[RPG] do to improve the clerical spell DCs

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I am currently playing a level 6 Dwarven Cleric in Pathfinder, and I'm in a considerable bind. My cleric of Grundinnar (LG/domains of Good/Community) is part of a group consisting of a Ranger with ridiculous Dexterity and several feats/items that boost his attack bonus, a Bard with significant overall skill and inherent Buffs and a Magus that can enchant their blade with obsurd amounts of spells and had just invested in Sacred Geometry (chosen Metamagic of Quicken/Maximize).

While I have a great Wisdom stat (+3), I have abysmal strength and Dexterity stats when compared to my party (neutral Dex and -1 Str vs +3 to +6 Str and Dex). As such, the only things that are available for me to do at the moment are healing the party and using spells. However, my save DCs are too low for me to consider queueing spells like Command or Forbid Action. Moreover, some of the better spells at my level rely heavily on my Wisdom stat, like Spiritual Weapon and Divine Trident.

So, other than using Owls' Wisdom (not worth a 2nd lvl spell slot), a Headband of Inspired Wisdom/Mental Prowess, an Ioun Stone (too expensive for a +1 bonus/same bonus type as headband) and a Tome of Understanding, what can I do to boost my spell DCs and other stat-based variables?

Best Answer

Feats

Here are a few options to increase your chances to land a spell on enemies:

  • Spell Focus: Choose a school of magic and apply +1 to the DC of all spells of that school.

    • Greater Spell Focus: The previously chosen school is now +2 DC.

    • Spell Perfection (at 15th level): Choose one spell to master and double the bonus from Spell Focus. Won`t be available anytime soon, but should be listed here for reference.

  • Heighten Spell (Metamagic): This will allow you to cast spells using higher spell slots, which automatically increase their save DC.

  • Focused Spell (Metamagic): Increase the spell level by one to increase the DC by 2 on a single target of a spell that affects multiple targets.

Debuffing

Yes, you should consider ways to debuff your enemies that allow no save, or spells that lower their saves:

  • Cause Fear: One creature up to 5 HD becomes frightened if they fail their save (which also applies -2 to checks from shaken), or if they pass, they become shaken for one round.

  • Prayer: No save, debuff their attack rolls, damage rolls, saves and skill checks while buffing your party at the same time.

  • Sacred Space: Sancities an area to increase all good spells DC by 2, or against evil outsiders, which also debuffs their attack, damage and saving throws by 1.

Or effects that apply the Shaken condition (-2 to saves):

  • Intimidation: Intimidating a foe is the easiest way to make an enemy shaken, and can be done even by a fighter or rogue in your group, but preferably, should be someone that invested a few feats on it.

  • Doom: Will save or shaken.

  • Bestow Curse: Will save or -6 to an ability (wisdom) or -4 to attack rools, saves, and ability and skill checks.

Or effects that apply the Sickened Condition (also -2 to saves):

  • Ray of Sickening: Fortitude save or become sickened for 1 minute per level.
  • Dread Bolt (if you are evil): Causes damage against good targets and apply sickened if they fail a will save.
  • Unholy Blight (also for evil casters): The opposite of Holy Smite, will cause good creatures to become sickened if they fail a will save.

Be aware that creatures immune to mind-affecting effects will be immune to fear effects.

Other Classes

There are options from other classes that are available either as multiclass or by other party members that you could benefit from, but are also readily available (at first level):

  • Evil Eye (witch): Applies -2 to either attack rolls, skills or saves, even if they pass the save, the effect lasts for one round.

  • Misfortune (witch again): Target that fails their will save will have to roll twice and take the best result on any ability check, attack roll, saving throw or skill check for one round.

  • Spell Bane (inquisitors): While your bane ability is affecting a creature type, all your spells DC increase by 2 against that creature type.

If we knew what was your deity and cleric domains (or even the composition of your group, afterall it's a team), we could also suggest some domain abilities that could help, but i believe you got it after all these ideas.

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