Need PC ideas for Shackled City AP

MacMathan

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I am looking for some innovative ideas for a PC that would fit in well with the Shackled City AP.

Presume most WoTC books are up for grabs. (No BoED do far)

So far it looks like a 4 man party but that could change.

I have been playing for a long time, done most of the core combinations and I am looking for something to get me excited about going through the early levels again.
 
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I probably should have mentioned that I just finished playing a pretty vanilla fighter (no PRC, no funky weapons) in our last long term campaign. :)
 

Grimstaff said:
How about FIghter, with longsword and shield.

Seriously, when's the last time anyone played anything like that!? :p
Well, I played one in our Shackled City campaign. Okay, I must admit, i wasn't always using a longsword (weapon focus is boring, even if effective), and in the end, my shield was a cheat-shield (= animated shield).
Nothing I had to regret about it. My Fighter learned most of the "other" fighter feats (anything not focusing on a weapon). Blind Fight, Combat Expertise, Improved Trip, Improved Disarm, Defensive Throw, Combat Reflexes, Improved Unarmed, Improved Grapple, Power Attack... I think the Improved Trip / Improved Grapple feats proved the most useful in the campaign, but ultimately, only the combination of these feats made the fighter really useful. (It's amazing how useful a simple and primtive feat like Blind Fight becomes over the course of a campaign!)
Oh, and I picked some feats that are usually ignored (Run for "speed compensation" and Iron Will for my pathetic Wisdom of 8 - I needed all of my 25 points for Str, Dex, Con and Int...)

Fighter is never a bad choice, I think, there are so many things to experiment with.

But aside from that - Cleric is certainly a solid choice. Buff your comrades (and yourself) to kill enemies quickly so that you don't have to cure them later on. :)

If your party somehow becomes larger than 4 characters, and there are at least two non-spellcasters in it, a Bard is a great choice, too. Certainly a better "buffer" then a lone Cleric, and it "stacks" with any existing Cleric or Wizard. :)

Something more concrete and different than the above ones:
How about a Half-Orc Rogue - a thug and bully instead of the usual sneaky diplomats. (With high point buy or good rolls, maybe even a surprisingly charistmatic one).
Your choice if you take Search/Disable Device/Open Lock, but I would always recommend them, as the group will probably need (or at least fare better) with it in a long-running campaign.
 

Depending on the size of your group:

1-2 PCs: Factotum
2-4 PCs: Beguiler
5-6 PCs: Dragon Shaman (or Bard)
7+ PCs: Marshal

Factotum: With that few PCs, you're going to have to cover several bases; and what better way than the class that covers all of them (to a degree)?

Beguiler: Again, covering a couple of bases (Sneaking, Spellcasting, Trapfinding) will help you keep the group alive if anyone gets dropped.

Dragon Shaman/Bard: A group buffing class works very well in large groups, and the Vigor aura of the Dragon Shaman is horrendously useful.

Marshal: Marshals *really* shine in groups larger than 5. Take Motivate Dexterity at first level and max out your charisma to give everyone in your group 3/4ths of the Improved Initiative feat. Having a decent number of class skills is primo, too. Also, if you have access to the book Dragon Magic, you can use the alternate class feature to get the Vigor Draconic Aura instead of one of the normal Marshal Auras at 2nd level.

Dragon Shaman 1/Marshal 4/Bard X would work extremely well (for a Human/Half-Elf at least) in a large group. Use the DS Aura to heal people, the Marshal Auras to add DR and Initiative bonuses, and the Bard Songs to boost To Hit and Damage rolls. Also, at 4th level of Marshal, you can spend a standard action to give everyone an additional Move Action once per day; perfect for setting up the full attacks of the fighters in the group. Just have everyone Delay until after your turn so you can set up the playing field.

-TRRW
 

I have to say, for a combat-intensive AP like Shackled City, a Warmage would be very useful.

No one blows stuff up like a Warmage...
 

How about crusader from the Book of Nine Swords?
Amazing tank with the side benefit that you can heal yourself and the other party members while doing damage.
 

I would reccomand Bard 4/Swordsage 1/Bard +2/Jade Phoenix Mage 2/Swordsage +1/Sublime Chord 2/Jade Phoenix Mage +8. Decent Gish, ok bardic music ablities, 9th level spells, realatively vertisle.
 

I have a human cleric of Boccob in SCAP.

Others in the party: human paladin of freedom, halfling rogue, human bard/fighter, and dwarven diviner.

It's a fun group. I wish we played more often. :(
 

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