Importance of party composition


Carrion Crown


As our first foray into pathfinder, I am going to be running Carrion Crown, and was wondering how important party composition was. I've got a group of 3, one will play a life oracle (probably pretty solid), one likely wizard (pretty rare that a wizard is a bad choice) and one undecided, though fighter, inquisitor and barbarian are classes that have been thrown around. How important is a rogue? I've seen megamodules where there are two traps over 10 levels, and others where traps and locked doors will be a constant source of frustration. How big an issue will this be? (haven't even received my copy of HoH yet).


Frankly, given the way Pathfinder works, a Rogue is never vital like 2e Thieves, or even 3e Rogues were. Anyone can find any trap, and disable any mechanical one. Rogues just get a small (and not unique) bonus to it.

That said, this AP is heavier on traps than most. However, they aren't horrendously deadly or anything (oh no, 3d8+3 damage at level 14!). The Haunts are far, far worse. There ARE quite a few locked doors and chests, so you'll still want someone to grab ranks in Disable Device so you don't have to smash everything.

Given the prevalence of investigation in the AP, you will probably be happier with a Bard than a Rogue. An Archaeologist would kick butt, but even a vanilla Bard would greatly benefit from Bardic Knowledge, diplomatic skills, and Inspire Competence.

Grand Lodge

I'd even think of asking them to play overlapping roles - a Magus covers wizard and fighter both. Oracle isn't a BAD choice but maybe something with a more martial bent? I also like the Inquisitor The third? Can't go wrong with a bard. Failing that? A Paladin is a good choice.

These three then can overlap for each others roles.

Grand Lodge

You may also want to check out RPGMP3.com - on their forums, under fashionista Gamers, they are running an audio Carrion Crown game for 2 players + 1 gm NPC.

They get to about 30% of Broken Moon before it stops.

Character choices are a Elven Rogue, Half Orc Draconic Sorcerer and DM run Human Cleric of Sarenrae. I get the feel from their stats that a 25 or maybe even 30pt stat block is used to compensate.

Worth a giggle, especially ep 1 and the funeral speeches.


I'm running this campaign as a solo. One PC and one GMPC. An inquisitor of Calistra and a summoner. Stats were roll 4d6, drop the lowest.

We're starting part 6 tonight. No PC deaths yet. And I have not pulled punches.

The summoner has a grappler eidolon who locks down enemies and liberally uses constrict and rend. The inquisitor relies on teamwork feats, heavy hitting, and invested in Disable Device. The summoner specializes in buff spells rather than eidolon spells and is the party archer. Two PCs and a battle-pet have taken on the roles of a much larger party. It's been hard and fast but fun.


Mort the Cleverly Named wrote:
Frankly, given the way Pathfinder works, a Rogue is never vital like 2e Thieves, or even 3e Rogues were. Anyone can find any trap, and disable any mechanical one. Rogues just get a small (and not unique) bonus to it.

The traps are going to pose a problem, but anyone can find them and your party should be able to move around most of them (with some resources expended and clever thinking).

If you feel uncomfortable with that (and with possibly toning down or removing some of the traps) have your fighter go Ranger (Trapfinder) 1 / Fighter 13. He'll have full BAB progression, get trapfinding as well as a couple of weird Ranger class features.


Thanks for the heads-up all. By the sounds of it I'm not looking at the sort of things I used to see in 3E (wail of the banshee, DC 34 to find and disarm, CR 10, yeah sure), so I won't push particularly. From what I see in the obits thread, the party I start with will not necessarily be the party I finish with...

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