Carrion crown Advice


Advice


Hello everyone, i need ur knowledge :3, i will start soon carrion crown my party members are:
-Kineticist
-Wizard
-Inquisitor Melee Tankie.

I dont know what to play, i want something diferent and fun in all campaing.

Bye!


Hey, mamutito:

I've actually ran the Carrion Crown Adventure Path, in its complete arc, with my players. It's a lot of fun!

Looking at that current dynamic, I'd highly recommend filling the niche of a dedicated divine spellcaster (i.e. Cleric or Oracle). There are a good deal of undead in this campaign (not exclusively, but they're ever-present), plus their utility would be a great boon for the group. However, it always just boils down to what you like to play and what speaks to you creatively. :)

Cheers!


Hey, Dysphoria, thanks for the answer, i know cleric channeling will be huge help, but i dont wanna be a heal-bot, can u help me to make a nice cleric por this ap?


Sure thing! I wouldn't mind generating some concepts with you.

My favorite aspect of the cleric is that it is a very diverse class when it comes to flavor. Between all the deities, archetypes, and domains you can really get crafty with your cleric. This allows you to leave behind the classic stereotype of the heal-bot.

When I ran Carrion Crown my friend played an Undead Lord cleric, which fit really nicely into the horror theme. However, the two large caveats with this particular undead summoning/controlling archetype is that 1) your DM and your fellow PCs will often not tolerate the use of undead as they are evil, possibly creating inter-party conflict, and 2) it is a good deal of micro-managing between your undead companion, the HD of undead your are commanding, all in conjunction with spell selections each day. If this is the route you'd like to go be sure to consult your fellow PCs and your DM.

It is definitely important to note that the cleric is at its worst when simply relegated to the role of heal-bot. Use your combat rounds to cast buffs, debuffs, and other situational spells that will help end the combat quickly (therefore leaving any healing needing to be done for after combat).

I always thought it would be fun to play a cleric in Carrion Crown with the Glory Domain and the Sun Domain in conjunction with the Improved Channel feat and the Sacred Conduit trait. Glory grants you a +2 to your channel DC when channeling to harm undead and Sun doesn't allow undead to use their channel resistance against you (Sun also allows you to add your cleric level to your damage when you channel to harm undead!). Combine those two domains with the Improved Channel feat and the Sacred Conduit trait. You're now adding a +5 to your channel DC when channeling to harm undead, stripping them of their channel resistance, and you're adding your cleric level to damage. I admit it's a bit gimmicky, but it's just icing on the cleric cake as your progress through the campaign. It would just be one facet of a very utilitarian cleric.

The other three PCs definitely sound blasting- and combat-oriented, so going the support route would definitely be advantageous.

Did you have any thoughts or ideas? Thanks for letting me help!

Cheers!


Another idea that popped into my head was this: who is the Inquisitor's deity? Perhaps you share that deity and you both are doing the work of your respective church together?

Grand Lodge

My first introduction to Pathfinder was the first 2 books of Carrion Crown. It was awesome. And our party kept changing from people dropping and joining the game over the course of the adventure. By the end we had:
1. Bard (me)
2. Alchemist (Vivisectionist and LE)
3. Fighter
4. Rogue
5. GM run Cleric of Pharasma that eventually became the fighters cohort when he took leadership feats.
And we had a fairly balanced party that way.
But you defiantly need a face. My bard was insanely good at this but any high charisma class can do it. Social interactions are huge part of any decent campaign. Without them it is nothing but combat essentially. Carrion Crown for sure has a lot of opportunities for social characters to shine, and anyone that plays one will for sure have a great time.
You also for sure need a divine caster, and healer as well. This whole adventure path is sort of horror themed, and having some character that knows religious stuff with for sure come in handy. Not to mention healing is a must have. Clerics, paladins, and warpriests are all decent choices, though my bard did this until the cleric showed up and let me tell you I was in high demand for this roll most games.
Next you need a skill monkey and someone that can do traps and disable device. A good rogue is the best choice here, but a properly build alchemist or even bard can handle this roll. You need someone that has those little used skills that can pull you our of a rare situation, or someone that can spot and disarm traps. And picking locks and doing sneaky stealthy stuff is always in demand. You would be best to have this roll filled as well.
And of course you are going to need some tanks. Guys that can wade into combat, draw aggro, and deal damage while the rest of the party does it's thing. Fighters, rangers, paladins, barbarians, and so on are the best for this roll. They are an absolute must for this campaign.
Lastly, I would recommend a good arcane caster. Always great to have helpful dedicated spellcasters to buff the party, identify magic items, and just do all that magic stuff. Wizards, sorcerers, magus', and even bards, can handle this spot. I know most of the time these types of characters are not the best until higher levels, but it will be worth it.
But anyway, the best part of Carrion Crown is the ambiance and environment. The dark horror gothic setting makes for building unique and memorable characters. What I have suggested is the very basic of foundations, and they can be filled in however you want, and I recommend letting your players have as much freedom to build characters how they want. Anyway, would love to hear what the final line up is going to be. Hope you have a great time with the game and may the dice be kind, but not to kind. :)


We had a Bones Mystery oraacle who fit the theme of the campaign really well and was a total monster once he started enslaving undead and building an army of zombies. Taking the feat and trait that boosted his channel DCs meant even higher level undead rarely made their saves against undead servitude.

Grand Lodge

Cleric (OR a class that can Channel Energy)

Carrion Crown introduced Haunts. The easiest way to deal with a Haunt is to use a Cleric's channel energy.

You WILL be fighting a lot of undead. If you are willing to use a feat a cleric can take Turn Undead which lets you use channel to scare undead. Or just Channel Energy to hurt the undead. On top of all the nasty effects undead can inflict on you, clerics can cast lesser restoration to fix all of the ability damage and other nasty effects the undead will be doing to you and the party.

The party has a very squishy wizard and two not so squishy but still not a tank characters. As a Cleric you can buff your self to be the Tank if need be.

Be a CLERIC


Aelreth said wrote:

Cleric (OR a class that can Channel Energy)

Carrion Crown introduced Haunts. The easiest way to deal with a Haunt is to use a Cleric's channel energy.

You WILL be fighting a lot of undead. If you are willing to use a feat a cleric can take Turn Undead which lets you use channel to scare undead. Or just Channel Energy to hurt the undead. On top of all the nasty effects undead can inflict on you, clerics can cast lesser restoration to fix all of the ability damage and other nasty effects the undead will be doing to you and the party.

The party has a very squishy wizard and two not so squishy but still not a tank characters. As a Cleric you can buff your self to be the Tank if need be.

Be a CLERIC

+1

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