switching my cleric from general to buffer

aboyd

Explorer
My cleric typically used summon monster & spiritual weapon & cloud of knives & dark fire as a usual battle combo. That meant that on my turn I might need to do upwards of 6 or 7 attack rolls, depending upon how many critters I was controlling. My problem at the moment is that those strategies are failing, and the people around the table are less appreciative of the wait, as it doesn't have spectacular results anymore.

I would like my cleric (level 7) to adapt to more buffing-type spells. I want to increase the damage output of the other players, or prevent them from going down/getting blinded/etcetera. I think if I do it well, our damage output can remain as high as it was when I had 6 summoned "things" adding in their attacks.

However, so far I only like Blessing of the Righteous, as it adds 1d6 to every melee & ranged attack by every PC. That's a lot of extra HP worth of damage over the course of a 10 round battle. What else can I do? What are good strategies or spell combos?

Allowed books are PHB, PHB2, Spell Compendium, and the Complete series.
 

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Oh, I think I like Mass Aid, too, unless someone can sell me on superior alternatives that would buff the whole team.
 

Let's see...

Recitation is +2 (or +3, if they all worship your deity) Luck to AC, saves, and attack rolls. Cleric-4, Spell Compendium page 170. That'll be popular, I think - it helps everyone (Wizard's Touch Attacks, saves and defenses, and when the Power Attacking Fighter hits, well, that's a bit more power attack on that nice two-handed weapon).

Even just Core, though, you've got Prayer (+1 to most rolls for your allies, -1 to most rolls for your opponents), Magic Vestments (out of combat), Greater Magic Weapon (out of combat), and Bless (also Bane).
 

All I have handy is Complete Champion.

Aligned aura (fourth level) is interesting and flexible, though not particularly powerful. Effects depend on you and your party being alignment-compatible along one axis.

Bnediction (second level) is pretty nice for a powerful fighter. +2 on saves and the ability to reroll a missed attack or save.

Footsteps of the divine is an incredibly versatile movement buff, allowing you to choose, when you cast the spell, things like burrowing, flight, and climb, or a big speed boost. Nice enough spell that I'm gonna swap it into my cleric's list.
 

As already mentioned, Recitation (SC, L4) is one of the most popular short-time buff spell.

Mass Shield of Faith (SC, L4) is also a good protective spell.

Having Mass Resist Energy (SC, L3) can be critical when you encounter a dragon or a fire elemental.

By the way, which domains does your cleric have?
 

By the way, which domains does your cleric have?

Yes, this is helpful to know, as there is a low level (2?) spell in C.Champion to completely swap one of your chosen domains, granted power and all, for a different one available to you by deity, alignment, etc... Basically lets you have a total re-do of your domain selections, as it lasts a day/level. Some domains are great for buffing. My last cleric had spontaneous time domain, so he could drop a haste on the party whenever he wanted.

More low level good ones from SpC:

Blessed Aim, level 1: Basically a ranged-only version of Bless that instead gives a +2 morale bonus. Good for certain parties.
Ebon Eyes, level 1: Seeing in magical darkness can be a big help, and it has a long duration.
Blood Wind, level 1: If you have a Druid or monster race in your party.

Divine Protection, level 2: Mass spell for +1 AC and saves

Blindsight, level 3: no comment needed.
Mass Conviction, level 3: Bonus to saves for all allies.
Fell the Greatest Foe, level 3: I love this one. Great if you have a small melee character, or anytime fighting a gigantic foe. Subject gets +1d6 melee damage per size smaller than who he's attacking.
Girallon's Blessing, level 3: Extra arms, and for a long duration!
 

Wow, thanks guys. These suggestions are really good. I had not even seen some of these spells!

By the way, which domains does your cleric have?
The standard "decent combo" that most wannabe power-gamers try before moving onto the complicated stuff: travel & luck.
 

I always thought war and strength was the default starting combo of choice...;)

Complete champion has body/soul ward, 2nd lv spells which grant limited resistance to ability damage.

Dungeonscape has some variant which gives you the ability to spontaneously cast restoration spells (you lose one of your domain powers, IIRC).

Shield other is always useful as it negates the effectiveness of focus fire on a more fragile PC.

Of course, you could always just buff yourself with divine power before wading into combat...
 

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