Halfgiant's 3.5 Cleric Buff Guide to Optimization
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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] -
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 -
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).
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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: YesYour 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.
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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) -
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.
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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 -
Ability Enhancer
Type: General
Sources: Dragon #325
Dragon Compendium Vol. 1Your 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. -
Stacking Modifier Reference
https://obelisk.daerma.com/topic/235/stacking-modifiersCat…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. EnhanceProtect
…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/SkillSkill
…Racial…Usually Actions…Natural Enhance
…Morale…Actions…Emotional State
…Competence…Actions…Knowledge
…Insight…Almost anything…Knowledge
…Epic…Almost anything…Knowledge/SkillOther
…Luck…Almost anything…Self Explan
…Divine…Almost anything…Divine Intervention
…Perfection…Almost anything…Various
…Circumstance…Almost anything…VariousAlign
…Profane…Almost anything…Various Evil
…Sacred…Almost anything…Various Good