Druid 7; +4 str (morale), +4 dex (morale), +4 con (morale), Spell Compendium 18
                Bear’s Heart: Cleric 5, druid 4; +4 str (enh), Defenders of the Faith 81
                Bite of the Werebear: Druid 6, sorcerer/wizard 7; +16 str (enh), +2 dex (enh), +8 con (enh), Spell Compendium 28
                Bite of the Wereboar: Druid 4, sorcerer/wizard 5; +4 str (enh), +6 con (enh), Spell Compendium 28
                Bite of the Weretiger: Druid 5, sorcerer/wizard 6; +12 str (enh), +4 dex (enh), +6 con (enh), Spell Compendium 28
                Bite of the Werewolf: Druid 3, sorcerer/wizard 4; +2 str (enh), +4 dex (enh), +4 con (enh), Spell Compendium 29
                Bull’s Strength: Cleric 2, druid 2, paladin 2, sorcerer/wizard 2, strength 2; +4 str (enh), Player’s Handbook 207
                Bull’s Strength, Mass: Cleric 6, druid 6, sorcerer/wizard 6; +4 str (enh), Player’s Handbook 207
                City’s Might: City 8; [+2 to +10] str (enh), [+2 to +10] con (enh), Races of Destiny 165
                Crown of Might: Cleric 3, sorcerer/wizard 3; [+2 or +8] str (enh), Player’s Handbook II 108
                Curse of the Brute: Cleric 3, paladin 2; +x [str or dex or con] (enh), -x int, -x cha, Defenders of the Faith 84
                Death Knell: Cleric 2, death 2; +2 str (untyped), Player’s Handbook 217
                Divine Power: Cleric 4, war 4; +6 str (enh), Player’s Handbook 224
                Draconic Might: Paladin 4, sorcerer/wizard 5; +4 str (enh), +4 con (enh), +4 cha (enh), Spell Compendium 72
                Elation: Bard 2, cleric 2, joy 2, sorcerer/wizard 3; +2 str (morale), +2 dex (morale), Book of Exalted Deeds 98
                Enhance Wild Shape: Druid 4; +2 [str or dex or con] (untyped), Spell Compendium 82
                Enhanced Shifting: Druid 3; +2 shifter trait ability bonus (untyped), Races of Eberron 184
                Enlarge Person: Sorcerer/wizard 1, strength 1, transformation 1; +2 str (size), -2 dex (size), Player’s Handbook 226
                Enlarge Person, Greater: Sorcerer/wizard 5; +2 str (size), -2 dex (size), Spell Compendium 82
                Enlarge Person, Mass: Sorcerer/wizard 4; +2 str (size), -2 dex (size), Player’s Handbook 227
                Enrage Animal: Druid 1, ranger 1; +4 str (morale), +4 con (morale), Spell Compendium 82
                Extract Gift: Cleric 5, sorcerer/wizard 5; +1/4 level [selected ability score] (enh), Fiendish Codex I 93
                Fist of Stone: Sorcerer/wizard 1; +6 str (enh), Spell Compendium 94
                Fuse Arms: Cleric 2, sor/wiz 2; +4 str [higher for extra arms] with limbs (untyped), Spell Compendium 100
                Giant Size: [+16, +24, or +32] str (untyped), -2 dex (untyped), [+4, +8, or +12] con (untyped), Complete Arcane 109
                Gutwrench: Sorcerer/wizard 8; +4 str (enh), Book of Vile Darkness 97
                Iron Body: Earth 8, endurance 9, metal 8, sorcerer/wizard 8; +6 str (enh), -6 dex (untyped), Player’s Handbook 245
                Rage: Bard 2, sorcerer/wizard 3; +2 str (morale), +2 con (morale), Player’s Handbook 268
                Righteous Fury: Paladin 3; +2 str (enh), +2 dex (enh), Magic of Faerun 114
                Righteous Might: Cleric 5, competition 5, hatred 5, mysticism 5, strength 5, wrath 5; +8 str (size), +4 con (size), Player’s Handbook 273
                Strength of Stone: Paladin 2; +8 str (enh), Spell Compendium 211
                Tenser’s Transformation: Sorcerer/wizard 6; +4 str (enh), +4 dex (enh), +4 con (enh), Player’s Handbook 294
                Transfusion: Sorcerer/wizard 5; +[half of up to 1d6+5] (untyped), Dragon Magazine 339 – 78
                Valiant Fury: Courage 5; +4 str (morale), +4 con (morale), Complete Warrior 118
                Visage of the Deity, Greater: Cleric 9, competition 9, mysticism 9, purification 9; [+4 str, +2 dex, +4 con, +2 int, +4 wis, +4 cha] or [+4 str, +4 dex, +2 con, +4 int, +2 cha] (all untyped), Spell Compendium 231
                Wish: Sorcerer/wizard 9; +[1 to 5] any (inherent), Player’s Handbook 302

                1 Reply Last reply Reply Quote 0
                • H
                  halfgiant PC
                  last edited by Sep 2, 2019, 12:42 AM

                  Ability Enhancer
                  Type: General
                  Sources: Dragon #325
                  Dragon Compendium Vol. 1

                  Your helpful transmutation spells aid you more than normal.

                  Prerequisite: Spell Focus (transmutation)
                  Benefit: Any transmutation spell you cast that enhances ability scores increases the ability scores by +2 more than it normally does. For example, casting bull’s strength with this feat grants the subject a +6 enhancement bonus to Strength, instead of the usual +4 enhancement bonus.

                  1 Reply Last reply Reply Quote 0
                  • H
                    halfgiant PC
                    last edited by halfgiant Sep 1, 2019, 7:50 PM Sep 2, 2019, 12:50 AM

                    Stacking Modifier Reference
                    https://obelisk.daerma.com/topic/235/stacking-modifiers

                    Cat…Bonus Name…Affects…How the Bonus happens

                    Property
                    …Alchemical…Material prop…Chemical/Magical process
                    …Enhancement…Material prop…Craft or Magical Enhance
                    …Size…Physical prop…Self Explan
                    …Inherent…Ability Scores…Magical Enhance
                    …Resistance…Usually Saves…Nat. or Mag. Enhance

                    Protect
                    …Natural Armor…AC (block)…Physical barrier
                    …Armor…AC (block)…Physical barrier
                    …Shield…Usually AC (block)…Physical barrier
                    …Deflection…Usually AC (touch)…Change/Redirect Motion
                    …Dodge…Usually AC (touch)…Speed/Agility/Skill

                    Skill
                    …Racial…Usually Actions…Natural Enhance
                    …Morale…Actions…Emotional State
                    …Competence…Actions…Knowledge
                    …Insight…Almost anything…Knowledge
                    …Epic…Almost anything…Knowledge/Skill

                    Other
                    …Luck…Almost anything…Self Explan
                    …Divine…Almost anything…Divine Intervention
                    …Perfection…Almost anything…Various
                    …Circumstance…Almost anything…Various

                    Align
                    …Profane…Almost anything…Various Evil
                    …Sacred…Almost anything…Various Good

                    1 Reply Last reply Reply Quote 0
                    • First post
                      Last post