Shackled City AP starting crew

I think that if you're primary PC will be a wizard, then the suggestion of druid is a good secondary choice. Especially if you're going to be a conjurer - there's an option (in PHB2 or Dungeonscape, I believe) which allows a conjurer to summon creatures as a standard action which a conjurer in our group has been using to awesome effect. Coupled with the Cloudy Conjuration feat from Complete Mage, it gives him a lot of battlefield manipulation ability. Throw in a druid with an animal companion and the ability to summon nature's ally and you're looking at simply dominating enemies through sheer numbers.

Well, ok, we're playing through Shackled City now in another game (not the one with the conjurer I mentioned) and it's not like it'd be that easy. And beware the big drawback to such a scheme - summoning so many creatures that you take ten minutes to take your turn in combat...tends to slow things down a bit. ;)

Still and all, a druid would also be a great front line fighter - will your DM allow you to take Vow of Poverty? THAT would make for a nicely twisted character with a lot of power. :]
 

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Our group:
cleric6 (me, specialized in healing for huge amounts)
scout5/thieffacrobat 1 ranged damage, and lots of it
Wizard2/priest2/something else 2....he is our um...knowlege guy
Knight6 the heavy hitter/tank
bard4/warblade2 support melee with white raven maneuvers.

We're only in chapter 4 I think...maybe 5, whichever is Zenith Trajectory. We pretty much get our butts kicked due to lack of an arcane caster, and we don't have anyone who can open locks or disable traps. However since my cleric is pretty much devoted to healing and blowing up undead, we've managed to only have 1 character death. Even so, we have to run away a lot to avoid being slaughtered. Really, we should have been TPKed in this last big battle, but the DM was lenient.

I think wizard and druid are 2 solid choices....Or wizard and Dragon shaman.
 

Alright, so the Wizard is a lock. As I wrote in my OP, I know how to tweak the Conjurer [if I go that route], although Necromancy could be fun, too. Necromancy from a good guy POV, "Know thy enemy" and all that.

As for the druid, while a solid choice, I will pass. I am playing one in another campaign arc and I want to branch out [pun intended]. I would personally avoid taking Vow of Poverty. I just don't like that feat [love the power, hate the way it makes you interact with the group].

The Dragon Shaman is a possible good choice. Another player is using one in our WLD campaign arc, and I like the flavour.

Psionics...could be interesting.

Thanks!

I am still open to more suggestions.

Cheers.
 


Herobizkit - Two reasons.
1) I've played a few monks in my time and while I enjoyed them, I won't be choosing one again for a while. There are other classes to break out.
2) Chameleon is a great PrC that I would love to try, but with a different group or campaign. The point of a chameleon is to be a little of everything, but if everything is already covered [the basic 4], then you start to step on toes. I don't want to steal others limelights [the fighter player being the exception, cause I know he'll rip the spotlight back to himself anyway;) ].

Now the duskblade has merit ;) I'm also thinking of that class.
 

Can I suggest that each player have one combatant and one spellcaster?

For yourself, I'd suggest wizard and knight or marshal.

Also, there was a thread a while back about an aura-based party and how well they synergised.
 

Lopke_Quasath said:
2) Chameleon is a great PrC that I would love to try, but with a different group or campaign. The point of a chameleon is to be a little of everything, but if everything is already covered [the basic 4], then you start to step on toes. I don't want to steal others limelights.
Well, just so you understand my process:
- I always prefer to pick Monk over Rogue when the Basic 4 are covered.
- Your party could certainly use another Warrior-type, and the Chameleon's Mimic Warrior Ability would come in handy once available. Also, you could be a back-up healer, or a wizard, and still be all things awesome about Monks.
- I don't believe in "stepping on toes" when it comes to module-busting. :) SCAP calls for 6 characters, and in traditional six-man parties (from computer games such as Bard's Tale and Wizardry), that's traditionally 3 warriors, a mage, a cleric, and a rogue.
Now the duskblade has merit ;) I'm also thinking of that class.
Sounds delicious, actually. pleasant blend of Warrior and Mage. Even though I don't have the book and don't know all their abilities, I think a Dragon Shaman (?) or Marshal would be an excellent addition, if only for the auras that can affect your whole party.
 

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