Starting Shackled City AP and need advice

Gregor

First Post
Hey all,

In the group that I play in, we are about to start the Shackled City AP and I need some advice on what type of character I should play. The party looks like this:

Dwarven Fighter
Half-Orc Barbarian
Halfling Rogue
Human Cleric
Human Sorcerer

I am to fill out the 6th position. It seems like most bases have been covered, except that the group lacks a frontman or diplomat and could probably use more healing. Based on this, I was thinking that a Bard or Paladin would work well.

However, I am not sure what to expect in the AP and I dont really know who the overall enemy is. I think, based on some of the stuff the DM has told us, that demons are part of it. That makes me want to play the Paladin - he can help heal, pretty good in combat, wicked against any evil outsiders and is an effective speaker. However, perhaps the buffing abilities of the bard (I have complete adventurer) and his superior speaking talents would be of more use to the group.

I guess I am looking for advice from people who have played through Shackled City and could comment on whether a bard or paladin would be of more use to the group based on the challenges of the AP. OR, are there other classes that would be beneficial?

Thanks.
 

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It will never hurt to double up one of the standard slots. I can safely say having two tanks, two casters, two healers, or two rogues will not hurt you.

So play a bard. *G*
 

I have not played it but I have the book and have read most of it.. either one would work well (IIRC both are mentioned as "an excellent choice for this campaign"). I would recommend the bard since the group seems to have a nice amount of damage potential with the barbarian and fighter already, but if you are like me and like to be able to dish out a nice amount of damage in combat, go with the Paladin.
 

I couldn't possibly spoil the campaign for you :)

I would probably recommend the Paladin over the Bard. Although I've also found that having a second Cleric in the group is very nice, especially as the campaign heads into high levels.
 

A charisma Paladin would fit nicely, although its a pretty melee heavy group at that point.

A wizard would be a solid addition too. You could even build one that can heal. If the sorcerer is going to be the blasty type, a healing, buffing generalist wizard is a really good idea.
 

There are opportunities for diplomacy, so a Bard, charismatic Cleric, or Paladin would all be good.

A ranger wouldn't be a bad addition either, or a Monk for variety.

But I agree - a bard is probably your best bet.
 

I'm partial to the Bard myself, in a pinch they make OK second line melee, are decent buff casters and have access to healing magic. They're sneaky to boot.

It's been said before (once or twice) that the Bard is a good supplemental party member.
 

Paladin all the way.

SCAP is BRUTAL BRUTAL BRUTAL. You guys will be getting your rear ends handed to you.

The Paladin will offer much more than the Bard. After half way through the thing, your only diplomacy will be at the end of a sword anyways. Looking back, I can't see how a Bard would have assisted us in any meaningful way.

A few tips that have helped us tremendously and prevented at least 3 TPK's off the top of my head and 4 more situations that we should have TPK'd that would have been entirely different if the Paladin would have been with us then.

Dump your mount for the Charging Smite ability in the PHB2, that way, anytime you charge into combat you can smite, charging smite, Rhino Rush and kill whatever it is you hit.

There is a feat in the PHB2 that allows you to spend a turn attempt to heal all living beings within 60' and hurt all undead. GET THAT FEAT ASAP! (and have the Cleric get it too!!!!!)

Get Winged Boots ASAP - the amount of really nasty stuff that never gets close to the ground is quite high. The ability to turn a complete TPK, no chance in hell of winning fight into something easy with constant flying charges will be very handy. Every single PC in our group that cannot fight well at range got Winged Boots at level 6 or 7 - a neccessity in SCAP unless you want to sit against a wall and doodle while all the fighting goes on.

If a feat doesn't help you kick butt and destroy evil, skip it, you will need all the power you can get your hands on.


Just my 2 cents.
 

erc1971 said:
If a feat doesn't help you kick butt and destroy evil, skip it, you will need all the power you can get your hands on.

Interesting. Your view of SCAP and my running of it are completely at odds with one another. :)
 

I think either the bard or the paladin would work nicely.
So would a cleric of Wee Jas but that's for the role-playing potential. On that I will say absolutely no more other than the Cathedral of Wee Jas is one of the most important and experienced in the city (and so can provide raise deads and stuff like that).

Ultimately, I would have a hard time telling you either the bard or the paladin is a definitively better choice. Both would fill roles excellently for diplomacy and secondary healing (giving either a wand of curing wounds would be a highly advisable thing to do). I'd probably give the paladin the edge because of some interesting role-playing potential since you will be fighting evil (and for certain other things I know about and won't spoil that work particularly well for a character with a stiff moral code).
 

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