Which class benefits most from Bright Sands campaign? [Archive] - Wizards Community

Post/Author/DateTimePost
LGMoses

11-11-06, 06:27 PM
I'm just asking which class gets the best benefit from the Bright Sands Plot arc. This is a sum of experience and unlocks and all of that other cool stuff on AR sheets. I'm specifically thinking wizards will get a lot of cool stuff just because u know, Rary's nearby. That and I played the first mod with a barbarian and we found a spellbook. I'm not wanting any spoilers, just opinions. Go.
Lupo

11-11-06, 06:38 PM
I'm just asking which class gets the best benefit from the Bright Sands Plot arc. This is a sum of experience and unlocks and all of that other cool stuff on AR sheets. I'm specifically thinking wizards will get a lot of cool stuff just because u know, Rary's nearby. That and I played the first mod with a barbarian and we found a spellbook. I'm not wanting any spoilers, just opinions. Go.

play a druid !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!

lots of cool spells and feats, dustform summonings are awesome.

second choice is a cleric

(both classes get total spell list access for the bright desert spells).

third choice any other spellcasting class.

as you already have a level of barbarian, it is hard to switch, maybe you can muster enough charisma to get a level of sorc packed, and go for a dragon disciple???

the problem is that bright sands characters have to play a lot of adventures out of region, where some desert specific feats and abilities a fighting type can choose are not beneficial at all. the increased spell access and especcially the dustform template work most of the time.

ciao

martin m.

ps: if the pregenerated druid wasn't such a nerd with two odd stats that hurt and two penalty feats, i would immediately start him as secondary bright desert chracter.
Reska

11-11-06, 09:50 PM
ps: if the pregenerated druid wasn't such a nerd with two odd stats that hurt and two penalty feats, i would immediately start him as secondary bright desert chracter.


For some reason, I read that as "Pregnated druid"...and I was just wondering when the baby was due.

That being said, yes...Druid. AND go for Wasteland Druid. Sure, you lose out on a few things (Woodland Stride, Resist Nature's Lure, 10th level Wild Shape), but what you gain in difference makes up for it. (Sandskimmer for Woodland Stride...okay, maybe not that one, Heat Endurance for Resist Nature's Lure, and Wild Shape - Giant Vermin in the back of the Sandstorm Book instead of a 4th/day). That and as Lupo said, Dustform SUmmons are fun (Gotta love Summon Construct!)
UMiskatonic

11-11-06, 10:55 PM
I'm having a good time with a sorceror. Searing Spell is a fantastic feat, and it makes Elemental Savant into a real PrC.

I don't recommend Centaur. Too many difficulties.
LGMoses

11-11-06, 11:44 PM
I don't want to be a crazy centaur. I just want to know which character class is going ot benefit most when I walk away from this storyline. Wizard or Ranger. Which is going to be most useful.
Sieylianna

11-12-06, 12:29 AM
I'm having a good time with a sorceror. Searing Spell is a fantastic feat, and it makes Elemental Savant into a real PrC.

I would agree with Searing Spell being a great feat for Bright Sands PCs. I'd go so far as to say that if you were thinking about starting an arcane caster, I'd recommend creating it as your bright sands PC. My barbarian/wizard (future Eldritch Knight) is likely to pick it up at 6th level.

Ed
jhorred

11-21-06, 04:08 AM
I would agree with Searing Spell being a great feat for Bright Sands PCs. I'd go so far as to say that if you were thinking about starting an arcane caster, I'd recommend creating it as your bright sands PC. My barbarian/wizard (future Eldritch Knight) is likely to pick it up at 6th level.

Ed

My dwarf BS Wizard has searing spell, it's pretty cool.
clannagh

11-21-06, 06:00 PM
just ignore the bright sands specific environmental feats

my badlands dwarf took sandskimmer at level 1 and has now virtually played the whole arc and never used it after the very first game
_m_

11-21-06, 06:33 PM
just ignore the bright sands specific environmental feats

my badlands dwarf took sandskimmer at level 1 and has now virtually played the whole arc and never used it after the very first game

lol yeah i feel bad for him about that. i mean, i play a character whos native from a cold area, with cold res and all, and he seems equally happy to run around in the desert as the brightsands desert loving dwarf.

if the next arc is somewhere environmental, like stormwrack of frostburn kind of thing, i hope they use the environmental effects: it really adds to the game.
Arvagor

11-21-06, 07:54 PM
if the next arc is somewhere environmental, like stormwrack of frostburn kind of thing, i hope they use the environmental effects: it really adds to the game.The problem is, so many people complain about the environmental effects, that they are basically written away so that they are of no consequence. Seriously, almost every time I've played one of the Bright Sands mods, the DM starts out with "OK, you're going to be trekking through the hottest part of the desert -- NPC 'X' gives you some scrolls of endure elements, so we don't have to worry about bothering with the heat right? OK, moving on..."

What the *bleep* happened to resource management? Crossing the desert is supposed to be a challenge, even if all it means is you lose all your 1st level slots on endure elements -- that's part of the challenge...
_m_

11-21-06, 08:04 PM
The problem is, so many people complain about the environmental effects, that they are basically written away so that they are of no consequence. Seriously, almost every time I've played one of the Bright Sands mods, the DM starts out with "OK, you're going to be trekking through the hottest part of the desert -- NPC 'X' gives you some scrolls of endure elements, so we don't have to worry about bothering with the heat right? OK, moving on..."

What the *bleep* happened to resource management? Crossing the desert is supposed to be a challenge, even if all it means is you lose all your 1st level slots on endure elements -- that's part of the challenge...


i AGREE totally. its like just making combat encounters lay down and die, on the assumption that you could kill them. wheres the fun? oh, and HEY arv, where have you been?
Arvagor

11-21-06, 08:11 PM
HEY arv, where have you been?Nasty combo of job and family crises all at one time; I have a history of the holidays being FUBAR... :raincloud
_m_

11-21-06, 08:15 PM
Nasty combo of job and family crises all at one time; I have a history of the holidays being FUBAR... :raincloud

aww. dont raincloud arvagor :dancin: . we're all here and we :love: you very muchness :D

meanwhile... what does sandskimmer actually DO?
gomeztoo

11-23-06, 11:06 AM
my badlands dwarf took sandskimmer at level 1 and has now virtually played the whole arc and never used it after the very first game

I took sandskimmer AND heat endurance for my druid - just so she would be a real waste druidess.
It is pretty sad if they make a total wastes campaign and then don't USE the waste rules.
Arvagor

11-23-06, 11:25 AM
I took sandskimmer AND heat endurance for my druid - just so she would be a real waste druidess.
It is pretty sad if they make a total wastes campaign and then don't USE the waste rules.Then you should've just used the druid variant in Sandstorm -- you get both those feats as part of your class abilities :P
Reska

11-23-06, 06:35 PM
Then you should've just used the druid variant in Sandstorm -- you get both those feats as part of your class abilities :P

Unless they wanted all the regular Druid abilities too, such as the +4 vs Fey Magic or the un-impeded movement in brush. Or even the extra 1/day wild shape you get at 10th.

Me, I took the druid variant, cause I like having Resist Fire 5 at 4th. And the animal companion access....mmm...turtle...
_m_

11-23-06, 06:51 PM
im sorry, but i just dont think i could ever be sacred of a turtle, no matter how dangerous it was.
Reska

11-23-06, 07:13 PM
im sorry, but i just dont think i could ever be sacred of a turtle, no matter how dangerous it was.

Not even a 20' long, 5 ton turtle with spikes and trample and the ability to act on a surprise round (even if there's no surprise round)?
_m_

11-23-06, 07:17 PM
Not even a 20' long, 5 ton turtle with spikes and trample and the ability to act on a surprise round (even if there's no surprise round)?

no. not even then.

now if it had a BASTARD sword... THEN i'd be running. (theres only 1 person on the forums who'll get that)


you could always paint stuff on it. that'd make it scarrierer.
Reska

11-23-06, 08:23 PM
I was thinking of attaching masterwork manacles to the direspikes, and teaching it to roll over...you know, as an intimidation factor.
DuctShuiTengu

11-23-06, 08:46 PM
you could always paint stuff on it. that'd make it scarrierer.

Be an Arcane Heirophant. Use its shell as your spellbook. :P

Note: not sure if that would actually work, and I have no clue how many "pages" a dire turtle's shell has.
Reska

11-23-06, 09:20 PM
Be an Arcane Heirophant. Use its shell as your spellbook. :P

Note: not sure if that would actually work, and I have no clue how many "pages" a dire turtle's shell has.

Already working on Arcane Heirophant already....
_m_

11-23-06, 10:47 PM
Already working on Arcane Heirophant already....

lol, thats a mighty big turtle if it can hold as many spells as a spellbook.

perhaps it would be more like a casters shield. scribe things onto it to cast later.
clannagh

11-24-06, 12:50 AM
Unless they wanted all the regular Druid abilities too, such as the +4 vs Fey Magic or the un-impeded movement in brush. Or even the extra 1/day wild shape you get at 10th.

Me, I took the druid variant, cause I like having Resist Fire 5 at 4th. And the animal companion access....mmm...turtle...

now if you could take war camel .....

btw how many people noticed the source books says you can take every bright sands vehicle "except xxx " and procedes to crossoff EVERY vehicle in the book other than a basic sled
_m_

11-26-06, 05:18 PM
now if you could take war camel .....

btw how many people noticed the source books says you can take every bright sands vehicle "except xxx " and procedes to crossoff EVERY vehicle in the book other than a basic sled

lol thats mega funny actually.
PaulH

11-28-06, 10:07 PM
Hi

Got to agree that Druids & Clerics rock in BS!
All that metal armour, protected by Endure Elements, protects you from the biggest danger - heat.

Started Human Cleric of Velnius - going Stormlord at 6th. Only played one mod with this char - but expect there are some sandstorms at higher APL's in other mods - which make the Stormlord even harder.

Cheers
Paul H
lseelba

05-30-07, 05:55 PM
Unless they wanted all the regular Druid abilities too, such as the +4 vs Fey Magic or the un-impeded movement in brush. Or even the extra 1/day wild shape you get at 10th.

Me, I took the druid variant, cause I like having Resist Fire 5 at 4th. And the animal companion access....mmm...turtle...

How do you take the Druid Variant? Do you just make a 1st level Druid? And what does this have to do with Bright Sands?

(sorry I am horribly new at LG and I want to make a Druid and this wasteland druid sounds cool but I don't know what the prerequisites are)
bitznarf

05-30-07, 05:57 PM
You would've had to have played COR5-06 Blood on Bright Sands (a retired mod) as the PC's first mod in order to take this variant/alternate class feature.
Reska

05-30-07, 10:41 PM
no. not even then.

now if it had a BASTARD sword... THEN i'd be running. (theres only 1 person on the forums who'll get that)


you could always paint stuff on it. that'd make it scarrierer.

To follow up on this: How bout a turtle that not only has dire spikes on it, but thorns, big jaws, and tends to latch on and drag you all over the place while crunching your bones into it's own bread?
jstorrie

05-31-07, 12:17 AM
Baklunish Human Sorceror / Fire Elemental Savant.
Bogjob

06-06-07, 04:45 PM
My half orc fighter loved Bright Sands, by playing all the Bright Sands mods including specials I have access to mithril, adamantine and starmetal :D
GreatSiron

06-11-07, 12:27 AM
no. not even then.

now if it had a BASTARD sword... THEN i'd be running.

TURTLE POWER!
DerekSTheRed

06-11-07, 08:21 AM
My half orc fighter loved Bright Sands, by playing all the Bright Sands mods including specials I have access to mithril, adamantine and starmetal :D

Heh.. I got access to any 3 stat boosting books. Unfortunately they're all +1 only. I was disappointed when I got access to 2 on one Special AR instead of the special material access.

Derek
kjenks

06-11-07, 10:41 AM
You would've had to have played COR5-06 Blood on Bright Sands (a retired mod) as the PC's first mod in order to take this variant/alternate class feature.

The other way is to start a Fastplay character in any of the non-retired Bright Lands mods.

The Bright Sands Fastplay characters are here:
http://www.wizards.com/rpga/downloads/LGBBS_Fastplay_v2-0.zip

Characters are:

Badland dwarf, male Rogue 1: Str 13, Dex 16, Con 16, Int 13, Wis 8, Cha 8.

Scablands half-orc, male Barbarian 1: Str 16, Dex 11, Con 16, Int 10, Wis 10, Cha 9.

Human (Flan) Druid 1: Str 10, Dex 11, Con 13, Int 12, Wis 16, Cha 12.

Human (Suel) Sorcerer 1: Str 10, Dex 10, Con 13, Int 13, Wis 12, Cha 16.

Human (Suel) Ranger 1: Str 13, Dex 14, Con 15, Int 10, Wis 13, Cha 10.

Half-elf Cleric 1: Str 12, Dex 8, Con 14, Int 12, Wis 16, Cha 12.

(I didn't list skills and feats since those can all be changed with retraining. I suspect that they didn't list the sex for most of them because they want us to be able to choose it; I suspect that listing the sex for the first two was an oversight, but we can't fix it now.)

The non-retired Bright Lands mods are:
COR6-02 Rallying Point for the Bright Sands
COR6-09 Beneath the Bright Sands
CORS6-02 Pits of Azak-Zil
COR6-13 Tears for the Bright Sands
COR6-16 Dominion Over Bright Sands

The Blight on Bright Sands Sourcebook v.1.0:
http://www.wizards.com/rpga/downloads/LGBBSS_v1-0.zip

BTW, the Fastplay druid has too few skill points:
Conc 4 ranks+1=5
HA 4 ranks+1=5
Kn (Nature) 2 ranks+1+2=5
Ride 4 ranks
Spellcraft 4 ranks+1=5
Survival 2 ranks+3+2=7

Skill points available: (4+1+1)x4 = 24
Total skill points used: 4+4+2+4+4+2 = 20
Unused skill points: 4

So when you level up to 2, or if you play your level 1 table with a DM who makes you fix your character to be legal, I guess you get to spend those points however you like. Putting all your points in Spot is obviously the way to go.

Some of the other Fastplay characters have similar problems with their skill points. The ranger has spent too many.
Rerednaw

06-11-07, 01:26 PM
The other way is to start a Fastplay character in any of the non-retired Bright Lands mods.

The Bright Sands Fastplay characters are here:
http://www.wizards.com/rpga/downloads/LGBBS_Fastplay_v2-0.zip

Characters are:

Badland dwarf, male Rogue 1: Str 13, Dex 16, Con 16, Int 13, Wis 8, Cha 8.

Scablands half-orc, male Barbarian 1: Str 16, Dex 11, Con 16, Int 10, Wis 10, Cha 9.

Human (Flan) Druid 1: Str 10, Dex 11, Con 13, Int 12, Wis 16, Cha 12.
...

I may be misunderstanding this, but the Wasteland druid is a druid variant right?

The fastplay does not use this variant so technically you do not have access to the alternate class features and turtle access correct?

The only access you gain are the spells and feats listed in the BLCS?
kjenks

06-11-07, 09:31 PM
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I may be misunderstanding this, but the Wasteland druid is a druid variant right?

The fastplay does not use this variant so technically you do not have access to the alternate class features and turtle access correct?

The only access you gain are the spells and feats listed in the BLCS?

I'm pretty sure that the Fastplay druid is the Sandstorm variant druid. It has a hyena animal companion, and that's a class feature of the Sandstorm variant druid, not the standard PH druid.
Rerednaw

06-12-07, 12:14 PM
I'm pretty sure that the Fastplay druid is the Sandstorm variant druid. It has a hyena animal companion, and that's a class feature of the Sandstorm variant druid, not the standard PH druid.

Hmmm, I guess I give it a shot...sadly there's only one Bright Sands I can play...and it starts at APL6...yikes! (My main is locked in Red Hand and I don't really have any alts to speak of.)
kjenks

06-12-07, 12:29 PM
Playing up by 5. Hmm. Sounds very dangerous.

You can play that mod, whatever it is, and quit before the first fight. You'll likely get 0 GP, 0 XP, no access, and you'll never be able to play the mod again, but at least you can start your Bright Lands character without dying.

But make sure the rest of your party knows what you're up to before you start playing. It would not be fair to them for them to be forced to play the rest of the mod with, say, three PCs.
Timlagor

06-15-07, 07:38 AM
And given that Dominion is the only BS mod that starts at APL6 that's the only way you have a plausible chance of surviving.
LGMoses

06-19-07, 02:22 AM
I've only played a couple of games in LG. Now I eat mods for my group. But I still remember that Blood on Bright Sands mod. Grugg, my half orc barbarian was at 2 hp after the first fight! I had enough supplies including firewood to carry the entire party for a week. I was charging and smashing. Killed a scorpion with a spear and kept a claw. Then we left and went home. On the way home that hippogriff attacked! Everyone was having troubl hititng it but not Grugg! I charged and threw that spear and crit! Next turn I jumped up and grabbed onto my spear and we brought it down before its turn came up for it to run away! I'll probably never get to play again but If I do, I'll be the half orc with the rainbow colored feathers decoratively hanging from his spear.

Great mod, kudos to the writer. Good work on that plot arc guys.