
Atarlost |
Depends on the spell and level. Divine Power more than doubles the full attack power of a battle cleric when it first becomes available since it includes a haste effect on top of the luck bonus and is available when the Cleric still has 5 BAB. At that level If you get to make one full attack after casting it it's paid for the action to cast it.
Buffs before kicking down the door are also always worth it from an action economy standpoint.

pobbes |
It's kind of a hard gamble with self-buffing. Usually, I find a cleric can really only pull one round to self-buff, which is usually the best buff spell available at that level, before melee ensues. It usually replaces you charging in, but if you have other melees they can go in and soak up that punishment or if you are the melee you can just hold the line while the enemy comes to you. Some good battlefield control can also extend this. I mean some clerics get fog cloud or some such to get extra rounds before the melee ensues.
However, it is a viable tactic. Long story short, we had a cleric called Goremore Willkill. His name said it all from attitude to effectiveness. Clerics can OWN combat for those limited number of rounds all their spells are active, and with quick, selective channel they can be better paladins for a time as well.

Selgard |
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"no matter what" is pretty much suicide, imo.
PC's have to be adaptable, in all of their varied tactics. Self-buffing is no exception.
Sure, taking 5 rounds to buff before an imminent combat is prudent- but if you are ambushed or just happen to come across and unexpected event the guy is probably going to be more valuable heading on into the fray than to stand back casting spells on himself. One spell? sure. 5 rounds of spells? probably not.
If the guy has that many self buffs just to keep himself viable he needs to dump some cash into a lesser quicken rod- or the feat itself- and be done with it. (or both.)
I'm not one for math but there has to be some breaking point between what spells you are casting and how effective you are becoming vs time spent not being in battle actually *being* effective.
-S

Odraude |

We used to have a player that would actually ask us to wait until he was fully buffed before we did anything.
Nothing wrong with that. I've had parties learn to go in when we are fully prepared instead of charging half cocked. As a cleric, I personally like to get Sanctuary, Blessing of Fervor, and Shield Other out before we kick down the door and fight exploding T-Rex Skeletons.

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shallowsoul wrote:We used to have a player that would actually ask us to wait until he was fully buffed before we did anything.Nothing wrong with that. I've had parties learn to go in when we are fully prepared instead of charging half cocked. As a cleric, I personally like to get Sanctuary, Blessing of Fervor, and Shield Other out before we kick down the door and fight exploding T-Rex Skeletons.
Actually initiative had already started and he needed four rounds to buff.

Turgan |

Self-buffing during/at the beginning of combat should only take one round - better to buff the group in this round.
I also play a cleric in a campaign and we're around 12th level (group of four characters). I always wanted to be a battle cleric, casting divine power and wading into combat. But the higher the level, the less effective I become as a melee combatant, no matter how hard I try.
I have a wisdom of 24, strength 18 and the feat "guided hand" (wisdom for attacking with favoured weapon), a cleric of Kelemvor with a bastard sword.
Sounds good? Just it isn't. Normally I cast blessing of fervour, because the fighter archer and the rogue become better with it. After casting I usually march into the thick of combat, as a flanking buddy/meatshield (good AC with shield), sometimes attacking, sometimes channeling or casting (travel domain - dimensional hop).
I am still waiting for the situation where "Divine Power" will be worth it.

Shadowdweller |
I find buffing and self-buffing to be most useful when you've got a couple "free" rounds: For example, when the party hears approaching enemies. Or when the paladin or rogue detects enemies behind the door and you've got a rod of silent spell or some such.
At higher levels, the prosaic scry-and-port, of course.
It really otherwise is a gamble on how long the combat will last. For example, if two rounds spent buffing will double your damage output then the combat needs to last at least three more rounds for the buffing to be worthwhile (two to break even, three to derive some actual benefit from the resource expenditure). Going purely on damage anyhow - sometimes there are other tactical concerns, such as placing an enemy spellcaster under threat. Or using some enlarging effect to place multiple enemies under threat.

Mathmuse |

I find buffing and self-buffing to be most useful when you've got a couple "free" rounds: For example, when the party hears approaching enemies. Or when the paladin or rogue detects enemies behind the door and you've got a rod of silent spell or some such.
In the campaign I run, the battle oracle is a dedicated self-buffer.
It works nicely with the party dynamic. The party is heavy in information gathering: the rogues and one bard scout ahead, often invisibly thanks to the wizard or the other bard. They usually see the enemy before the enemy sees them, and receive a surprise round. The rogues get in their high-initiative Sneak Attack strikes while the oracle is casting her buff spells. The rogues do not have much staying power in combat, but before they have to back off, the battle oracle is buffed enough to take out all remaining enemies in two rounds. And she heals the rogues after combat.
Also, with her Surprising Charge revelation, she can make an extra movement, so if the party is double moving to rush to foes spotted in the distance, she is using one movement, one surprising charge, and one standard action for self-buff spellcasting.
The oracle acquired a Lesser Rod of Quickening and I houseruled that she could physically strap it to her arm, taking up her arm slot and hand slot for magic items, rather than holding it in her hand. The oracle has an amplified version of the Haunted Curse, taken by the player for roleplaying purposes, which prevents any Quickdraw options.
The oracle's main concern is resource management. I recall that back at 11th level she put nine buffs on herself when the party had a minute of preparation time prior to ambushing an enemy patrol. Usually, she uses only three buffs per combat, both to make them last the day and to avoid losing too many combat rounds.

Devilkiller |

If you want to be a self-buffer it can help to play in a group which uses some tactics to slow down combat. Hanging back using ranged attacks and battlefield control can give the melee self-buffer time to get ready for clean up.
That said, I think it is wise not to plan on being able to cast more than a single short term (round per level) self-buff. Sometimes the situation forces you into the thick of combat more quickly than you'd like. Other times your fellow PCs will act as "combat accelerators" to sabotage your efforts. I've sometimes seen these sorts of players "get bored" and open a door known to have monsters behind it while the rest of the party was trying to buff. More often there's just the guy who charges off into a poor tactical position near a mass of enemies and then complains bitterly if you refuse to come "be another target" despite your unbuffed AC.