I need the best 1st level spell (or power) for 1/day

Post/Author/DateTimePost
#1

terronus

Aug 04, 2008 2:35:05
The setup: Our DM awards roleplay "points" during our game. I play a psychic warrior/barbarian/bear warrior. As such, one of my rewards was the ability to use a lvl 1 spell from ANY and EVERY list 1/day as a SLA. Or PsiLA, i guess. As a barbarian, I can't use it when I'm raging... unless its an immediate action, but NOT swift (houserule).

So, I ask... nay, BEG... does anyone know any useful spells or powers that could prove benificial with this houserule????

So many factors enter play...

1. The spell has an immediate/swift action, so I can use it before I rage
2. The spell has a long duration (10min/lvl+) hopefully, so it has utility
3. If the spell has a high but short bonus... for example my bear warrior getting an effect similar to animal growth (I know its 5th lvl, but its an example) for the BBEG fight, then it would be worth it too for the 1/day... like a last resort.

Hope you CO guys can help.
#2

tytalus

Aug 04, 2008 2:43:08
Haste? On the Trapsmith [DS] spell list, as a 1st level spell.

For out-of-combat, Identify is nice as a SLA, since you get around the material component.
#3

jaronk

Aug 04, 2008 7:13:06
Agreed, the Trapsmith list is where to find the best stuff, but Identify as a Spell Like requires no components.

JaronK
#4

rebel7284

Aug 04, 2008 8:08:44
Depending if you have access to MIC, an item of infinite identify is only 1500 (artificer's monocle) if anyone in the party can cast detect magic. Even if no one can, there is another item that does it 3/day for 4500. I wouldn't waste this opportunity on identify.

Haste is indeed a great 1st level spell, heh. Others I would recommend are Rhino's Rush [Spell compendium] cuz you can't go wrong with doubling your damage as a swift action and Fist of Stone [Spell compendium] which, while is a standard action, gives you an extra attack and bonus strength. Not quite sure how the enhancement bonus interacts with the bear warrior's wildshape weirdness though.

Overall, I'd probably recommend Rhino's Rush since the party wizard if any can already haste you and it's a swift action that you should be able to use at least once a day to great result without wasting actions. If the party wizard rarely prepares haste or, like in some parties, doesn't exist, haste probably edges ahead a bit since it's amazing in any battle that lasts for a prolonged period of time.
#5

empirate

Aug 04, 2008 9:19:24
A very important consideration would be your effective caster level for the SLA. Haste lasts only 1 round/level, which might be long enough - or not. Is your caster level equal to your character level, to your class level in a particular class, to some fixed number, to your Int, Cha or Wis bonus or what?
#6

falrin

Aug 04, 2008 10:31:40
From Core:

Longstrider (druid)
True Strike (wizard)
Enlarge Person (w)
Expeditious Retreat (w)
Bless Weapon (paladin)
Divine Favor (p)
Resist Energy (ranger)

I doubt Haste will be allowed, as a DM I wouldn't.
A lot depends on your CL. 1 turn/LvL isn't worth it when all you have is 1 CL.
#7

terronus

Aug 04, 2008 12:19:13
Thanks for the feedback, everyone.

I think I can probably get away with haste... since my DM specifically noted I can use any and every list, including psionics even, as long as I ran it by him first instead of just yelling "suprise!" once I took it. It will indeed be excellent as a buff for the real tough fights... especially since I'm using natural attacks.

Identify would be a good, but the party has a cohort using the feat (don't recall the name) that allows him to identify goodies using spellcraft.

I like longstrider, too, since in bear form I don't have the ability to augment my barbarian speed (yah, I must be the only barbarian out there that didn't take the lion totem)... and the duration is nice.

I will have to check about my CL, though... but I don't think it will only be 1.
#8

tshern

Aug 04, 2008 12:46:29
Rhino's rush doubles your charge damage. Can be worth it as a swift action spell.
#9

terronus

Aug 04, 2008 13:55:00
While I agree that rhino's rush is a good choice, I don't think there is much synergy with this build.
As a barbarian/bear warrior, I tend to spend a lot of time grappling, and the 1:1 return on PA with natural weapons makes charging more of a tactical ability than a high damaging one... I usually charge to initiate a bullrush, for example.
#10

inarai

Aug 04, 2008 14:03:18
Other good options:

Cat's Grace if added DEX is good.
Bull's Strength if added STR is good.
The CON one if that is good.
Animalistic Power(PBHII) if all 3 are good. Note that these are enhancement bonuses, though, and do not stack with other enhancement bonuses.
Swift Expiditious Retreat(Spell Compendium; as ER, but a swift action with duration of 1 round. Great if you need to get to a certain spot RFN.)
Swift Fly(As above, but as Fly instead of ER.)
True
#11

blargney_the_second

Aug 04, 2008 15:28:09
Expansion is a doozy for a grappler. If you have a good manifester level, it's possible to get 2 size increases for 10 min/level.
-blarg
#12

ithamar

Aug 04, 2008 15:39:52
If your caster/manifester level does get to increase, there is always Grip of Iron. Its an immediate action for +4 to grapple checks. My thinking on augmenting Psi-like abilities is fuzzy, but if you can augment it, that bonus just keeps going up.
#13

carnivore

Aug 04, 2008 15:54:44
since Spell-like or psi-like abilities usually have a CL/ML = HD

also Psi-like abilities are considered to be automaticaly Augmented to the Max, if they can be Augmented.....so try this:

Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC @ 1st lvl..... as you gain levels it gets better, also it lasts 1 Hour/ ML.... thus when you are 5th lvl... it will provide +6 Armor bonus for 5 hours, etc... it gets better as you gain HD


Conceal Thoughts, 1 Hr/ML, gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

Claws of the Beast, 1hr/ML, gains retractable Claws that do more Damage as you gain HD..... very powerful



as for spells.... try these:

Magic Aura.... 1 day/CL.... You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify......... you can have lots of fun with this


Endure Elements .... 24 hours .... A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Longstrider ... 1 hr/CL ... increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Pass without Trace ... 1hr/CL .. The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

Charm Animal ..1hr/CL .... functions like charm person, except that it affects a creature of the animal type.

Mount .. 2hr/CL ... summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Charm Person ..1hr/CL ... makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).

Floating Disk .... 1hr/CL .. You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it....... many Uses for this




:D
#14

ninjarabbit

Aug 04, 2008 16:59:13
It's hard for me to not recommend expansion for this character, especailly if ML = HD and are automanically augmented to the max
#15

meth0dical

Aug 04, 2008 19:22:12
It's hard for me to not recommend expansion for this character, especailly if ML = HD and are automanically augmented to the max

I'd say Expansion, yeah. Should prove to be extremely awesome.
#16

rebel7284

Aug 04, 2008 20:01:48
He can already do expansion.. multiple times a day.. he's a psychic warrior. Haste beats an additional 1 use of expansion.
#17

terronus

Aug 05, 2008 0:33:18
since Spell-like or psi-like abilities usually have a CL/ML = HD

also Psi-like abilities are considered to be automaticaly Augmented to the Max, if they can be Augmented.....so try this:

Can you tell me where I can find this information? In XPH I only saw a small blurb psi-like abilities. If the mechanics work this way, I would definitely want to take a PLA.

and Rebel7284 is correct :P. I chose psywarrior since 10/min level expansion is pretty cheap pp and stays active when I become a bear. Enlarge person does not, however, which is a bummer.
#18

wormious

Aug 05, 2008 9:19:00
Check out the link: Psi-Like Abilities

Very useful stuff there. If your ML is considered equal to your HD then thats how many PPs you are considered to have and the power automatically gets augmented as high as it can.

Something else of note; if the power cannot be augmented you can use empower and quicken on it under certain conditions dependent on your ML.
#19

blargney_the_second

Aug 05, 2008 13:23:07
From Spell Compendium: check out Benign Transposition, Fist of Stone, and Surefoot.
#20

hogarth

Aug 06, 2008 21:44:29
Another couple of suggestions:
Precognition (lasts for 10 min/level, gives a +2 insight bonus on whatever you want)
Psionic Minor Creation (lasts for 1 hr/level, situationally useful)
Mindlink (lasts for 10 min/level, handy for communicating while in bear form)
Feather Fall (although a ring is dirt cheap)
#21

terronus

Aug 06, 2008 22:10:27
Mindlink is an excellent suggestion, hogarth! The DM had been allowing me to say 1-2 words while in bear form, as long as they were simple things like "HULK... SMASH!!!" but this power could have a lot of utility.

I've been pretty stumped since reading how PLAs can be augmented by your ML, which really makes me want to take a power now, but definitely gotta take mindlink into consideration.
#22

vangrue

Aug 07, 2008 2:29:46
Hearing how PLAs get augmented has got me interested, too. I've been trying to come up with a non-standard Dragon Shaman totem, and Gem Dragons are interesting. Most attempts to make totems from them involve PLAs for the Draconic Adaptation, which is nice, but the suggested abilities I'd want are from dragons with either an alignment I don't want or immunity that wouldn't be useful.

But those PLAs make them too tempting to pass up completely! (Inertial armor, or Defensive Precognition, would be useful in this case)

Anyway, since you seem to be looking for a way to communicate in bear-form, Mindlink could be pretty useful.
#23

carnivore

Aug 07, 2008 15:01:28
from the type of build you are making.... Inertial Armor is the Best choice.... it gives VERY Long term Benifits(1 Hour/HD), and they continue to get Stronger:

@ Lvl = AC

1st +4 Armor
2nd +4 Armor
3rd +5 Armor
4th +5 Armor
5th +6 Armor
6th +6 Armor
7th +7 Armor
8th +7 Armor
9th +8 Armor
10th +8 Armor
11th +9 Armor
12th +9 Armor
13th +10 Armor
14th +10 Armor
15th +11 Armor
16th +11 Armor
17th +12 Armor
18th +12 Armor
19th +13 Armor
20th +13 Armor

also.... Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.

Your inertial armor can be invisible or can appear as a colored glow, at your option.
The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

:D
#24

ookamikiba

Aug 07, 2008 21:50:31
The setup: Our DM awards roleplay "points" during our game. I play a psychic warrior/barbarian/bear warrior. As such, one of my rewards was the ability to use a lvl 1 spell from ANY and EVERY list 1/day as a SLA. Or PsiLA, i guess. As a barbarian, I can't use it when I'm raging... unless its an immediate action, but NOT swift (houserule).

I know that this is probably a silly, nit-picky question, one of those ones asked by rules lawyers who carefully study wording for poor phrasing but...when you say first level...does that include Seeker of the Song? Because if it does...technically, it is getting the spells at first level...

I suspect that it does, in fact, mean level 1 spells...but please, just make sure that I'm being silly and asking a stupid question, because I'd hate to miss that.

I know it says "lvl 1", what I want to know is does that mean level one based on class level or spell level?