Killing machine for Carrion Crown


Advice


I don't know this adventure path but we're going to be starting it soon. I rarely play warriors so fancy having a lean mean slaughtering machine - someone else can be the brains/face of the party. Would appreciate any suggestions for a suitable character build please.


I'm doing this in our kingmaker game. My PC is a stonelord paladin with low int and char who is mostly just following the party to slay what they come across (if there is reason of corse. He's a paladin after all).
As dwarves don't get a racial bonus to strength you will not be able to start with a 20 but the 18 my guy has seems good enough. And if you meet incorporeal undead you can use the stone strike to have your attacks count as magic for some rounds per day.


A Paladin is indeed a fantastic choice. Almost all of the opposition is evil-aligned in Carrion Crown, so a paladin will truly shine here. I made an archer paladin and was frequently able to one-shot opponents with a flurry of smite-evil arrows.

The high saves will also be helpful against all the nasty afflictions this AP likes to throw at you.

It's also very easy to find the motivations for following the main quest if playing a paladin, it's all about chasing down evil forces and stopping their plans.


+1 to paladin pick up oath of vengeance for extra smites


I would caution you away from paladin if you are the type to see no sliver of gray between black and white. Later in the path you'll have some situations that will degenerate into "kill everything" if you only see black as being evil which must be destroyed. Even in the first adventure, in the village of Ravengro, the suspicious villagers might not react well to an inquisitor or paladin.

Someone who can bypass DR will be useful in the 2nd adventure, and generally of course.

Lantern Lodge

Human
Fighter (Two-Handed Fighter)

-Stats-
STR 16 (+2 racial)(+4 leveling)(+6 item) = 28
DEX 14
CON 15 (+1 leveling)(+6 item) = 22
INT 08
WIS 10
CHA 10

-Feats-
01 Power Attack, Furious Focus, Weapon Focus Falchion
02 Surge of Success
03 Intimidating Prowess
04 Dazzling Display
05 Improved Sunder
06 Greater Sunder
07 Shatter Defenses
08 Cornugon Smash
09 Weapon Specialization Falchion
10 Improved Critical
11 Sundering Strike
12 Critical Focus
13 Sickening Critical
14 Tiring Critical
15 Exhausting Critical
16 Critical Mastery
17 Greater Weapon Focus Falchion
18 Greater Weapon Specialization Falchion
19 Lunge
20


Go half elf, pick +2 will saves (racial) and iron will. You will still have enough feats for THF, but adding the trait you will start with +5 Willsave - thats pretty neat for a fighter


Thanks for the input. I knew there was a lot of undead in this AP so was thinking Paladin. The additional ideas are really helpful - like Psion-Psycho's build.


A paladin in Carrion Crown is a REALLY bad idea unless your DM likes challenges .

At a point in the story , you are going to have to SPEAK with some evil people ...


I'd suggest if you do want a paladin i'd go with saenrae so you can use the tenants of her faith to ease the problems.

Alternatly a half orc redeemer paladin may be the way to go.


Having never played Carrion Crown, it seems so counter-intuitive to me that a paladin would not be one of the best choices to play in a campaign heavy with undead.


Paladin is an excellent choice. Oath of Vengeance is also a great archetype choice. Extra smites and an oath that lets you ignore little evils in order to punish those who need punished.

Some people put way to much emphasis on paladin and interactions with evil people.

Paladins CAN:
Talk to evil people
Help evil people
Work with evil people

Paladins CAN NOT:
Allow evil people to do evil deeds without punishment
Do evil deeds themselves
Kill evil people just for having an evil alignment

Don't play lawful stupid.


Another wreaker build is the classic Invul Rager Pouncer Barbarian.. easily the damage output of either the fighter or paladin and unlike the fighter can have great saves via supertious with human fav bonus..

Scarab Sages

Curse the Halfling wrote:
Thanks for the input. I knew there was a lot of undead in this AP so was thinking Paladin. The additional ideas are really helpful - like Psion-Psycho's build.

Having gone through the first chapter of CC as a PC, I'll warn you (without getting to spoilery) that there was a significant amount of investigation and other non-combat activity required to get through it. If your character doesn't have anything to contribute skill-wise out of combat you may get pretty bored with those sections. Since paladins have diplomacy and sense motive as class skills I'd recommend putting at least one rank into one or both of them.


Play half/orc redeemer paladin of saenrae
With Orc Blood line powers via Eldritch Heritage chian 4 feats
Enforcer
Power atack
Cleave
Team Work Out Flank
Antagonize
Craft Wounderous item

Trait
Blade of Mercy [Link]
Source Legacy of Fire Player's Guide pg. 9
Requirement(s) Sarenrae
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.


I have found my paladin to be fairly fun to play in Carrion Crown. I even went with the Undead Slayer (i think) archetype. However, aside from book 1 and book 5/6, there isn't as much undead as you might expect. /shrugs/

Also, a lot of our interactions past book 3 really did turn into "kill 'em all" encounters, but I maintain that was totally not my fault. I blame the fighter.

And we didn't really have a problem with the "talking to evil" bit:

book 5 spoilers:
When we got to Celaph (sp? the big city in book 5), we had no real leads. So we worked with the temple of pharasma (our DM didn't dick us over here, which he could have done i think; and we traded in the mace from book 4. We were paranoid enough to teleport it to another city and put it under magical protection, too) and got some divination spells cast. Like commune. Which led us straight to the tailor, and from there to the winery, bypassing a pretty heafty chunk of the book and any worry about my paladin not wanting to work with evil vampires :P


It is true that you will have to speak with some evil beings at one point in the AP, and depending on how things go your party might make a temporary alliance with them. This is of course not very kosher for a paladin, but I found it provided some interesting RP-opportunities in those sections.

And while we ultimately cooperated with these evil beings for a brief period (despite the many IC complaints from my paladin!), your paladin doesn't have to fall for it. The Code explicitly states that it can be permissible for the paladin to ally with evil forces temporarily in extraordinary circumstances, provided he deems it necessary to defeat a greater evi. Just remember that when you get to this part of the AP :-)


Human Barbarian Invul Rager/Beast Totem 20 20pt buy

Str-17+2race(all bumps go here)
Dex-14
Con-16
Int-7
Wis-10
Cha-7

Favored Class Bonus for +1/3 to superstious

Feats:
H-Power Attack
1st-Raging Vitality
3rd-Improved Sunder
5th-Extra Rage Power
7th-Extra Rage Power
9th-Combat Reflexes
11th-Dazing Assault
13th-Raging Brutality
15th-Extra Rage Power
17th-Stunning Assault
19th-Open for Whatever

Rage Powers:
2nd-Reckless Abandon
4th-Superstious
5th-Lesser Beast Totem
6th-Beast Totem
7th-Witch Hunter
8th-Spell Sunder
10th-Greater Beast Totem
12th-Come and Get Me
14th-Strength Surge
15th-Flesh Wound
16th-Guarded Life
18th-Greater Guarded Life

recommended gear:
+5 Keen Furious Courageous Furyborn Nodachi
+6 str,dex,con belt
+5 cloak of resistance
Celestial Plate
Ring of Greater Spell Storing: Shapechange stored..
+6 Wisdom Headband

Lantern Lodge

I greatly enjoy paladins and played many since 2e to now. A paladin is always thought of smite all evil smite it til its dead then smite the corpse b4 it comes back up type. Those paladins usually dont get far in games with competent DMs.
Though a paladin is the bane of evil a paladin will not attack with out just cause. The act of being evil is not worth death but the act of committing evil is. As a good person u should try to do the best that u can for others and help those that truly need help.
Being lawful means u respect the rules of all were u pass through. With that said a LG is one with a code to uphold the laws of the just and follow the foot steps of the righteous and true. Be honest in ur word and do not blindly kill those that have done no wrong other than just merely existing. For those that are evil u do not attack but be wary of and try to convert them to the side of good not through the steel of ur blade but by the kindness of ur words. If they do evil acts then do not kill them unless there is no other option or the act is truely 1 worthy of taking another life and if fighting to kill then do it swiftly and painlessly as possible. Even though the creature may have been evil after when u killed it burn or berry the corpse and say a few words for the dead.
Even evil and good can get along with each other as long as they are mindful of each other. At many times both good and evil have the same goals in mind its just how they go about them and for what reasons is what differs. Like a good paladin is there to kill the demon and its followers because of the turmoil it will cause. The evil guy is there to do the same but because the demon and its worshipers are in its way of his conquest. A child and a bag of gold fall off the cliff side at the same time. A paladin will not hesitate to save the life of the child for it is the right thing to do. Evil will save the child as well and return the child to his parents but not because its the right thing to do but because he will be perceived as a hero thus making travel easier on him and will gain the trust of others in order to do what ever deed he wishes with out much if any suspicion. Plus he can always go back and scale the cliff side to get the bag of gold at the bottom.


On the topic of talking with evil people: My paladin doesn't use detect evil on every person he talks to. So what's the problem.
If the one wanting to talk to the party is an undead I'm sure the AP will have some fallback plan in case the party smites the undead.


Thanks again. Have gone for a Stonelord. As other party members are a Dwarven Cleric, Eagle Shaman and Half-Elf Ranger I wasn't bothered about the spells but liked the Paladin idea. Stonelord looks fun :)

Jim.DiGriz wrote:
Having gone through the first chapter of CC as a PC, I'll warn you (without getting to spoilery) that there was a significant amount of investigation and other non-combat activity required to get through it. If your character doesn't have anything to contribute skill-wise out of combat you may get pretty bored with those sections. Since paladins have diplomacy and sense motive as class skills I'd recommend putting at least one rank into one or both of them.

Funnily enough I did put a rank into those as they were about the only class skills that seemed to fit my idea. Which meant that despite hoping I could sit back and let someone else "lead" (I've just finished DMing a campaign that's lasted for four years so didn't want to play a character that I have to think about too much) I'm already the party diplomat...


Just don't expect to much from your elemental and talk to your GM about how he wants it to funktion because the wording is not very good.
I myself didn't read it completely before making 5th level but thought I'd get a cool combat companion. And I was very disappointed when I realized how wrong I was.

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