Advice for Jade Reagent? (No rhymes this time sadley)


Advice


First off, thank you to those who commented on my sorcerer question (and double thanks to those who answered in rhyme). Unfortunately my dm had to quit due to health problems, but someone in the group has stepped up to run Jade Reagent.

As of right now our group has a sorc/wizard, a barbarian, and a rogue-esq character (most likely a ninja). I don't know what the AP entails, its difficulty, or much else other than there are caravans. I don't want to know the storyline of the ap. What I do want to know is a good class for the ap and party composition would be. I really don't have a preference other than it not being a rogue, but since that role is already taken I think I am good there.

So? Thoughts? Advice?

As a side note, its fine to include things like common enemies or terrains. Just don't tell me "At level x you should be at y point in the story. You will fight Z1, Z2, and Z3 so this is why ____ Class is good."


As a JRAP GM with a party comprised of a barbarian-ninja, a bloodrager, and a wizard, my advice: You gonna die, son.

The wizard says: Go play Skull and Shackles :)

No, seriously. Trade that ninja for a healer. Then get a second healer.


I'll add that they've been the same group since book one and they're just a handful of pages from completing book five.

They've died more times than we can collectively count at this point.

Sovereign Court

I've come into an established game (still early times) and am playing a Magus with the finesse feat to parry and riposte - good character and works well with a party similar to yours.


Jawbreaker wrote:
I've come into an established game (still early times) and am playing a Magus with the finesse feat to parry and riposte - good character and works well with a party similar to yours.

Man, have you ever seen some old kung-fu films? You know, where there's, like, three samurai and thirty-five enemy ninjas and they're all fighting each other at once? From what I recall hearing, the large-scale battles in JRAP inspired RoW's troop combat rules instead of the mass combats that occur in Minkai. Riposte: moderately effective against a couple enemies. When your GM's piloting fifteen enemy NPC in one encounter, those builds don't do all that much. Or when everything flies, hitting you with target spells or ranged attacks.


downerbeautiful said wrote:
Man, have you ever seen some old kung-fu films? You know, where there's, like, three samurai and thirty-five enemy ninjas and they're all fighting each other at once? From what I recall hearing, the large-scale battles in JRAP inspired RoW's troop combat rules instead of the mass combats that occur in Minkai. Riposte: moderately effective against a couple enemies. When your GM's piloting fifteen enemy NPC in one encounter, those builds don't do all that much. Or when everything flies, hitting you with target spells or ranged attacks.

What version of Jade Regent did you play? I have to assume your DM changed A LOT because I've been DMing the path and the largest encounter I've found in the entire series is something like 8 people and they're all pretty low level and easy to kill for the party. There are some large scale battles, but usually in the background while the party goes all commando and goes to kill commanders or sneaks into a fortress while someone else does the big battle. By the time anything can fly, the party wizard should easily be able to counter it since the party is like level 8-10 before that happens. I have a bard, swashbuckler, magus, ranger, and bloodrager and they've tanked just about everything. Honestly, Jade Regent isn't a terribly hard AP.

@ Grimserver
Now that I have that tangent out of the way, I'd say that there's not a lot that is bad for Jade Regent. With your party, I'd pick a divine caster for simple party balance but there's nothing so game breakingly hard in the AP that anything doesn't work. I'd say stay away from things with firearms because there's zero support without the DM making things up, but otherwise have fun. I've recently played Jade Regent too (I love this AP) and we have a magus, hunter, and brawler and we haven't even had a problem in combat yet. Granted we're not very far yet, but with moderate efficient builds there's very little to worry about.

If you're more concerned about what classes are thematic, I'd say that every class has good options. My favorites are Cleric of Desna, Yokai Hunter Ranger, and Kensai Magus, but really anything with an Asian theme is cool.


Just looking at large, basic encounters in books one through five:

Book one -
fifteen warriors
six warriors

Book two -
twelve warriors
eight warriors
seventeen warriors plus two bosses
eight warriors
six warriors plus mage

Book three -
eight warriors plus boss
eight warriors

Book four -
eight warriors
eight mages
eight warriors
four mages plus four companions plus one boss
twelve warriors

Book five -
fourteen warriors plus two constructs plus three bosses (if the party lacks subtlety)
six warriors
eight warriors
six warriors
four warriors and six mages (if the party lacks subtlety)

Three of those listed were "once combat starts, roll 1dX and reinforcements show up that many rounds later" the rest are all "you fight Y monsters" encounters. Not every party infiltrates, or has the ability to have even one member safely scout ahead.


Ya, a divine caster would probably be for the best. I was thinking of either an Oracle or a Shaman, but I've never played a divine caster before (my only caster foray was a sorc that didn't go past lvl 1) and all those options seem a little overwhelming. I would also like to point out that since we have AM BARBARIAN and a ninja as our dps that a ranged combatant would probably be better.

Silver Crusade

maybe a samurai-inspired paladin?


Here is a bit of an update. Our wizard is going for a melee build (I know, its weird, but he always manages to pull off weird effectively) We also did a roll for stats and I got 17,17,15,15,15,13 (50 point buy FTW). Thus at the moment my party has no ranged (other than me possibly).


So ranged, divine/healing, good against multiple enemies.

For first party stuff there's Lunar (Spirit Guide) Oracle who focuses on her animal companion with feats like Spirit's Gift, Celestial Companion and Evolved Companion as well as the Elf/Aasimar FCB for a blurry, celestial tiger with a stinger for a tail (Fitting for the campaign's theme, such a monstrosity's mechanics fit the description of a Nue) that has loads of HD.

With third party has Vitalist (THE best healer and the right class options let it blast stuff very well) and Warlord archer with Silver Crane are solid, but I'd avoid third party subsystems for a new GM


@ downbeautiful
Like I said, no more than eight people. I was referring to enemies, not the party included, so there's what, three fights in the entire campaign where that happens? No nearly as bad as you made it sound. I never had a combat last long enough for reinforcements to actually arrive, so I never had to use them. As I said, my party tanked everything. The longest combat I ever had was somewhere around 5 rounds and that wasn't a reinforcements fight.

@ Grimserver
Have you considered an Inquisitor? They're excellent for support casting with high wisdom and can make absurdly powerful archers with a good build. That would fill both requirements well.


Evangelist Cleric

Your group has approximately 3 hammers (characters whose primary role in combat is dealing damage). You'll want to have an anvil (debuff/battlefield control) and an arm (support).

Evangelist Cleric as an Anvil - summons, animal companion or other useful domain powers, negative variant channeling, spontaneous evangelist casting
Evangelist Cleric as an Arm - bardic performance, useful cleric spells

Healing works best with wands of infernal healing (or the more stereotypical cure light wounds).

And with stats like those, you could act as an archer in a pinch whenever you run low on expendable abilities. Maybe consider a Tuned Bowstring at high levels, if you can get one.

I don't know much about the AP, but I don't see how you could go wrong with an Evangelist Cleric.


Evangelist cleric is also fairly potent. One neat thing about it is that it's the only full caster capable of casting without telling everyone it's casting via Spellsong (it also helps for a lot of gods that only have one good domain)


But don't Evangelists loose spontaneous cure spells for spells like command? Isn't that a huge trade down, since I would have to prepare cure spells?


kamenhero25 wrote:

@ downbeautiful

Like I said, no more than eight people. I was referring to enemies, not the party included, so there's what, three fights in the entire campaign where that happens? No nearly as bad as you made it sound. I never had a combat last long enough for reinforcements to actually arrive, so I never had to use them. As I said, my party tanked everything. The longest combat I ever had was somewhere around 5 rounds and that wasn't a reinforcements fight.

I'm pretty sure this party's dpr is somewhere between 80 and 100. For the party. At level 13. No control spells either.

Reinforcements have arrived every time they're slated to, and it's not uncommon for the party to have 10-15 round combats.

Also, since the party consists of a universalist wizard 13, a lorewarden fighter 2/undead bloodline bloodrager 11, and a haunted metal oracle 2/barbarian 2/ninja 5/shadowdancer 4, I'd say they match pretty closely with the OP's

Grimsever wrote:
... sorc/wizard, a barbarian, and a rogue-esq character (most likely a ninja)

and may find themselves with very similar problems.


aaannnd there be spoilers in this thread.

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