Proposed 4 player party for Carrion Crown


Carrion Crown

Grand Lodge

Bard (Arcane Duelist)
Magus Normal
Inquisitor (likely Pharisma)
Cleric (likely Pharisma)

A fair whack of magical and skill abilities with decent saves and combat ability all round. Bard and Inquisitor can team up for stealth or Social missions.

One or two of them can use a trait to get Disable Device or, if Half Elven, use a skill focus there.

The Exchange

Wow, my group is starting Carrion Crown tonight and your group is similar to ours.

We have:
Human Inquisitor of Pharasma (played by me)
Magus (not sure of race)
Changeling Witch
Human Fighter

From what I've heard and read the Cleric will be useful, there are supposed to be a fair number of undead so channel and the like are great. Same with knowledge skills, but you should be half decent there. If you need more, the Knowledge domain can be taken by followers of Pharasma and makes all knowledge skills class skills.

I agree you have good combat utility, good flexibility in each class and a bit of both Divine and Arcane mojo.

You didn't mention race for your guys, but from what I've heard the area you start in can be hostile to outsiders, especially ones that are not human. Some people like to use the opportunity to roleplay it up, so either way can be fun depending on your group.


My group consists of:

*A human alchemist (chirurgeon and vivisector archetypes) a medical student who was expelled from the university of Lepidstadt for doing illegal medical experiments)

*A human sorcerer (unknown bloodline)

*A human cleric of Pharasma (pretty straightforward)

*A human fighter (two-handed weapon archetype, a combat monster with 18 str and con)

I will be using a custom stability and sanity system which I have posted here on these boards. The fighter will really struggle with making his saves since his archetype doesn't get the bravery ability and his will save is pretty sucky. The alchemist has invested heavily in feats and traits that helps him against fear and insanity, while the cleric and sorcerer both have good will saves.

It will be interesting to see how this group handles themselves in the AP. I have a feeling that the fighter will get pretty frustrated with all the haunts and incorporeal threats in Harrowstone. The party should be pretty balanced with good divine, utility and arcane support and the fighter should handle most physical challenges pretty well.


My group consists of:
Human Paladin of Iomedae
Human cleric of Shelyn
Human Bard
Elven Diviner

We have been playing for four weeks (mostly roleplaying in town) and they only just entered Harrowstone...

Grand Lodge

Brodyz wrote:

My group consists of:

Human Paladin of Iomedae
Human cleric of Shelyn
Human Bard
Elven Diviner

We have been playing for four weeks (mostly roleplaying in town) and they only just entered Harrowstone...

How are the team enjoying it?

Spoiler:

And has the supernatural events/splatter man thing started happening yet?


Helaman wrote:
Brodyz wrote:

My group consists of:

Human Paladin of Iomedae
Human cleric of Shelyn
Human Bard
Elven Diviner

We have been playing for four weeks (mostly roleplaying in town) and they only just entered Harrowstone...

How are the team enjoying it?

** spoiler omitted **

We are all having a lot of fun. I was away from gaming from 2007-2010, during which time D&D went to 4e. After coming back to gaming and realizing how much I was unsatisfied with the new edition, my best friend handed me the Pathfinder playtest and I never looked back.

At any rate, there has been a lot of roleplaying. The bard has been working with Councilwoman Faraven on a land purchase as well as providing entertainment in the Outward Inn; the paladin, who is also a smith, is working with Jorfa repairing farm equipment in preparation for the upcoming planting season; the cleric, who is also a charismatic artist, is wooing Kendra, while the diviner is doign research in the town. We randomly selected the start date, and the funeral was on Pharast 16. So Ravengro is preparing for the Firstbloom and Planting Week, and there is going to be a festival this weekend. OK, I hope I do the spoiler thing right...
spoiler:
There are 2 letters on the statue so far. The group already thinks they know who the name belongs to as they saw it on the statue. When the bard saw the children singing their creepy song he played his lute along with them, which actually instituted the stirge attack. They have already conducted a lot of research, and have quickly tied the clues together, relating the letters to the Splatter Man and the stirges to the Piper. They decided to go check out the prison, although they are still first level. I plan on the undead event in town at some point during the festival this weekend...

Anyway, thanks for reading...

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Current group:

Human Quingong Monk (Varisian/Originally from Ustalav)

Dwarf Inquisitor of Iomedae (Dedicated Monster Hunter, Van Helsing build.)

Half Elf Rogue (Cheilaxian Father/Local Elf Mother)

Gnome Ninja (Agent of the Crown!)


Human Cleric of Iomedae, Sun and Glory domains (ex-crusader)
Forlorn Elf Investigator (Urbanite/Envoy racial abilities)
Kellid/Varisian "Swampfolk" Superstitious Barbarian

Need ideas for a fourth character to round out.


You could really use a Face of some description, unless the cleric is filling that role.


An arcanist or sorcerer w/ diplomacy could fill the face and arcane needs.


The cleric has a high wis and charisma, and the investigator has some social skills as well. Arcane is definitely lacking, though the investigator has some alchemist extracts.


A Mite Excessive wrote:
Arcane is definitely lacking, though the investigator has some alchemist extracts.

A witch will match the tone of the adventure well, especially a changeling and/or Kellid witch.


Yes, I think Witch is the best choice. Bat familiar, Spirits Patron.

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