Allevrah Azrinae

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Java Man wrote:

Partial to casters, enjoyed a barbarian, lots of martials and summons in the group.

Skald would be my suggestion. Some spells, bard type performance for force multiying, but oh so metal.

Doesn't Raging Song mean the Wizard and the Cleric couldn't cast? Not sure the primary spellcasters would appreciate having their legs cut out. At least the cleric has weapons and armor to fall back on, but the wizard just has his longsword and crossbow.


Brian Iverson 900 wrote:
honestly, in a party with that much melee potential, bard will keep the new player the busiest, but I will say that bard can be somewhat of a challenging if we are talking about a new player, as there are lots of disconnected parts. Bardic magic seems lackluster to some newer players, and frequently gets overlooked except for the buff spells. It really depends on what your sixth man (or Woman) is comfortable with. Have they played before in a d20 system game? If so, do what type of character do they prefer? One thing I have noticed with Introducing new players, or even players that have not played anything but 1st and 2nd, the best bet is to see what kind of character the want to play, then base any suggestions on that. I do not suggest fighter, it is not the training wheels that it was long ago. There are just too many options available, and too many new players try to get them doing too many things at once. If he wants to go ranged, the suggestions above are best. Btw, Having run most of the Jade Regent, I can tell you that a heavy caster is not likely to be all that needed, though an alchemist or a magus might be a good fit. Bard might be great for the melee characters, but as you get further into the campaign, the ability to produce every element on command is definitely going to be needed. My Party had a Monk of the 4 winds as our primary melee, and it helped greatly against all the oni. Depending on the experience of the player in question, a sorcerer or alchemist with multiple elemental attacks of different elements would keep your 6th player quite busy, and fairly fulfilled.

The new player has played 5 modules of Pathfinder total. the first two modules of Hell's Rebels, and the first half of Carrion Crown, which is on hold until our other player returns from the USMC. He's a bit partial to casters, but seemed to enjoy his Barbarian in CC.


SmiloDan wrote:

What level are the PCs?

I keep forgetting about the psychic classes. I honestly don't know enough about them to make recommendations about them (pro or con!).

Good to know about the ranger archer.

Makes me think alchemist or bard would be good. Bard would be a major force multiplier. 4 frontliners + summoned monsters? Yes please! The bard could protect the wizard in the back and even provide emergency healing while doing some archery support.

The party are all level 2. They're in the middle of the dungeon at the end of the first module. The new PC will be introduced *minor spoilers* when they reach the city of Kalsgard.


SmiloDan wrote:

Ranger: skill monkey + archery, take the option to share half favored enemy bonus with allies to buff. Or slayer if you want less magic and more sneak attacking.

Alternatively, bard. You have 3 martials (maybe 4 depending on what your cleric does) plus all the summoned monsters from the wizard. Or one of those Evangelist clerics that get bardic performance stuff.

Both can be sneaky, which your party seems to be lacking.

I'm assuming (which might be wrong....) the wizard (or his summoned beasties) can do the Area of Effect stuff if needed.

Again, I'm assuming the paladin, samurai, and swashbuckler are sharing the Face role.

The Cleric is focusing more on the frontline as of now, but that may change as he gsins more spells, though his chosen domains support melee.

The Swashbuckler and the Paladin generally share the face role, like you said. Both invested heavily in charisma.
Also the character who left the game was a Ranger focusing archery, I'd prefer not getting a carbon copy of the same character and abilities.


In my Jade Regent game, I have a player leaving due to personal issues, and a friend wants to replace her as the 6th party member. The only problem is he doesn't know what to play and asked me for suggestions. So I turn to you.
Party composition as of right now:
Paladin (Hospitaler and Warrior of Holy Light archetypes) focusing two handed weapons, support healing and minor buffs
Wizard (focusing conjuration)
Swashbuckler
Cleric (shield and shortspear, and some support magic)
Samurai (sword saint archetype, focusing Katana and intimidation)
I think a blaster sorcerer, an alchemist, or a Fighter focusing Archery would be helpful, but I'll take any ideas and see what sticks.


The Raven Black wrote:

Have the NPC interested in knowing what the silent PCs have to say. It is all about RP really. How would you react RL to such an obnoxious person ?

There are many great RP opportunities in Jade Regent and NPCs might want to know what the Wizard or the Fighter can share on magical or martial topics for example

In fact everybody loves talking about their job and hobbies. Have the NPCs start the talking with other PCs rather than having them wait for the PCs to start

What is the talkative PC's build BTW ?

In Carrion Crown, it's a Skinwalker Inquisitor, in Jade Regent it's a Elf Wizard.

It became increasingly apparent in CC. During the actual Trial of the Beast the player became annoyed if anyone besides him was allowed to present evidence or was called on to give an argument.


In both my Jade Regent and Carrion Crown game, I have identical players. During noncombat social sessions, one player steals the spotlight every single time and none of the other characters get to say anything. When they try, this player generally just talks over them. Despite me talking to him about it, he still does it, and I've come to believe he can't help it.
How can I get my less active players engaged in the conversations and overall story, and stop one player from overrunning them in RP every time?


I want to have the players preroll attacks and such to save time, but unfortunately, half the players are new, they played one game before under a completely incompetent DM and have basically no grasp on the rules, and they still need guidance.
The Paladin, Wizard, and Cleric will probably be smart enough to preroll, but the newbies worry me.


So I'm running a Jade Regent campaign for a group of friends, and have no desire to kick any of them out of the game. They're about to come up on the final dungeon of the first module, and I worry how to make the dungeon challenging for them without killing them all off.
Party comp:
Catfolk Swashbuckler
Human Samurai (two handing Katana)
Tiefling Paladin (Greatsword focus, Hospitaller and Warrior of Holy Light archetypes)
Elf Wizard (Conjuration school)
Aasimaar Cleric (Shield and shortspear)
Skinwalker Ranger (Fanglord, Archery focus)
I would say that I'm a fairly experienced GM, but I've never run a party of this size, so any advice would be appreciated.


So I'm running a Jade Regent campaign for a group of friends, and have no desire to kick any of them out of the game. They're about to come up on the final dungeon of the first module, and I worry how to make the dungeon challenging for them without killing them all off.
Party comp:
Catfolk Swashbuckler
Human Samurai (two handing Katana)
Tiefling Paladin (Greatsword focus, Hospitaller and Warrior of Holy Light archetypes)
Elf Wizard (Conjuration school)
Aasimaar Cleric (Shield and shortspear)
Skinwalker Ranger (Fanglord, Archery focus)
I would say that I'm a fairly experienced GM, but I've never run a party of this size, so any advice would be appreciated.