4 person Jade Regent party


Jade Regent


We're putting together a group to run Jade Regent and I wanted to run the composition by the board, to see if there are any glaring areas of weakness we'll be ill-prepared for. I'm not looking for any spoilers or anything, just some general critique or advice.

The party:

Dwarven Ranger (Infiltrator), a former adventurer with Ameiko and Shalelu or possibly a replacement for Shalelu entirely in the caravan. He's a TWF focusing on high crits chances with a timber wolf companion.

Halfling Bard (Archeologist), an in-town local who has long been friends with Ameiko, but only now is his more bookish, academic side finally losing out to his wanderlust. Big fan of history, languages and maps in particular.

Human Barbarian (Invulnerable Rager), sworn protector of the girl listed below, going where she directs as she fulfills her destiny. They begin the AP as travellers/guards in Vhiski's caravan.

Human Witch (Time patron), a child of no more than 11 or 12, this white-haired girl is in many ways advanced beyond her years, communing with a (familiar undecided) as she sees various paths to the destiny of others, instinctively leading and following along those paths as needed.

We tend to play in a fairly low magic campaign anyway, so we likely won't have or need any party crafters.


Should be OK. You don't have an oracle or cleric, which means you may be vulnerable for condition removal (and incorporeal undead). Can probably cope through Bard + UMD + scrolls, or getting Koya to help you.

The Exchange

you don't have any real healing in your party; the ranger is a poor substitute in spell selection and divine use. The Ranger and Barbarian duplicate each other in outdoor skills...consider adding a paladin of some type instead of the barbarian or ranger, if you need a second up front character. That will give you lay on hands and smite for super damage.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

There's at least one dungeon in module five where you could run into heavy ability damage, depending on the actions of your players.


A witch has pretty good healing abilities.


Matthew Downie wrote:
A witch has pretty good healing abilities.

Archeologist and Witch together can offer some solid healing... and between an Invulnerable Rager and a Ranger with an AC, they might not need as much of it as some.

Still, I'd like to see more of a ranged threat on that team.

The Exchange

yeah but sometimes you just have to have healing at range, which you typically need channelers for.


We did it with a Witch, a Synthesist/Paladin (mostly Synthesist), a Trapper Ranger/Sorcerer/Arcane Archer and a Two-Weapon Warrior.

We had 4 deaths through the entire play. The Two-Weapon Warrior was the only character never to die. He was also unconscious on the ground more than everyone else, so it kinda balanced out.

Your party should be okay. They WILL miss having ranged attacks and the Witch NEEDS to be a healbot for large sections of play. But it is very doable.

Grand Lodge

My group just finished book two. They're running a Rage Prophet, Gunslinger, Magus, and Summoner. Buy wands of CLW and you should be fine. The book so far simply haven't been written to cope with rocket tag (yet).


Kiinyan wrote:
My group just finished book two. They're running a Rage Prophet, Gunslinger, Magus, and Summoner. Buy wands of CLW and you should be fine. The book so far simply haven't been written to cope with rocket tag (yet).

Rocket tag?

Grand Lodge

Story Archer wrote:
Kiinyan wrote:
My group just finished book two. They're running a Rage Prophet, Gunslinger, Magus, and Summoner. Buy wands of CLW and you should be fine. The book so far simply haven't been written to cope with rocket tag (yet).
Rocket tag?

At high levels especially, combat can devolve into "rocket tag." for the most part at high level healing can't keep up with damage so the focus turns to kill them before they can kill you. In my case, they don't have an in combat healer at all, so combat is all about depleting their HP faster. with four massive damage dealers I'm find it a bit tough to challenge them with what the book gives.


As Matthew said it is condition removal rather the hp recovery which may become a problem. Koya is the solution. I am starting to run this soon and told my group not to obsess over covering all the bases as the 4 NPCs can cover many roles which will come up. This AP is quite nice like that.


Haldrick wrote:
As Matthew said it is condition removal rather the hp recovery which may become a problem. Koya is the solution. I am starting to run this soon and told my group not to obsess over covering all the bases as the 4 NPCs can cover many roles which will come up. This AP is quite nice like that.

That's a good point. Shalelu can add range (if you keep her as part of the group) and Koya can add condition removal and provide some bonus healing. Now, I wouldn't (rp-wise) try to drag her into the thick of battle just to have a pocket healer, but it is a very good point that the NPC's are there for you to use. We certainly did in Skull n' Shackles.

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