Shadows of the Sand (Inactive)

Game Master caster4life

Players start as newly-trained members of a Qadiran strike force, about to embark on their first mission.

Start date: 4718 AR, Gozran 9th
Current date: 4718 AR, Gozran 30th

Current map
Qadira map
Mission log
Group loot
XP Tracker


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Silver Crusade

deft:
Yeah, the whip won't be used much until at least level 3, and it won't come fully online until at level 5. Is why I said he would be using a trip weapon earlier on.

that said, @GM, combat Expertise is gone as a feat, so do I just get a bonus feat instead of combat expertise from lore warden? Or do I just lose out?


Deft Maneuvers:
Hmmm . . .. Dervish Dancer (Bard), Sorcerer, or Mesmerist are jumping out at me for a spell-casting Face.

Bard & Mesmerist are both 6 spell level classes, but both have direct access to SOME healing (Mesmerist being the worse of the two in that regard) while Sorcerer does not.

Bard & Mesmerist also have enough skill points for me to do a real Face, while Sorcerer does not.

Preferences/thoughts?

Silver Crusade

deft mans:
I would say bard, though if you are going an archetype dawnflower dervish is much better -mechanically-. Just my 2cents on it. You could also go for a bard archetype that doesn't swap out inspire courage so we all get +1 on maneuvers haha.

Also, I think I figured a way to fix my late blooming whip build, I can just take Exotic wep. prof for the scorpion whip, which deals lethal damage from the get go. Although I am unsure whether or not I can use strength with a whip for CMB bonuses...

Actually upon further inspection and an FAQ, I only need whip proficiency, which is great, as I wanted to play a half-orc for this character anyway. So, the build is going to be, scorpion whip, so it can deal lethal damage from the get go, and a flail in his off hand, so he can threaten at 5ft at least. (still has trip trait) huzzah!


Deft:
I'm certainly a fan of keeping Ins. Courage or going a full Sorc. build.

@rorek55 When a problem comes along, You must whip it.


Deft Maneuvers:

That sounds like an interesting team. Bard, inquisitor, lore warden fighter, and time thief. So, 4 person team. I would think as long as the lore warden can bring the damage, we'd be just fine at level 1 before the other classes get risky strike. The thing I was thinking about was how we take advantage of all these tripped opponents, and having a lore warden in the center of it all with combat reflexes whipping everything to death as they stood up sounds cool! And yes a bard is certainly an awesome choice. Inspire courage is amazing. I'll agree with Captain Moonscar I think for this group, since we'll be light on knowledge skills, losing bardic knowledge would hurt if you traded it out on the Dervish. Sorcerer might also work, but bard seems to lend itself toward the synergy here.


Deft maneuvers:
Base Bard, hunh? Okay. I'll need to spend some time trying to find him in my head before I can start doing anything other than simple mechanics. I have a single overnight with the Order of the Arrow tomorrow night, so it will probably be late this weekend before I profer anything specific.


I've slightly changed my thoughts for team Planetouched but am still keen to play, will work on a Peri-Blooded Aasimar Occultist if that works for people?


@Hustonj: Not sure I understand your point. The unchained rogue example in the feat taxes rule gives deft maneuvers since weapon finesse is no longer a feat. Did you want a choice of feat instead? I think I'll stick with the system's example.

@rorek55: Since you already have combat expertise, you would get a bonus feat at level 6.

All: Interesting to see the tides of ideas flow. First planetouched was most of the conversation. Now it's DM. What next? Curious.

Silver Crusade

planetouched:
Occultists are fun, like I said, as long as we at least have the 4 elements, before going heaven/hell them, I think it would work fine.

Also GM, I thought this was the lore-warden we are suppose to use.

deft mans:
So, I will be using weapon finesse and strength (eventually taking trained grace for double WT bonus when using Dex to hit, and str to damage.) And going for TWF with scorpion whips. I'll have to take exotic wep. prof scorpion whips, but I can then choose to wield them as daggers (threaten 5ft, light weapon) or as whips (attack 10/15ft out, don't threaten) So, at level 1, I'd just attack with one, at level 2, will take either weapon focus or TWF, or both, if I get a combat feat in place of combat expertise. This also means I can disarm/trip two people! (albeit, with a -2 to CMB) I'm actually really liking this concept, the only issue is the damage will be lower than likely wanted, at least until level 4,with weapon specialization and weapon training come in. Any thoughts on this?


Aipaca wrote:
I've slightly changed my thoughts for team Planetouched but am still keen to play, will work on a Peri-Blooded Aasimar Occultist if that works for people?

That works great! Would love to have you put that together.

*Edit* - to echo rorek, still looking for some water to round out the elements!


Nah, nothing so melodramatic, GM. I was verifying the intent was to apply that "rule" versus none.

I spent 30 years as a computer programmer. My father made a living as a computer scientist. My mother filled her time as an English teacher. Sometimes I look for more explicit statements of intent, especially when I am trying to comply with implied intent.

Deft Manenuvers:
Remember, full capability with Scorpion Whips ALSO requires basic Whip proficiency. Otherwise they remain effectively the close-reach version of the weapon.


Deft:
Should I go with the Branched Spear or the Fauchard as my reach weapon?

2nd Question: Conversion Inquisition gets me +4 to Diplo, Bluff and Intimidate.
Clandestine Inquisition gets me Vanish 5/day or I could go with a Domain.
Leaning toward Conversion personally.


Huh, a campaign using the feat tax ruling I want to try out since finding it. Count me interested.
How long will this recruitment remain open? It is quite difficult to shift through all of this and get into it, since we're building teams - which is quite hard for a latecomer ;-)

I usually play martial or 3/4 martial-oriented casters (like Hunter or Inquisitor). I am really fond of Teamwork feats and have a very nice Hunter/UC Rogue going in a 0.5 Gestalt game. So I guess, I will look into team Deft at first. If there's time left anyway ^^
Or ... a Summoner. I really like the flexibility and freedom-of-description this class allows. Maybe a Synthesist to make good use of the removed feat taxes - providing hard hitting-reach, good defense and buffs.


@rorek55: My understanding from this PFS blog is that we should be using the Adventurer's guide Lore Warden. Did you want to play the old version? I can look into allowing that if that's the case.

@hustonj: With you there. I'm a huge fan of excessively clear communication, even if it means I have to ask multiple questions or be asked multiple questions before things are clear. So to be clear, I answered your query? XD

@Swordwhale: There's plenty of time. I don't have a hard submission deadline. After a couple more weeks, there will probably be much less activity as teams come together and waiting longer won't add much in terms of total quality of submissions. Then I'll let people know I'm closing recruitment in a few days. In terms of sorting through information, I've tried to make sure all information relevant to everyone is in the campaign info so you don't have to search through every clarification posts I've made unless it's something only relevant to your build.

@All: Seems like the three teams (Spirit, Deft, and Planetouched) are coming together nicely. Keep up the good work. Remember to prepare for hot, cold, light, dark, illusions, evocations, undead, regenerating enemies, regenerating undead enemeies, fast and silent fights, defensive fights, mysteries, stealth, swarms, persuasion, traps, foraging, etc. You will gain great power, should you survive to earn it.


Deft Maneuvers:

If the inquisitor is strength based with a reach weapon, I think going dexterity lore warden is fine, but yes, you will have to have weapon proficiency in the whip to use it to its fullest extent. An archetype that supplies this is the Calistrian Hunter, if you wanted to trade out lore warden, though it does trade out weapon training for a bleed and debuff.

Yes, I like Conversion. Having two other people able to aid the face would be helpful.

In other news, it looks like with a bard submission we'll be a solid, solid team! Soon it'll be time to work on background and how we met in the army's training grounds (or before).


Cool.
I am quite open-minded at the moment...
@Teams: I'll have a look over your composition over the next days, in the meantime: What would you like to have me play if I'd join your team? Not saying I'll do, but maybe it will inspire me for a cool build.
As a kind of general purpose, I'd probably go with a baseline summoner. I like the class for the flavor plus it is really, really versatile with buffs, summons and the Eidolon. With a (big) Cha dependency, he can also second as a face.

Silver Crusade

deft mans:
Nah, I'm playing a half-orc and using the city-raised alternate trait. So I get whip proficiency as a race trait. And I'm taking the exotic weapon prof as well. I'll actually post the crunch for him here. Feel free to provide any feedback on the build. I was thinking about dropping Str to 14, and upping Dex to 18, but I'd lose a skill point/level I think.

@SnS GM, I'd prefer that lore-warden if possible, as that is the one I've always used.

deft mans lore-warden crunch:

Karuum Chaney,
Half-orc Fighter (lore warden)
Alternate Racial Traits: Sacred Tattoos, city raised
Traits: Fates Favored, bred for war?
Str: 16
Dex: 16
Con: 14
Int: 12
Wis: 12
Cha: 08
==========================================================
Defense:
==========================================================
HP: 13
AC: 17[18] FF: 14[15] T:13 (10+4armor+3dex+[1]buckler)
Saves:
Fort: +6 [2base+2fort+2race]
Ref: +5 [0base+3dex+2race]
Will: +3 [0base+1wis+2race]
==========================================================
Offense:
==========================================================
Movement: 30ft
Bab: +1
CMB: +6(+10 disarm, +8trip)
Whip: +4
Damage: 1d4+3

Feats:
1- Deft Maneuvers, Exotic weapon prof. scorpion whip
==========================================================
Skill: 4+Int/level
==========================================================
Survival: 1
Know. Nobility: 1
Know. Local: 1
Stealth: 1
Climb: 1
==========================================================
Equipment:
==========================================================
Incomplete


Yes you can use the old lore-warden if you wish. What's a feat you'd like to use to replace combat maneuvers? I'd rather not allow any powerful, flexible feat that anybody would want (like toughness) but I would allow something more specific that fits the lore warden. Perhaps dodge or skill focus (knowledge something)?

Silver Crusade

Dodge would be fine, although another option I'd not mind is the TWF feat or weapon focus (flails).

I would likely take all of these eventually, but if I could choose any of these to replace combat expertise, I'd probably just grab up weapon focus.


Dodge seems most in line with LW and is AC oriented, like Com Exp, so you can have dodge for free.

Silver Crusade

Thats fine, another Idea I had over lunch was make it the deft/powerful maneuvers feat instead.


Deft:

After a quick look-through ...
You still lack a HEAVY hitter, right?
Something like an Ork Bloodrager wielding a Butchering Axe?


Swordwhale wrote:

Cool.

I am quite open-minded at the moment...
@Teams: I'll have a look over your composition over the next days, in the meantime: What would you like to have me play if I'd join your team? Not saying I'll do, but maybe it will inspire me for a cool build.
As a kind of general purpose, I'd probably go with a baseline summoner. I like the class for the flavor plus it is really, really versatile with buffs, summons and the Eidolon. With a (big) Cha dependency, he can also second as a face.

I know we’ve got a Sylph, an Oread, and an Ifrit for the Planetouched team (also an Aasimar). To complete the classical elements, we could use an Undine. Also, we’re distinctly lacking in Divine casting/healing, since the classes right now are Swashbuckler, Fighter, Sorcerer (and Occultist). So something like an Inquisitor, Hunter, Warpriest, or just plain old Cleric would be helpful (and those all synergize pretty well with the Undine’s wisdom bonus).


Mhh, will look into undine ... Probably hunter or Inquisitor then.
I am not much into full casters (other than summoner).
Maybe I'll take a look at an kineticist as well. I think they had some way of healing, mhhh.
@GM: In case of hunter (or AC in general)... Would you be cool with Dinosaurs...? I really am a fan of the Ancylosaurus. That stun effect once he is grown-up is very neat.


I'm still interested in joining the planetouched team together with my genie-touched horse, or equine undine.

I've simply been rather preoccupied the last few days.


@Swordwhale: No problem with dinos.

@Cuan: Sounds cool. You've got time to get the build together.


My bad, thought you’d dropped out.

In that case, Swordwhale, the four main elements are all covered (though I don’t think we’d mind if you doubled up), but you could maybe do something a bit more esoteric like a Fetchling or Suli if you want. Cuan was, IIRC, going for an Oracle, so divine casting isn’t necessarily a huge need now. Choices are a bit more wide open, the only thing we’re really lacking is a true skillmonkey. I’m filling that with my Swashbuckler right now, but wouldn’t mind someone to take that on as a designated role. In fact, Fetchling Ninja was another build I had considered (that I think would be really fun for this game), but I really wanted to play a Swashbuckler. As far as animal companions goes, I’d defer to the GM as to what is and isn’t native to Qadira, but I’ve got no issue with an ankylosaur. One of my favorite dinos, as it happens.


Re dinos: Whatever you choose, make sure it can handle a flexibility of missions. An ankylosaurus would be awesome for a face to face, drawn-out melee battle. Not so great if you need stealth, mobility, flight, etc. I'm interested to see what you do with the animal companion. Always an awesome and flexible class feature.


Shadows of Sand GM wrote:
@hustonj: With you there. I'm a huge fan of excessively clear communication, even if it means I have to ask multiple questions or be asked multiple questions before things are clear. So to be clear, I answered your query? XD

:facepalm:

I should say no at this point, right?


hustonj wrote:
Shadows of Sand GM wrote:
@hustonj: With you there. I'm a huge fan of excessively clear communication, even if it means I have to ask multiple questions or be asked multiple questions before things are clear. So to be clear, I answered your query? XD

:facepalm:

I should say no at this point, right?

Haha. Ok so what else should we clarify?


Planetouched:
Ouachitonian wrote:

My bad, thought you’d dropped out.

In that case, Swordwhale, the four main elements are all covered (though I don’t think we’d mind if you doubled up), but you could maybe do something a bit more esoteric like a Fetchling or Suli if you want. Cuan was, IIRC, going for an Oracle, so divine casting isn’t necessarily a huge need now. Choices are a bit more wide open, the only thing we’re really lacking is a true skillmonkey. I’m filling that with my Swashbuckler right now, but wouldn’t mind someone to take that on as a designated role. In fact, Fetchling Ninja was another build I had considered (that I think would be really fun for this game), but I really wanted to play a Swashbuckler. As far as animal companions goes, I’d defer to the GM as to what is and isn’t native to Qadira, but I’ve got no issue with an ankylosaur. One of my favorite dinos, as it happens.

Glad to hear it, Cuan! Any chance you're thinking about a Suli? Good stats for an Oracle fighter. Or are you thinking human so we have someone normal for a change?

@Swordhale--given where our team is, I agree we're pretty flexible. Aipaca is going Aasimar, you could go something a little darker like Tiefling or Fetchling. Then we have the four elements, light, and dark.


Planetouched:
I'll be going Human as I simply need the bonus feat to get everything working at 1st level. I'll be going for the Keleshite Prophet archetype which locks my 1st level revelation. That means I need to grab Extra Revelation to have my mount at 1st level and then also grab Genie-Touched Companion to make it planetouched.

I'll probably also take the Heart of the Sun alternate racial trait. That'll help me survive the harsh climate better.


Deft:
Here is the Second Draft for the Inquisitor.

@Swordwhale Sure. I'm not exactly sure what a bloodrager can do but it sounds a lot like damage.

:Deft Crew: Possible Line up.
Bard - hustonj
Bloodrager-Swordwhale
Fighter -rorek55
Inquisitor -Captain Moonscar
Time Thief -Ashivla
Am I missing anyone?


Deft Maneuvers:

@Swordwhale: The inquisitor looks to put out a good deal of pain, but currently that is our only heavy hitter. Ashivla and the fighter will be focused on disabling through deft maneuvers. The bard will be utility and may or may not be tripping as well.

@Captain Moonscar: Yes, that looks to be it. I'd like to keep it at 5 members or below due to the GM's preference.


Deft:

Another interesting addition may be a ranged fighter.
Adding powerful ranged fire support maybe coupled with stealth and SA? Could be powerful as well. It would certainly help with nasty positioned enemies.
For a hard hitter, I though maybe the Drill Sergeant (Fighter). He gets extra Teamwork feats and can share them with all allies within 30ft for a couple of round. But considering the varying problems we may face ... I am careful of fighters/barbarians. They are just so single-purpose.

Planes:

Guess I'll throw a summoned into that build-up. Fits quite well ("I know a lot about the planes ... But were the hell did you find ... This?!")
Plus he is a very nice multi-purpose character, bringing some martial pain to the table (Eidolon+Summons) plus some very nice buffing, Cha dependency (can skill some Face skills if needed) and UMD potential.

[/spoiler]


Team Spirit:
How are we looking on composition and organization?

Grand Lodge

Bzl109 Here is my suli bloodrager though still have some work to do but mainly just crunch work along with naming and deity. Can change out some of the traits but figured needed the stealth and diplomacy.

Been slower since I have been doing this by hand and let me know if there is anything I missed.

Background I think is going to be a case of born into barbarian clan in the neighboring highlands, but when his racial powers manifested he was kicked out. During his search for more information into his heritage he ended up Crap cant remember the city name lol

Umm how does the shadows recruit exactly cause that would be part of the story from there. Also, let me know if there is more information needed...haven't really done a true backstory for any of my characters other than a very very brief element.


Since this is important info for everyone, I'll add it to the campaign info too.

The Shadows typically recruit promising prospects from the ranks of the military. Two years of military service are required of all citizens of Qadira. It typically takes at least a year for a green soldier to distinguish themselves and prove worthy of the Shadows' interest. Things may be more complicated for those who are sub-citizens or under the radar but the Shadows would recruit anyone who could prove useful and be trusted. For example, they would recruit a skilled and dangerous criminal out of jail if they had sufficient leverage to ensure the prisoner's loyalty.

New recruits are blindfolded and taken to secret hideouts for training. Few know where they are. You may have been trained in a cave, under a city, or in a forsaken desert outpost.


Team Spirit:
I had asked whether you were interest in my swashbuckler build, who still needs another feat selected in addition to Deft Manuevers. The only post from the group since, then, though, has been one asking internally about the group build.

Deft:
Got part of the way through the Bard. No gear or combat stats written up, yet. +14 Bluff, +11 Diplomacy, +9 Perform (Oratory), +8 Disguise/Intimidate/UMD, +4 Linguistics, with no other trained skills but W/ Lingering Performance. Any thoughts about that portion of the mechanics?


While I'm still working on the crunch, my basic idea is to have my character come from one of the Al-Zabriti clans. It would make a natural fit for the Shadows as those clans share a lot of the same goals, it's just the methods that are different.


@GM: Am I right that a paladin will not work in this setting?


hustonj:

Toughness, maybe?


@Swordwhale: There can be paladin's in Qadira but I don't think a paladin would do well with the amount of dirty work required. Antipaladin would also be tough to pull off as they seem like they would have a lot of trouble following orders.


There is the gey paladin archetype.

They are LN, so they may well be more of 'keepers of the justice/peace', doing what must be done for the greater good, with less the moral dilemmas the normal LG may have.


Alma the Soulborn wrote:
There is the gey paladin archetype.

We all do know that many paladins out there are gay, don't we? ;-)

On an unrelated note:
We use Feat Tax removal AND Combat Stamina ... which produces the question how the merged Feats from Tax Removal works in concert with the Combat Tricks from Combat Stamina. Do they simply have all tricks of the merged feats available?

Team Deft:

One option I can see, is a Zen Archer monk as a kind of artillery support. He has a somewhat slow start but quickly evolves to very powerful reaper-machine with very good defense and mobility options.
I would couple this with stealth, acrobatics and Perception skills but would be otherwise not much of an asset out-of-combat.
Another go-to would be a Hunter, with a heavy emphasis on Teamwork Feats and AoOs. He would bring 2 (!) Teamwork feat partners, two more melee-focused fighters (probably one with reach weapons) and some divine casting (mostly buffs and utility, since I would not invest heavily in Wis).
Thoughts?


@Alma: Grey paladin would be better. Might still have difficulty but could be workable.

@Swordwhale: Good question. Everyone counts as having the removed feats and only those with the new, merged feats count as having feats that have been merged under a new heading.

Example 1: Anyone may attempt the power attack combat trick because everyone has power attack for free.

Example 2: Only those with the new dodge feat (which now contains old dodge and mobility) can use the mobility combat trick.

Philosophically, I think this gives cool flexibility and abilities to martials. That said, casters are still vital for parties to be able to handle the variety of situations they'll face. And it's not like the martial buff really nerfs casters. Hasting your souped-up fighter buddies is even better than hasting normal fighter buddies.


Deft Maneuvers:

@hustonj: Looks good so far. With Oratory as your performance, it will apply to your Diplomacy at 2nd level.

@Swordwhale: Hunter or Ranger or even archer druid would be good, someone that has track and a good survival skill. Remember, if you're picking an animal companion they should be very versatile (i.e. can stealth/climb if need be). Since we'll have a fairly powerful setup, getting a combat monster AC isn't absolutely crucial.


Deft:
Oh, yeah, Perform substitute! Need to look at an alternate stacking of bonuses, then . . .. No need to make Diplomacy huge when I can make Oratory huge instead. And then the same benefit applies for my non-existent Sense Motive. Cool. I forgot about THAT ability.

Quick review of Feat options says I'm never going to be able to get my Perform as high as my Diplomacy. Close, but not better. Guess I'll have to settle for the Sense Motive replacement instead.

@Swordwhale - Except ranged attacks take a penalty against prone targets while melee attacks take a bonus.


Deft:
Basheer

For review and comment.

Spirit:
Lerina

For review and comment.


Team Spirit:
I'm fine with playing "fast and light". Ninja, Swashbuckler, Ghost, and I'll frame up a Spiritualist to complete our set.. I suspect we will need to consider working out a way IC/OOC to handle some of those stand up fights that some might have to tank through.

GM, how flexible are you on acts of sabotage? Will our potential jobs require instant action, or can we take some time to do our research on the place?

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