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Protection from Evil
Pyrotechnics (to put fires out)
Waterbreathing
Detect Secret Doors (this is a maybe, depends on if you have anyone in the party with any amount of Perception)
this is just a few.
Comprehend Languages (take two, if you need one, you'll need the second)
Mage Armor, for when you get awakened in the middle of the night, or when facing Shadows etc.

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See invisibility. Everyone regrets NOT having it slotted. Command Undead. Very situaional, but you are guarenteed to encounter unintelligent undead at least once in your adventuring career.
Glitter dust - see above about invisibility. It's great if you can see the invisible opponent, its better if the rest of your party does too.
Protection from Arrows. This spell have very limited usefulness, but at around the time you get 2nd level magic, this is actually a very handy spell.
Resist Energy. Bards usually don't have access to this.

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Eagles Splender - so that your cleric can get 2 more Channel Energy uses. Often better than a 2nd level cure spell
I'm pretty sure it doesn't work like that, temp boosts don't give you more rage rounds or other /day time stuff. Or could you keep casting Eagle's Splendor after the first one wears off for +2 channel each time?
I agree that See Invis is a good one. Take spells that are counters to uncommon but effective threats, and don't have saves.

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Eagle ’s Splendor
School transmutation; Level bard 2, cleric 2, paladin 2, sorcerer/
wizard 2
Casting Time 1 standard action
Components V, S, M/DF (feathers or droppings from an eagle)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The transmuted creature becomes more poised, articulate, and
personally forceful. The spell grants a +4 enhancement bonus
to Charisma, adding the usual benefits to Charisma-based skill
checks and other uses of the Charisma modifier. Bards, paladins,
and sorcerers (and other spellcasters who rely on Charisma)
affected by this spell do not gain any additional bonus spells for
the increased Charisma, but the save DCs for spells they cast while
under this spell’s effect do increase.
Bold is mine - but it seems to show that a cleric would get extra Channels
it can't be repeated, cause you only get so many Channel uses per day, depending on you CURRENT Cha - so if you loose Cha before you use them you loose them, sort of...

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Alright, you can have the extra 2 uses of channel energy, but they are expended until you rest for 8 hours and prepare spells.
(Thanks - I think)
yeah. still, I figured it was a good use of a 2nd level spell scroll, for when the entire party is really kicked around and the cleric is really tapped out, it's better than a Cure Mod. and you can use it for other things if the need arises
jonnythm |

Protection from Evil
Pyrotechnics (to put fires out)
Waterbreathing
Detect Secret Doors (this is a maybe, depends on if you have anyone in the party with any amount of Perception)
this is just a few.
Comprehend Languages (take two, if you need one, you'll need the second)
Mage Armor, for when you get awakened in the middle of the night, or when facing Shadows etc.
I always memorize mage armor.
+4 AC for 1hour/caster level? That's a pretty long time by level 8, all day by level 14

Petty Alchemy RPG Superstar Season 9 Top 16 |

Eagle ’s Splendor
School transmutation; Level bard 2, cleric 2, paladin 2, sorcerer/
wizard 2
Casting Time 1 standard action
Components V, S, M/DF (feathers or droppings from an eagle)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The transmuted creature becomes more poised, articulate, and
personally forceful. The spell grants a +4 enhancement bonus
to Charisma, adding the usual benefits to Charisma-based skill
checks and other uses of the Charisma modifier. Bards, paladins,
and sorcerers (and other spellcasters who rely on Charisma)
affected by this spell do not gain any additional bonus spells for
the increased Charisma, but the save DCs for spells they cast while
under this spell’s effect do increase.Bold is mine - but it seems to show that a cleric would get extra Channels
it can't be repeated, cause you only get so many Channel uses per day, depending on you CURRENT Cha - so if you loose Cha before you use them you loose them, sort of...
However,
Temporary Bonuses: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma.
http://www.d20pfsrd.com/basics-ability-scores/ability-scores
It doesn't make sense for temporary boosts to grant extra uses of an ability, otherwise you could just get a temp bonus, spend the bonus uses, take off the bonus, and put it back on, repeat. I'm pretty sure there's no such thing as going negative on abilities with uses per day.

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the addition or loss of ability (Cha) does not change how many times the character has Channeled today.
1) What is his current CHA?
2) How many times has he channeled today?
change the answer to #1, it doesn't change the answer to #2.
But you know what? doesn't matter to me. you play it the way you want. If a cleric puts on a headband of CHA +2 in my game, he'll get an extra channel. I prefer to play with the part of the spell that says "and other uses of the Charisma modifier". If he then remove it, it doesn't change how many times he's channeled. If he then puts it back on, he still hasn't changed how many times he's channeled.

Abraham spalding |

the addition or loss of ability (Cha) does not change how many times the character has Channeled today.
1) What is his current CHA?
2) How many times has he channeled today?
change the answer to #1, it doesn't change the answer to #2.But you know what? doesn't matter to me. you play it the way you want. If a cleric puts on a headband of CHA +2 in my game, he'll get an extra channel. I prefer to play with the part of the spell that says "and other uses of the Charisma modifier". If he then remove it, it doesn't change how many times he's channeled. If he then puts it back on, he still hasn't changed how many times he's channeled.
You're trying too hard. Read the actual rules involved:
Temporary Bonuses: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
A bonus that lasts longer than 24 hours is a permanent bonus -- the headband lasts longer than 24 hours and therefore will increase the number of channels the cleric can do.