PC Advice for New Campaign


Curse of the Crimson Throne

Grand Lodge

We're still a few months out from starting our CotCT adventure, but I like to be prepared. What I am asking for is just advice from players or GM's alike, that have played the campaign. I don't know what the other players are playing yet so this is going to be a semi hefty list. I am not looking for party comp or builds, just spoiler-free campaign specifics and if the character idea will mesh well with the adventure. Here's the list:

Brawler (Strangler or Monk (Tetori): From what I know of the campaign, it's city based so that means a lot of humanoids and not a lot of things above size large. I'm just hoping this guy would stay effective until the end instead of losing momentum like in Giant Slayer.

Rogue (unchained): I would play this character as more of a Dex/Int based skill monkey. Just hoping this guy would have a chance to shine with a huge skill set.

Enchanter or Fey-blooded Sorcerer or Bard: This would be the party face choice. It'd be nice to play a Sorc/Wiz, but that is more dependent on the availability of spells or social interaction that can be modified by spells.

Alchemisit (Jekyll/Hyde): This would just be fun to roleplay, but I am worried that the mutagen happy alchemist would fit more in Carrion Crown and not CotCT.

Summoner or Ranger: I read that rangers are great for roleplay here (thanks Player's Guide), but I am more interested in advice with Favored Enemy. I am also worried about a size large Eidolon/Animal Companion moving through tight spots. Any suggestions for thematic Eidolons/ACs would be cool too.

Thanks in advance for the time and info everyone!


Xen wrote:

We're still a few months out from starting our CotCT adventure, but I like to be prepared. What I am asking for is just advice from players or GM's alike, that have played the campaign. I don't know what the other players are playing yet so this is going to be a semi hefty list. I am not looking for party comp or builds, just spoiler-free campaign specifics and if the character idea will mesh well with the adventure. Here's the list:

Brawler (Strangler or Monk (Tetori): From what I know of the campaign, it's city based so that means a lot of humanoids and not a lot of things above size large. I'm just hoping this guy would stay effective until the end instead of losing momentum like in Giant Slayer.

Rogue (unchained): I would play this character as more of a Dex/Int based skill monkey. Just hoping this guy would have a chance to shine with a huge skill set.

Enchanter or Fey-blooded Sorcerer or Bard: This would be the party face choice. It'd be nice to play a Sorc/Wiz, but that is more dependent on the availability of spells or social interaction that can be modified by spells.

Alchemisit (Jekyll/Hyde): This would just be fun to roleplay, but I am worried that the mutagen happy alchemist would fit more in Carrion Crown and not CotCT.

Summoner or Ranger: I read that rangers are great for roleplay here (thanks Player's Guide), but I am more interested in advice with Favored Enemy. I am also worried about a size large Eidolon/Animal Companion moving through tight spots. Any suggestions for thematic Eidolons/ACs would be cool too.

Thanks in advance for the time and info everyone!

A lot depends on how closely your GM is following the AP as written and how much opportunity he's willing to provide for social interaction, but in general I'd say that rogue, bard or urban ranger are excellent choices. The ranger should pick human as the first favored enemy, then undead, then devil. As for animal companion, I'd choose something that blends well with a city - the ranger in my campaign simply has a dog.

Still, your other ideas are valid as well and they would definitely work in this campaign. In my opinion the AP does not necessarily require a full-blown arcane caster, but there is reason not to include one.

Grand Lodge

Thanks! So you don't think an Arcane caster is necessary? Also, do you think the grapple based characters would work? Meaning, are there a lot of Large or larger enemies?


Speaking from experience, Enchanters don't work well in this campaign, especially the first two books. A large numbers of enemies are immune to mind affecting stuff, which means half the time an enchantment caster can't use the majority of his spells. This from both playing and DMing this campaign- If yer gonna focus on an enchantment spellcaster, its going to be awkward alot the first two books.

An Alchemist has NO trouble fitting in flavor-wise. In fact, I haven't seen a campaign where an Alchemist can't find something strange to experiment with. He'll do well especially in the second book. As for favored enemy, Undead, Human, those would be the big two early on.

There's actually more small enemies you fight than large, honestly.


Here is a character I created for CotCT. He's a Diviner wizard with the Foresight school. Eventually building towards the Harrower PrC.


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Hi Xen,

I'm running Curse of the Crimson Throne and I'll tell you the same thing that I told my players: Play whatever you like.

It sounds unsatisfying, but the campaign, at least as written, is less of a kick-down-the-doors and beat up the monster of the week kind of game. There are many different situations which you'll face. Some of them really reward creative and intelligent role-playing.

Another thing I told my players about the Ranger feat in the Player's Guide - it gets you a Hippogriff as an animal companion (awesome!) and a spot in the Sable Company (nice!). But like every D&D game ever, the toughest fights are indoors and underground, so a flying mount is not nearly as much of an advantage as it sounds. In particular, there are many corridors where large creatures will need to seriously squeeze. Same problem as a cavalier.

Obviously much of the campaign takes place in Korvosa, the largest and most civilized city in Varisia, so you might want to make your character more urbane and less of a murder hobo than you see in some wilderness-based games. But that's more of a character background thing. You'll find it rewarding to give your character ties to the city. But roll up whatever class you feel like playing and make it work. There isn't really a "wrong" choice.

Grand Lodge

I ran through the adventure as a player. Our group consisted of a human Paladin of Abadar,elf Alchemist, half-orc Life Oracle, half-orc Monk, and a half-elf rogue (sniper). We did just fine. Two deaths which were fixed so all the original characters were there at the end.

So I agree with what has been said here, play what you want. Have fun, because this adventure path is a fun ride.

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