Wednesday, October 07, 2026

A Gaming Chat

Out of curiosity, I spent a little bit of time with ChatGPT earlier today. This is the result, which I think is at least somewhat interesting. It's somewhat edited, as you have to do with ChatGPT results. I kept the dumb "punchy" sentence fragments as entire paragraph format that ChatGPT seems to love, just because I didn't want to take the time to edit it, but I did at least delete most of the extraneous carriage returns:
Utilizing pathfinder first edition classes, races and archetypes, give me a concept for four characters for the Carrion Crown gothic horror adventure path.
Absolutely. For Carrion Crown, I would build the party around the idea that each character represents a different gothic-horror archetype rather than simply making four optimized undead hunters. The Adventure Path is explicitly designed to accommodate characters from outside Ustalav, and the Player’s Guide emphasizes connections to Professor Petros Lorrimor as the reason the party comes together. It also specifically recommends options such as the Undead Scourge paladin, several ranger archetypes, and characters who approach the setting as investigators, scholars, or monster hunters.

I'd make the four characters something like this:

1. The Reluctant Vampire Hunter
Human Paladin — Undead Scourge

Concept: A serious, aristocratic young woman from a minor Ustalavic noble family who was raised to believe that vampires, ghosts, and other monsters were simply peasant superstitions—until a vampire murdered someone close to her. She became a paladin almost reluctantly, initially viewing the church as a source of training and authority rather than having an especially profound religious calling. Her experiences gradually turn her into a genuinely devout warrior.

Class: Paladin
Archetype: Undead Scourge
Race: Human
Deity: Pharasma
Combat style: Sword and shield

The Undead Scourge is particularly appropriate because it exchanges some of the paladin's general-purpose abilities for tools specifically aimed at undead. The Carrion Crown Player's Guide itself singles out the archetype as an especially good fit.

Personality: She is the "straight man" of the group: disciplined, courageous, skeptical of occult nonsense, and increasingly horrified by the realization that the things she was taught were fairy tales are actually real. The fun part is that she isn't fearless. She is terrified of vampires, but refuses to run.

Lorrimor connection: Lorrimor had been a friend of her father and had once investigated the disappearance of several members of her family. She regarded him as one of the few scholars who took her family's stories seriously. His death leaves her wondering whether he discovered something connected to the vampire who destroyed her family.

2. The Occult Detective
Human Investigator — Empiricist

Concept: A brilliant but somewhat morbid academic who worked as Professor Lorrimor's assistant. Think Van Helsing crossed with Sherlock Holmes, but younger, more arrogant, and fascinated by things that sensible people avoid.

Class: Investigator
Archetype: Empiricist
Race: Human
Primary skills: Perception, Disable Device, Knowledge (arcana), Knowledge (religion), Knowledge (planes), Linguistics, Spellcraft
Weapons: Rapier, dagger, pistol if firearms are appropriate

Rather than being a conventional rogue, he's essentially a forensic occult investigator. He examines corpses, studies supernatural phenomena, identifies monsters, deciphers inscriptions, and tries to determine what actually happened before everyone starts stabbing things.

Personality: He's irritatingly rational. When someone says, "The ghost is angry!" he responds, "Possibly. But why is it angry, what anchors it to this location, and why are there three sets of footprints leading into the room but only two leading out?" His rationalism becomes increasingly strained as the campaign progresses.

Horror angle: His greatest weakness is curiosity. He genuinely wants to know what is behind every locked door, what is inside every crypt, and what Professor Lorrimor was researching. Eventually, the other PCs may realize that the investigator isn't merely investigating the supernatural; he's becoming fascinated by it.

Lorrimor connection: He was Lorrimor's student and assistant. Lorrimor considered him exceptionally promising but repeatedly warned him that there were questions for which the answer is worse than ignorance. Naturally, the investigator disagreed. This gives you perhaps the strongest personal reason for him to become obsessed with uncovering what happened to Lorrimor.

3. The Girl Who Talks to Ghosts
Human Spiritualist — Haunted archetype/theme

Concept: A quiet Varisian woman who has been able to see dead people since childhood. She doesn't consider this particularly unusual. Of course, everyone else does.

Class: Spiritualist
Race: Human or Half-Elf
Phantom: Ancestor or Dedication phantom
Primary role: Psychic/secondary healer/support
Weapons: Light crossbow, dagger

The Spiritualist is technically from a later Pathfinder book rather than the original Carrion Crown Player's Guide, but it is almost absurdly well suited to the Adventure Path. The class is built around a character whose powers derive from a supernatural spirit and whose abilities revolve around the boundary between life and death. 

The twist: Her phantom isn't necessarily evil. In fact, it might be the spirit of someone who knew Lorrimor. She doesn't know who it is. The phantom occasionally reacts to places, objects, or people before she understands why. That creates a great recurring mystery.

Personality: Unlike the investigator, she doesn't try to rationalize supernatural phenomena; she merely accepts them, which is actually what makes her unsettling. When everyone else encounters their first ghost and panics, she simply says, "Don't worry. He isn't the dangerous one." When asked how she knows, she looks at the corner of the room and says, "Because he's afraid of whatever is standing behind you."

Lorrimor connection: Lorrimor discovered her abilities several years earlier and became fascinated with her phantom. Rather than treating her as a freak, he treated her as a person and helped her understand her abilities. She therefore regarded him almost as a surrogate father, and his death is devastating to her. More importantly, her phantom is behaving strangely after his death.

4. The Monster Hunter
Half-Orc Ranger — Urban Ranger / Infiltrator

Concept: A half-orc who grew up on the margins of Ustalavic society and made a living hunting things that nobody else wanted to hunt. Werewolves, ghouls, bandits, witches, escaped prisoners, sometimes just wolves. He doesn't care what something is called. If it kills people, he tracks it down.

Class: Ranger
Archetype: Urban Ranger or Infiltrator
Race: Half-Orc
Favored Enemy: Undead
Secondary: Humanoid (human) or Aberration
Favored Terrain: Urban, forest, or swamp
Weapons: Longbow + handaxe/short sword

The Carrion Crown Player's Guide specifically suggests Guide, Infiltrator, Skirmisher, and Urban Ranger as useful ranger archetypes and recommends undead, aberrations, constructs, and humanoids as favored enemies. I'd personally choose Urban Ranger because it gives him a slightly different identity from the stereotypical wilderness ranger.

Personality: He's the party's practical monster hunter. He doesn't care about occult philosophy or academic theories. He knows monsters because he's survived them. He also doesn't trust aristocrats, priests, academics, or anyone else who has never had to sleep in a ditch. This makes him initially clash with the paladin and investigator. But when something comes crawling out of a crypt, he's the person everyone wants standing next to them.

Horror angle: He's the one character who shouldn't be frightened by monsters, and he isn't. What terrifies him is becoming a monster himself. He's half-orc, already treated as a monster by many Ustalavians, and Carrion Crown repeatedly gives him reasons to wonder whether the distinction between hunter and hunted is really as clean as he thought.

Lorrimor connection: Lorrimor once hired him as a guide during an expedition into a remote part of Ustalav. The ranger expected the professor to be another pampered scholar. Instead, Lorrimor proved to be one of the toughest men he'd ever met. They became friends.

[ed. My own "Marshal" Kazar Thorn, here he is! I mean, except the weapon...]

How I'd make the party work together

The really interesting thing about this group is that none of them occupies exactly the same conceptual space. That gives you a party that feels like it belongs in a gothic horror novel, rather than four generic adventurers who happen to be fighting undead.

One additional change I'd strongly consider: I'd make the Spiritualist's phantom connected somehow to Lorrimor's past, but not reveal exactly how at character creation. That gives the GM a tremendously useful recurring character. The phantom can occasionally recognize a name, react to a location, become frightened, or seem to know something it shouldn't. It doesn't need to give the party answers; instead, it becomes another mystery.

That also fits one of the Player's Guide's most important pieces of advice for Carrion Crown: the characters don't need to understand the horrors they're confronting. In fact, having characters who initially don't have all the answers makes the horror considerably more effective.

If you want to lean even harder into the Dracula / Frankenstein / Van Helsing / Hammer Horror side of Carrion Crown, I can also build a second four-character lineup with much more unusual Pathfinder 1e archetypes and races—for example, a dhampir paladin, changeling witch, investigator/monster hunter, and Kellid shaman—and make the four characters feel like they came straight out of a 19th-century gothic horror novel.
Yes, give me a backup lineup as requested. Give me both line-ups, with names. I want one female and three male characters in each group, to match my group.
I’d make the two groups deliberately different in flavor rather than simply changing the classes around. The first group is the more broadly playable “monster-hunting investigators” party; the second is the more overtly Hammer Horror / Universal Monsters / gothic novel party.

The Carrion Crown Player’s Guide strongly supports this approach: it specifically calls out the Undead Scourge paladin, several ranger archetypes, and sword-and-spell characters as particularly appropriate, while also emphasizing characters with personal connections to Professor Lorrimor.

LINEUP I — The Lorrimor Investigators

Tone: Van Helsing, The Wolf Man, The Woman in White, and a grim Ustalavic monster hunter.

This is the group I would recommend if you want the characters to feel like people who could plausibly have known Professor Lorrimor and become a functioning adventuring party, rather than four supernatural freaks thrown together.

1. Sir Aldric Vey — Human Undead Scourge Paladin

Male — Front-line warrior

Aldric is a young nobleman from a minor Ustalavic family whose older brother disappeared several years ago. The official story was that he fled the country. Aldric has never believed it. He eventually discovered evidence suggesting that his brother was murdered by a vampire. That experience transformed Aldric from an ordinary provincial aristocrat into an intensely dedicated servant of Pharasma. He is handsome, reserved, extremely well educated, and impeccably mannered. He wears blackened plate armor beneath a dark traveling cloak and carries a longsword and heavy wooden shield. He doesn't rant about undead. He simply hates them with absolute conviction.

Class: Paladin
Archetype: Undead Scourge
Race: Human
Deity: Pharasma
Combat: Sword and shield

The Undead Scourge is particularly appropriate here; Paizo's own Carrion Crown guide specifically recommends it for the campaign.

Lorrimor connection: Lorrimor investigated Aldric's brother's disappearance and became one of the few people willing to tell Aldric that his suspicions weren't madness.

2. Dr. Elias Blackwood — Human Empiricist Investigator

Male — Investigator / skill specialist

Elias is a physician, antiquarian, and amateur occultist who worked as Lorrimor's research assistant. He is the party's Sherlock Holmes / Van Helsing figure. Elias approaches every supernatural occurrence as a problem that can be solved through observation and deduction. He examines wounds, identifies poisons, studies corpses, researches local legends, and keeps meticulous notebooks. Unfortunately, he has one dangerous flaw: he is fascinated by the things he's supposed to be fighting. He isn't evil. He simply wants to understand everything. And Carrion Crown is an especially bad campaign for someone who believes that knowledge is inherently harmless.

Class: Investigator
Archetype: Empiricist
Race: Human
Combat: Rapier, dagger, alchemical tools
Role: Skills, knowledge, investigation, secondary combat

Lorrimor connection: He was Lorrimor's protégé. The professor was essentially his surrogate father. Elias therefore takes Lorrimor's death personally.

3. Viktor Dragović — Half-Orc Urban Ranger

Male — Monster hunter / scout

Viktor is a professional monster hunter who grew up in the poorer districts of Ustalav. He's huge, scarred, dark-haired, and intimidating, but surprisingly soft-spoken. He has spent most of his life hunting things that prey upon ordinary people. Unlike Elias, Viktor doesn't care why a monster exists. If it kills people, he kills it. If it can be reasoned with, he tries talking. If it cannot, he puts an arrow through it.

Class: Ranger
Archetype: Urban Ranger
Race: Half-orc
Favored Enemy: Undead
Combat: Longbow + handaxe
Role: Scout, tracker, ranged combatant

His half-orc heritage is important to his characterization. Ustalavic villagers frequently assume he is the monster when he arrives to investigate a disappearance. He's consequently developed a dry sense of humor about it.

Lorrimor connection: Lorrimor once hired Viktor as a wilderness guide. The two became friends after surviving an expedition that neither of them ever discussed afterward.

4. Helena Morcant — Human Spiritualist

Female — Medium / supernatural character

Helena is a quiet young woman from a respectable but impoverished Ustalavic family. She has been able to see the dead since childhood. Her family considers this a curse. Lorrimor considered it a gift. Her phantom is that of an unidentified older gentleman in a black coat, but Helena has never discovered who he was. The phantom occasionally reacts to people and places before Helena understands why. That makes her an excellent character for Carrion Crown because she doesn't need to be a stereotypical "spooky girl." She can be intelligent, practical, and perfectly ordinary—except that dead people sometimes speak to her.

Class: Spiritualist
Race: Human
Role: Psychic magic, support, healing, communication with spirits

Lorrimor connection: He was the first person who took Helena's abilities seriously rather than treating her as insane.

LINEUP II — The Gothic Horror Quartet

This is the one I'd choose if you want to push much harder into Dracula, Frankenstein, Hammer Horror, penny dreadfuls, and 19th-century gothic fiction. The characters are more unusual, more theatrical, and individually more closely tied to the supernatural.

1. Lucien Valcor — Dhampir Inquisitor

Male — Vampire hunter

Lucien is the son of a human noblewoman and a vampire. He was raised by his mother and spent his childhood believing his father was simply an absent aristocrat. He eventually learned the truth. His father is still alive. Lucien has spent the last decade hunting vampires while simultaneously hiding the fact that he possesses some of their characteristics himself. He has pale skin, black hair, unnaturally sharp features, and slightly pointed canine teeth. He looks like an aristocrat who hasn't slept in several years.

Class: Inquisitor
Race: Dhampir
Archetype: Kinslayer
Deity: Pharasma
Combat: Rapier + dagger
Role: Undead hunter, face, divine magic

The Kinslayer concept is especially appropriate because his entire existence is a rejection of his undead ancestry. His greatest fear is becoming a vampire.

2. Konrad von Eisen — Human Magus

Male — Arcane monster hunter

Konrad is a Germanic/Ustalavic nobleman and former military officer who became obsessed with supernatural weapons. He believes that if humanity is going to survive the supernatural, it needs weapons specifically designed to kill supernatural creatures. He therefore carries a longsword engraved with obscure protective runes and has developed an almost scientific approach to magical swordsmanship. Think: Dr. Frankenstein + a Prussian officer + Van Helsing. He is stern, formal, and extremely serious. He also has absolutely no patience for superstition. Ironically, he's a wizard.

Class: Magus
Archetype: Spellblade
Race: Human
Combat: Enchanted longsword
Role: Front-line arcane warrior

The Carrion Crown Player's Guide specifically calls out sword-and-spell characters and recommends the Spellblade among the appropriate magus archetypes.

Lorrimor connection: Konrad met Lorrimor while researching an ancient magical weapon. Lorrimor became his mentor in occult history.

3. Mikhail Vost — Human Shaman

Male — Pagan mystic / monster hunter

Mikhail comes from a remote Kellid-influenced community in northern Ustalav. He is a folk shaman, not a polished temple priest. He believes the world is inhabited by countless spirits: ancestors, nature spirits, ghosts, demons, and things that should never have existed. He has spent his life learning which ones can be appeased, which can be bargained with, and which must be destroyed. He is the party's equivalent of the Van Helsing who actually understands folklore. He carries a crooked wooden staff covered with charms, animal teeth, strips of cloth, and little iron bells.

Class: Shaman
Race: Human
Role: Divine spellcaster, healer, occult expert

His worldview is fundamentally different from Lucien's. Lucien believes monsters are enemies. Mikhail believes some monsters are neighbors. And sometimes the distinction is not as obvious as people would like.

4. Anneliese "Liese" von Kessel — Changeling Witch

Female — Witch / gothic heroine

This is the character I'd make the most overtly gothic. Anneliese is the daughter of a Ustalavic noblewoman and an unknown father. Her mother died shortly after giving birth to her, and the villagers whispered that she had been conceived through witchcraft. They weren't entirely wrong. Anneliese possesses a supernatural connection to the hag blood in her ancestry. She is beautiful but unsettling, with extremely pale skin, long black hair, gray-green eyes, and an almost unnaturally calm demeanor. She dresses like a nineteenth-century widow: black dress, high collar, gloves, cloak, and a silver pendant containing her mother's portrait.

Class: Witch
Race: Changeling
Role: Arcane control, debuffing, occult knowledge

But here's the important distinction: She isn't evil. She is terrified that she might eventually become the thing everyone believes she is. That gives her a very strong gothic-horror arc. Her familiar could be a black raven, which would be appropriately Gothic without becoming silly.

Lorrimor connection: Lorrimor knew Anneliese's mother and had secretly investigated the circumstances of her birth. He was one of the few people who never treated Anneliese as a monster.

My preference for your group

Given that you specifically want one woman and three men, I actually think Lineup II is the more memorable party. Lucien is particularly strong for Carrion Crown because a dhampir vampire hunter gives you a character who is simultaneously hunter and potential victim. Anneliese gives you the complementary female character: rather than being another monster hunter, she is someone who is afraid that she herself may become a monster. Konrad provides the rational, scientific/arcane response to the supernatural, while Mikhail represents the older, folkloric understanding of it.

That produces four distinct responses to gothic horror:

Lucien: I am what I hunt.
Konrad: Everything can be understood.
Mikhail: Not everything should be understood.
Anneliese: What if the monster is me?

That feels particularly appropriate for a campaign whose official premise is a journey through haunted Ustalav against the agents of the Whispering Tyrant.
Give me a line-up for Strange Aeons too, make sure that I have at least one brawler (any archetype) and one slayer (any archetype) and make sure that I have at least one Occult Adventures themed character.

For Strange Aeons, I would make the party substantially more psychologically strange than the Carrion Crown groups. The campaign begins with the characters waking in Briarstone Asylum with their memories missing, so I would make each character's lost identity part of the character concept, rather than simply giving them an ordinary backstory. The Player's Guide specifically encourages this and recommends giving characters an obvious vulnerability that the GM can use for horror. I’d also make the party one woman and three men, as with your other groups.

STRANGE AEONS — The Dream-Wounded

1. Gregor Vane

Male Human Brawler — Snakebite Striker

Role: Front-line fighter / unarmed combatant

Gregor is a large, powerfully built man with the hands and scars of someone who has spent years fighting professionally. The problem is that he has no idea why he knows how to fight. When the campaign begins, Gregor remembers almost nothing except fragments: a woman screaming; the smell of blood and seawater; his own hands covered in blood; someone repeatedly calling him "the butcher"; and a strange sensation that he has fought some of his companions before. He's extremely good at improvisational combat. He can pick up almost anything and turn it into a weapon.

Class: Brawler

Archetype: Snakebite Striker

Race: Human

Combat: Unarmed, improvised weapons, dirty tricks

The Snakebite Striker fits him particularly well because it gives him the feel of a street fighter who has learned to survive through instinct rather than formal martial training. The interesting question is whether Gregor's missing memories conceal something heroic, or something terrible.

Horror hook: Gregor occasionally enters a trance when someone attacks him. For a few seconds, he fights with far greater skill than he should possess. Afterward he doesn't remember what he did.

2. Dr. Alistair Wren

Male Human Investigator — Psychic Detective

Role: Investigator / skilled operative / occult specialist

Alistair is a thin, scholarly man with wire-rimmed spectacles, an immaculate coat, and the exhausted appearance of someone who hasn't slept properly in years. He remembers almost nothing, except that he was a doctor. And that he was investigating something called the Yellow Sign. He doesn't remember why. He doesn't remember who employed him. And he has no idea why he recognizes certain symbols carved into the walls of Briarstone.

Class: Investigator

Archetype: Psychic Detective

Race: Human

Role: Investigation, knowledge, psychic abilities, support

This is the character I'd use to make Occult Adventures absolutely central to the party. The Strange Aeons Player's Guide specifically recommends the Psychic Detective archetype from Occult Adventures and points to psychic/occult classes as particularly appropriate for the campaign. The archetype also fits the campaign's central idea beautifully: Alistair doesn't merely investigate physical evidence. He investigates psychic impressions and memories.

Horror hook: His psychic abilities occasionally recover memories that aren't his. He might touch a bloodstained door and suddenly remember standing in the room. Except the person standing there was not Alistair.

3. Nikolai Orlov

Male Dhampir Slayer — Witch Killer

Role: Slayer / scout / assassin / monster hunter

Nikolai is the darkest-looking member of the group. He's tall, thin, extremely pale, and dresses in black traveling clothes beneath a battered gray coat. His eyes are an unnaturally dark red. He knows how to kill people. He doesn't remember why.

Class: Slayer

Archetype: Witch Killer

Race: Dhampir

Role: Single-target damage, tracking, stealth

The Witch Killer archetype is explicitly one of the thematically recommended options in the Strange Aeons Player's Guide. But I'd make the character considerably more complicated than "guy who kills witches." Nikolai has fragments of memories suggesting that he was once part of an organization dedicated to hunting occultists. The problem, of course, is that he can't remember whether he was a member of that organization, or one of the people it hunted.

Horror hook: Nikolai has a recurring nightmare in which he is standing before a crowd of people wearing yellow masks. They're all kneeling. And they're all calling him Master. He assumes this is evidence that he was once a cultist. It may not be.

4. Eveline March

Female Human Occultist — Haunt Collector

Role: Occult caster / relic specialist / knowledge

Eveline is the most overtly supernatural member of the group. She is a pale, elegant young woman who dresses like a Victorian-era antiquarian: high-collared blouse, long dark skirt, gloves, boots, and a collection of strange jewelry and little occult implements. When she awakens in Briarstone, she has no memory of her life. But she does have a collection of objects. She doesn't know where they came from. She doesn't know who they belonged to. And every one of them is magical.

Class: Occultist

Archetype: Haunt Collector

Race: Human

Role: Occult magic, psychic skill, relics, utility

This is probably the most quintessentially Occult Adventures character of the four. Occult Adventures introduced the occultist as one of its six major occult classes, and the Haunt Collector archetype is specifically recommended by the Strange Aeons Player's Guide. Eveline's specialty is interacting with haunts, spirits, psychic impressions, and supernatural objects.

Horror hook: She has one item she refuses to use: a small silver mirror. She doesn't know why. She only knows that when she looks into it, she sees herself standing somewhere she has never been. And there is always someone standing behind her.

This gives you exactly the mechanical requirements you asked for the Really Interesting Part: Their Memories. I'd make the campaign's central character mystery work like this: Gregor remembers violence. Alistair remembers knowledge. Nikolai remembers murder. Eveline remembers objects. None of them remembers the same part of the story. As the campaign progresses, their recovered memories begin fitting together. At first, they assume that they were simply four unrelated people who happened to end up in Briarstone. Eventually, they discover that they knew each other before the campaign began. And that's where I'd start letting the GM play with the characters' vulnerabilities. Gregor discovers that he once fought Nikolai. Alistair discovers that he once investigated Eveline. Eveline discovers that she once possessed the silver mirror. And Nikolai discovers that all three of them appear in his nightmares. The best part is that the characters themselves don't know whether these recovered memories are genuine. That's especially appropriate for Strange Aeons, because the campaign is built around the characters' missing memories and the gradual discovery that their amnesia is connected to something much larger and more horrifying.

The Player's Guide explicitly notes that the campaign works well with occult characters, but also points out that psychic characters can have particular difficulties because of the campaign's frequent fear and emotion-based effects. So I would not make Eveline or Alistair emotionally fearless. Quite the opposite. I'd make them unusually vulnerable to the things they understand. That makes the occult abilities feel less like superpowers and more like dangerous knowledge. And that is exactly the tone I'd want for Strange Aeons.

This has been useful. Can you also give me both a lower fantasy and a higher fantasy version for Skull & shackles, the pirate-themed adventure path?

Absolutely. For Skull & Shackles, I’d make the two versions feel substantially different. The lower-fantasy party would be a rough-and-tumble pirate crew: sailors, cutthroats, smugglers, and people who have learned to survive at sea. Magic exists, but it isn't the defining feature of the group. The higher-fantasy party would embrace the supernatural side of the Shackles: sea witches, magical swashbucklers, strange races, divine powers, and characters who feel as though they belong in a larger-than-life pirate fantasy. I’ll keep the same one woman / three men arrangement.

SKULL & SHACKLES I — The Salt Dogs

Tone: Master and Commander meets Black Sails.

These characters are fundamentally ordinary people who have become pirates because circumstances forced them into it. They're dangerous because they are competent, ruthless, and experienced—not because they possess extraordinary powers.

1. Elias Crowe

Human Fighter — Corsair

Male — Shipboard warrior / captain

Elias is a former merchant-marine officer who spent fifteen years sailing the Inner Sea. He knows ships. He knows navigation. He knows naval combat. And, most importantly, he knows exactly how merchant captains think. He became a pirate after his employer refused to pay the crew following a disastrous voyage. Elias organized a mutiny, seized the ship, and discovered that he was considerably better suited to piracy than legitimate commerce.

Class: Fighter

Archetype: Corsair

Race: Human

Weapons: Cutlass, boarding axe, pistol

Role: Front-line fighter / shipboard commander

He isn't a swashbuckling duelist. He's a naval officer who happens to have become a pirate. His fighting style emphasizes boarding actions, positioning, and fighting on unstable decks.

Personality: Calm, disciplined, and pragmatic. He doesn't particularly care about treasure. He cares about owning his own ship and never again being under the command of someone who doesn't value his crew.

2. Bram "Black Bram" Ketch

Human Slayer — Bounty Hunter

Male — Scout / assassin / boarding specialist

Bram was a dockside criminal long before he became a pirate. He's lean, ugly, scarred, and almost perpetually unshaven. He's also extremely good at finding people. Before joining the crew, he worked as a bounty hunter, tracker, and occasional hired killer.

Class: Slayer

Archetype: Bounty Hunter

Race: Human

Weapons: Cutlass, dagger, light crossbow

Role: Scout / striker / tracker

His preferred method of dealing with an enemy captain is to find out where the man sleeps and kill him there rather than engaging in a heroic duel.

Personality: Bram is cynical and suspicious. He expects everyone to betray him eventually. He's therefore somewhat surprised when he gradually becomes genuinely loyal to the crew. He would never admit it.

3. Tobias "Toby" Pike

Human Rogue — Pirate

Male — Rogue / thief / infiltrator

Toby is the youngest member of the crew and was born in a port city. He learned to climb rigging before he learned to read. He's a natural thief, gambler, card cheat, lockpicker, and liar.

Class: Rogue

Archetype: Pirate

Race: Human

Weapons: Rapier, dagger, throwing knives

Role: Skills / infiltration / ranged support

He's the classic pirate character—but without supernatural abilities. He is also the party's comic relief, although he becomes considerably less funny when someone threatens his friends.

Personality: Charming, irreverent, impulsive. He has a weakness for gambling and attractive women. This is frequently inconvenient.

4. Anne "Red Anne" Mallory

Human Ranger — Freebooter

Female — Scout / sailor / wilderness survivor

Anne is the daughter of a fisherman and grew up on the coast. She knows the ocean, islands, reefs, weather patterns, and coastal wilderness better than anyone else aboard. She's also an excellent shot with a musket.

Class: Ranger

Archetype: Freebooter

Race: Human

Weapons: Musket, cutlass

Role: Ranged combat / scout / wilderness survival

Unlike the others, Anne doesn't particularly enjoy piracy. She simply discovered that pirates have more freedom than merchants.

Personality: Blunt, practical, independent. She is the one who knows when the captain is making a stupid decision. She also happens to be the one person aboard whom Elias consistently listens to.

—(  †  )—

The group's defining characteristic: none of them is particularly special. That's the point. They start Skull & Shackles as people who are simply trying to survive. Over the course of the campaign, they become legends.

SKULL & SHACKLES II — The Black Tide

This version goes in the opposite direction. Tone: Pirates of the Caribbean + Sinbad + Pathfinder's supernatural mythology. Here, the sea itself is magical. The characters aren't merely pirates. They're becoming figures of legend.

1. Captain Lucian Marrow

Human Swashbuckler — Daring Champion

Male — Duelist / captain

Lucian is a flamboyant former Chelish naval officer who deserted after refusing an order to massacre a captured pirate crew. He became a pirate and discovered that he possessed a remarkable talent for swordsmanship.

Class: Swashbuckler

Archetype: Daring Champion

Race: Human

Weapons: Rapier, pistol

Role: Duelist / face / captain

Lucian fights with theatrical confidence. He has an enormous black coat, tall boots, a broad-brimmed hat, and a silver-handled rapier. He's convinced that every great pirate needs a great nemesis. He's right.

2. Vargan Bloodwake

Orc Bloodrager — Primalist

Male — Supernatural bruiser

Vargan was born among a brutal orcish coastal tribe. He possesses an unsettling connection to the ocean. When he becomes enraged, the veins in his arms become dark blue and his skin develops patches of black, fishlike scales. Nobody knows why. Vargan certainly doesn't.

Class: Bloodrager

Archetype: Primalist

Race: Orc

Bloodline: Abyssal or Elemental (Water)

Role: Front-line powerhouse

I'd lean toward Elemental (Water) if you want him to feel more nautical and Abyssal if you want him to feel like something terrible is living inside him. He carries a huge boarding axe.

Personality: Quiet and surprisingly philosophical. He loves the sea. The sea, unfortunately, may love him back.

3. Father Mateo Blackwake

Human Cleric — Ocean's Fury

Male — Divine caster / ship's priest

Mateo was originally a priest of Gozreh. He served aboard merchant ships until he became convinced that Gozreh's storms weren't simply destructive. They were warnings. Eventually Mateo abandoned civilization and became a pirate priest.

Class: Cleric

Archetype: Ocean's Fury

Race: Human

Deity: Gozreh

Domains: Water / Weather

Role: Healing / divine magic / weather

He interprets storms as divine messages. Unfortunately, his interpretations are often extremely alarming.

"The storm came from the southwest."

"Is that bad?"

"It means Gozreh is angry."

"At what?"

"Us."

4. Seraphina Vale

Sylph Witch — Sea Hag Patron

Female — Witch / occult spellcaster

Seraphina is a mysterious woman found drifting alone in a lifeboat after a storm. She claims she doesn't remember where she came from. She is beautiful, pale, and unnervingly calm. Her hair is almost white and constantly moves as though underwater even when there is no wind. She possesses a strange relationship with the ocean.

Class: Witch

Race: Sylph

Patron: Sea

Archetype: Hedge Witch

Role: Arcane caster / debuffer / occult utility

Her familiar is a small black seabird with disturbingly intelligent eyes. The crew eventually realizes that Seraphina can hear voices beneath the waves. She doesn't always understand what they're saying. Sometimes, however, they say her name.

—(  †  )—

This party is much more mythic. Lucian becomes the legendary pirate captain. Vargan becomes the terrifying monster who fights beside him. Mateo is the priest who calls down storms. Seraphina is the mysterious sea witch whom everyone suspects is something other than human.

Which one I'd choose

For Skull & Shackles specifically, I think the Salt Dogs have a particularly strong advantage if you want the campaign's transformation to feel meaningful. They start as four relatively ordinary people: 

-Elias wants independence.

- Bram wants money.

- Toby wants adventure.

- Anne wants freedom.

Then the campaign gradually turns them into pirates. That's an excellent character arc for Skull & Shackles, because the characters' rise from prisoners and sailors to notorious pirate captains becomes the fantasy rather than something they already possess at level 1. The Black Tide, meanwhile, is better if your group wants to embrace the fact that Pathfinder is a fantasy game and doesn't mind having characters who are obviously extraordinary from the beginning. And if you're building a whole set of Adventure Path parties, I'd actually keep these distinctions. Your Carrion Crown group can be the gothic monster hunters, your Strange Aeons group the psychologically damaged occultists, and your Skull & Shackles group the ordinary sailors who gradually become larger-than-life pirates. That gives each campaign a very different identity rather than making every party feel like four variations on the same adventuring group.

Do you have access to the classes from the Freeport third party book, or no?

Yes—with an important distinction. I have access to information about the Pathfinder 1e Freeport material, including the Freeport Companion: Pathfinder RPG Edition and Player’s Guide to Freeport, so I can work with its classes, archetypes, prestige classes, feats, etc. The publisher describes the Player’s Guide as containing three new classes—Freebooter, Monster Slayer, and Noble—and archetypes such as Corsair, Musketeer, and Witch Hunter. The larger Freeport: The City of Adventure Pathfinder book is a 544-page Pathfinder 1e setting book with additional classes, archetypes, feats, and magic items. The earlier Freeport Companion also has its own Pathfinder material, including the Corsair and Monster Hunter classes, prestige classes such as Musketeer and Witch Hunter, and other rules.

So if what you're asking is: Can you use the actual Freeport-specific classes and archetypes when designing my Pathfinder 1e parties?

Yes. And now that I know you're comfortable with third-party PF1e material, I can incorporate them rather than restricting myself to Paizo's books.

In fact, I think this would be particularly useful for the Skull & Shackles lineup. Freeport's design is explicitly built around piracy, urban fantasy, and Lovecraftian horror, so its material is unusually well suited to that Adventure Path.

For example, I could rebuild the two Skull & Shackles groups using: Freebooter, Monster Slayer, Noble, Corsair, Musketeer, Witch Hunter, the Freeport prestige classes, and the other Freeport-specific options while still mixing them with normal Paizo Pathfinder 1e classes and archetypes. And given the correction we just went through, I can also give you the exact book/source for every non-core class and archetype, so you can tell immediately whether something comes from Skull & Shackles, Pirates of the Inner Sea, Freeport, Ultimate Combat, etc.

Yeah, that's make a third party, utilizing a mixture of official material and Freeport material, and leaning thematically more to the Salt Dogs with lower fantasy and sword & sorcery and horror rather than the high fantasy version.

Absolutely. For this version I'd make Freeport the seasoning rather than the whole meal: mostly recognizable PF1e characters, with a few Freeport classes/archetypes providing the distinctive sword-and-sorcery flavor. I would also keep magic relatively rare and unsettling. These are pirates first, adventurers second. The supernatural should feel like something they encounter in dark coves, ruined temples, forgotten islands, and places where sailors tell stories they don't like repeating.

Skull & Shackles — The Black Flag Company

Tone: Black Sails + Robert E. Howard + Clark Ashton Smith + a little The Shadow over Innsmouth

One woman and three men.

1. Elias Crowe

Human Fighter — Corsair

Male | Ship's officer / swordsman / eventual captain

Elias remains my favorite anchor for this kind of party. He's a former merchant-marine officer who spent fifteen years sailing the Inner Sea. He knows navigation, naval discipline, boarding tactics, and the brutal economics of merchant shipping. He didn't become a pirate because he dreamed of freedom. He became one because his employer cheated the crew out of their pay, and Elias organized a mutiny. Once he discovered that he was very good at piracy, there wasn't much reason to go back.

Class: Fighter

Archetype: Corsair

Race: Human

Weapons: Cutlass, boarding axe, pistol

Armor: Breastplate or light/medium armor

Role: Front-line fighter and shipboard commander

Source: Pirates of the Inner Sea

Personality: Elias is disciplined, pragmatic, and remarkably unromantic about piracy. He doesn't call himself a pirate. He calls himself captain of a private vessel operating without a letter of marque. Nobody else is fooled. He has one firm rule: We don't kill sailors who surrender. That rule becomes increasingly difficult to maintain in the Shackles.

2. Black Bram Ketch

Human Slayer — Bounty Hunter

Male | Tracker / killer / boarding specialist

Bram is the man you send ashore when somebody needs to disappear. He grew up in the docks of a major port and spent years working as a bounty hunter, debt collector, smuggler, and occasional assassin. He's not particularly charismatic, handsome, or clever. He's simply very good at finding people and making them stop running.

Class: Slayer

Archetype: Bounty Hunter

Race: Human

Weapons: Cutlass, dagger, hand crossbow

Role: Scout, tracker, single-target killer

Source: Advanced Class Guide

The Bounty Hunter is an especially good fit for the lower-fantasy version because Bram isn't a magical monster hunter. He's a professional criminal hunter who has become a criminal himself.

Personality: Bram is cynical, suspicious, and unpleasant. He doesn't believe in honor. He does believe in contracts. If he gives you his word, he'll keep it. He just doesn't promise very much.

Horror angle: Bram has killed plenty of men. He's never killed anything that wasn't human. Until the party reaches the first island where the locals insist that something comes ashore from the sea at night. Bram initially laughs at them. He eventually stops laughing.

3. Martin "Marty" Rook

Human Freebooter

Male | Scout / sailor / rogue-ish survivalist

For the third character, I'd deliberately avoid another conventional rogue.

Martin is a career sailor who has spent most of his life aboard small coastal vessels. He's a skilled climber, swimmer, navigator, fisherman, and scout. He's the person who can look at a coastline and say: we can land there, and then explain exactly why.

Class: Ranger

Archetype: Freebooter

Race: Human

Weapons: Cutlass, shortbow, boarding axe

Role: Scout, wilderness survival, crew support

Source: Pirates of the Inner Sea

Freebooter is particularly appropriate here because its abilities are built around making the entire crew more effective against a chosen enemy.

Personality: Marty is easygoing, superstitious, and almost impossible to frighten. Almost. He refuses to sail on certain nights of the month. He won't explain why.

Horror angle: Marty grew up hearing old sailor stories about something beneath the water that follows ships. He's never seen it. He desperately hopes he never does.

4. Mara Vex

Human Corsair / Freeport Witch Hunter

Female | Pistolier / occult investigator / pirate

Mara is where I'd bring in the Freeport material. Rather than making her a conventional spellcaster, I'd make her a woman who has spent years hunting the supernatural without actually being a wizard. She grew up in Freeport and worked for a time as a private investigator and bounty hunter specializing in occult crimes. She learned that most supernatural problems have very mundane accomplices: cultists, smugglers, corrupt priests, grave robbers, and greedy nobles. She is consequently very good at killing the human beings responsible for supernatural problems.

Class: Freeport Witch Hunter

Race: Human

Weapons: Rapier, pistol, dagger

Role: Face, investigator, ranged combatant, occult specialist

This is where I'd use one of the Freeport-specific options rather than simply making her another Paizo archetype.

Personality: Mara is sharp, skeptical, and dryly humorous. She doesn't believe in ghosts. She has, unfortunately, killed several. She maintains that this is different.

Horror angle: Mara knows enough about occultism to recognize when something is wrong. That makes her the first person to realize that the strange things happening around the crew aren't random. Someone—or something—is interested in their ship. And it seems to have been interested in them before they ever became pirates.

—(  †  )—

This keeps the party very low fantasy. There isn't a wizard. There isn't a cleric. There isn't a sorcerer. There isn't even a character who needs supernatural powers to be effective. And that's intentional.

Why I like this version for Skull & Shackles

The party starts out feeling like a real pirate crew. Elias understands ships and combat. Bram understands violence and hunting people. Marty understands the sea. Mara understands people—and the strange things people get involved with. Their abilities overlap enough that they feel like members of the same profession rather than four unrelated adventurers.

The Sword & Sorcery angle

I'd also alter the presentation of the Shackles for this party. Rather than making every island an excuse for another colorful fantasy culture, I'd emphasize: decaying colonial forts; abandoned pirate settlements; drowned temples; half-forgotten coastal kingdoms; cannibal tribes; ancient ruins; slave markets; decadent pirate princes; witch covens; ruined shrines; strange drugs and poisons; forbidden treasures; old maps that shouldn't exist; and things found in the sea that should never have been brought aboard ship.

The characters also aren't collecting magical equipment every few levels. A good pistol is valuable. A well-made cutlass is valuable. A ship with reliable rigging is valuable. A bottle of decent rum is valuable. And if they find an ancient black sword in a drowned temple, nobody immediately assumes it's a +2 sword. They wonder why it is warm. They wonder why it seems to have been waiting for them. And they probably shouldn't touch it.

One change I'd make to the campaign's supernatural escalation

I'd keep the first portion of the campaign almost entirely mundane. Then introduce one supernatural element at a time. For example: Levels 1–3: Piracy, mutiny, naval combat, rival crews, smuggling, corrupt authorities. Levels 4–6: Strange ruins. Missing sailors. Local superstitions that turn out to be partially true. Levels 7–9: Cults. Witchcraft. Sea monsters. Ancient artifacts. Levels 10+: The crew realizes that the Shackles aren't simply a collection of pirate islands. Something very old lives beneath them. That way, when the supernatural finally becomes undeniable, it feels like a genuine escalation rather than something the players have been seeing since the first session. And that makes this party's progression particularly satisfying: four relatively ordinary criminals and sailors gradually become legendary pirates who have survived things that sensible sailors refuse even to name.

OK, I'm quite enjoying these groups. Can you give me one for the Curse of the Crimson Throne adventure path, focused on lower fantasy, playing up the horror angle, and keeping it (mostly) urban themed?

Definitely. Curse of the Crimson Throne is probably one of the best Adventure Paths for the kind of party you've been building: the official Player's Guide explicitly describes it as primarily urban, with intrigue-focused classes such as investigator, rogue, slayer, and swashbuckler being particularly appropriate. It also specifically notes opportunities for occult characters around the Harrow and haunted locations. For your version, I'd lean into Korvosa as a decaying gothic city rather than treating it simply as a fantasy metropolis. Think Gangs of New York crossed with The Golem and From Hell, with the supernatural gradually becoming impossible to dismiss. I'd also keep the same one woman, three men structure.

CURSE OF THE CRIMSON THRONE — The Korvosan Four

Tone: urban sword & sorcery + gothic horror + political thriller

The important thing is that all four characters already belong to Korvosa. They aren't adventurers who happen to arrive in town. They are people who have lived there long enough to know its alleys, taverns, gangs, guards, and slums. When the city begins falling apart, their city is being destroyed. That gives them a much stronger reason to stay than simply being hired adventurers.

1. Gideon Vale

Human Investigator — Empiricist

Male | Detective / physician / forensic investigator

Gideon is the group's intellectual center. He's a former physician who left medicine after becoming disgusted with the way wealthy Korvosans could buy better treatment while the poor died in the streets. He now works as a private investigator, specializing in murders, disappearances, blackmail, and other cases the Korvosan Guard doesn't have the time—or inclination—to pursue.

Class: Investigator

Archetype: Empiricist

Race: Human

Weapons: Rapier, dagger, pistol

Role: Investigation, skills, knowledge, secondary combat

The Empiricist is an excellent fit because Gideon is fundamentally a detective, not a magical adventurer. He keeps notebooks full of sketches, witness statements, anatomical observations, and maps of Korvosa's streets.

Personality: Gideon is quiet, skeptical, and compassionate. He doesn't believe in ghosts. He doesn't believe in curses. He doesn't believe in prophecy. He believes that frightened people tell stories because they don't understand what happened. Unfortunately, he eventually encounters several things that cannot be explained by evidence alone.

Horror angle: Gideon's greatest fear is not death. It's being unable to determine what killed someone. That becomes increasingly relevant as the campaign progresses.

2. Tomas Rook

Human Slayer — Bounty Hunter

Male | Street-level hunter / investigator / killer

Tomas is a former member of the Korvosan Guard who was dismissed after refusing to obey a corrupt superior. He now works as a bounty hunter. He knows every criminal district in the city, every common escape route, and most of the city's fences and informants.

Class: Slayer

Archetype: Bounty Hunter

Race: Human

Weapons: Longsword, dagger, light crossbow

Role: Striker, tracker, intimidation

He's not a noble crusader. He's a professional. If somebody has a bounty on them, Tomas finds them. If they're dangerous, he kills them.

Personality: Tomas is cynical and deeply suspicious of authority. He has a particular hatred for wealthy people who think the law exists for their convenience. He and Gideon have known one another for years. Gideon investigates the crime. Tomas finds the criminal.

Horror angle: Tomas knows the city's criminals. That's why he's among the first to realize something is wrong. People who have survived the worst parts of Korvosa's underworld are suddenly disappearing. Not being murdered. Not arrested. Disappearing. And some of the survivors are talking about things they refuse to describe.

3. Mara Veleris

Human Vigilante — Avenger / Serial Killer Hunter

Female | Masked vigilante / urban warrior

Mara is the character I'd use to make the Korvosa itself central to the campaign. She's a vigilante who operates in the poorer districts of the city. By day, she's a respectable young woman who works as a clerk and occasional translator. By night, she becomes the Black Lantern, a masked figure who hunts predatory criminals. She isn't trying to replace Blackjack. She regards Blackjack as a legend from another era.

Class: Vigilante

Archetype: Avenger

Race: Human

Weapons: Rapier, hand crossbow, dagger

Role: Martial combat, infiltration, social identity

The official Player's Guide practically invites this concept: it specifically identifies Korvosa as an ideal environment for vigilantes and discusses Blackjack as the city's legendary masked hero.

Personality: Mara is much warmer than her vigilante persona. Her civilian identity is compassionate, funny, and surprisingly optimistic. Her masked identity is cold and frightening. The distinction becomes increasingly blurred as the campaign progresses.

Horror angle: Mara eventually discovers that some of the people she's hunting aren't entirely human anymore. The first time she kills one, she expects blood. Instead, there is something else inside it. Something that moves. She never tells the others.

4. Father Lucien Armand

Human Cleric — Pharasma

Male | Priest / healer / undertaker

Lucien is a priest of Pharasma who serves one of Korvosa's poorer neighborhoods. He's not a crusader. He's an undertaker. He buries the city's forgotten dead. He performs last rites for criminals. He identifies bodies. He visits prisoners before executions. He knows what happens to people after everyone else has stopped caring about them.

Class: Cleric

Race: Human

Deity: Pharasma

Domains: Death / Healing

Weapons: Heavy mace, dagger

Role: Healing, divine magic, undead defense

And because he's a priest of Pharasma, he is the group's natural authority on the supernatural.

Personality: Lucien is gentle, patient, and extremely difficult to frighten. He has seen too many dead people to be frightened by corpses. But he hates necromancy. To him, the dead deserve peace.

Horror angle: Lucien begins noticing something deeply wrong with Korvosa's dead. Certain bodies don't stay where he buried them. Others have strange marks beneath their skin. And eventually he discovers that some people who died in the city are not remaining dead.

—(  †  )—

This is intentionally a very low-magic party. There is only one full spellcaster. There is no wizard. There is no flashy magical warrior. Three of the four characters could plausibly exist in a grim historical city with only modest changes. And that makes Lucien's magic feel more significant.

Their relationship to Korvosa

This is the part I'd emphasize most. Gideon knows its secrets. He knows which murders the Guard won't investigate. Tomas knows its criminals. He knows who runs the alleys, gambling houses, and illegal markets. Mara knows its streets. She knows the rooftops, abandoned buildings, sewer entrances, and hidden passages. Lucien knows its dead. He knows who has died, where they were buried, and which bodies aren't staying where they belong. Together, they have essentially mapped the living city and the dead city beneath it. And that gives you a really nice horror structure. At first, the four characters think they're investigating different problems. Then they discover the problems are connected.

Their connection to Gaedren Lamm

I'd make all four characters victims of Lamm in different ways, rather than giving each of them an unrelated campaign trait. That immediately creates a reason for them to cooperate. Gideon investigated a series of children disappearing from the streets and discovered Lamm's name. Tomas once tried to arrest Lamm and was ordered to release him by a corrupt superior. Mara knows several children who were forced to work for him. Lucien buried one of Lamm's victims. That means the opening isn't four strangers meet at an inn. It's four people who have each been trying to stop the same monster finally get the opportunity to do something about him. That feels much more like Curse of the Crimson Throne.

And then the horror changes

I'd structure their character arcs around the transformation of Korvosa.

Early campaign: crime horror. Gangs, murders, kidnappings, corrupt guards, child exploitation, assassinations.

Middle campaign: political horror. The city becomes increasingly authoritarian and paranoid. Friends disappear. People inform on neighbors. The characters discover that the machinery of government is becoming something monstrous.

Later campaign: supernatural horror. The city itself begins to feel diseased. Dead people aren't staying dead. Old buildings conceal things that shouldn't be there. The characters begin realizing that the horrors they've been fighting aren't merely consequences of political corruption. Something much older is involved. And that's where Father Lucien's presence becomes particularly useful.

Why I think this fits what you've been doing

Your previous groups have had strong thematic identities:

Carrion Crown: gothic monster hunters

Strange Aeons: psychologically damaged occult investigators

Skull & Shackles: low-fantasy pirates who gradually encounter horror

Curse of the Crimson Throne: urban investigators trapped inside a city becoming monstrous

And I would resist making this group too flashy.

The Vigilante/Investigator/Slayer/Cleric combination is almost perfect for the tone you're describing. The official Player's Guide itself identifies Investigator, Slayer, Rogue, and Swashbuckler as particularly good urban/intrigue choices and specifically highlights Vigilante as exceptionally appropriate to Korvosa. It also notes that Occult Adventures classes can have opportunities to shine through the campaign's Harrow and haunted elements.

If you wanted to push the horror one step further, I would make Mara a Serial Killer vigilante rather than an Avenger—but only if you want the party to have a much darker, morally ambiguous protagonist. The Avenger version gives you a more traditional heroic group; the Serial Killer version would make the whole campaign feel considerably more like a grim Victorian crime-horror story.

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