Pathfinder Adventures List

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Pathfinder Adventures General Discussions Topic Details. Jul 11, 2017 @ 5:31am Character Tier List Here's what I think so far based on admittedly limited play time with some classes. My opinion will definitely change as I see other strategies develop. Edit: Moved the Sorceress up after some consideration and review. Latest Pathfinder products in the Open Gaming Store. Path of the Wilds; Legendary Summoners; The Jester's Handbook; Spheres Apocrypha: Sidhe Court; Arcforge Campaign Setting: Spheres Left Behind.

Here's what I think so far based on admittedly limited play time with some classes. My opinion will definitely change as I see other strategies develop.Edit: Moved the Sorceress up after some consideration and review. Switched Barbarian to bottom tier.S TierDruidA TierRangerWizardB TierBardPaladinC TierSorceressRogueFighterD TierClericMonkE TierBarbarianNotes on reasoningDruid: Animal trick is basically OP. Once you get that leveled up you can send the druid everywhere and have at least decent odds to pass any test. Add in shapeshifting which gives her the best dice set of any character at the cost of a card (which as a divine caster she can cure back into her deck.) Has the most divine spell slots, which includes the amazing improved aid spell and cure - which doesn't kill her explore action. Her only real weakness is that she is a little weak in combat to start out, but she quickly overcomes that with a few level ups.Ranger: Have a party member who is a little weak in combat?

After he gets his role upgrade, you even get to sniper shot two times with no penalties when you get to his turn, though his respectably high starting hand size makes that almost a non issue anyway. He has a ton of great powers to buy, but if you can fit it you can even give him a dash of divine magic for even more support with the likes of improved aid.Wizard: Not having blessings makes it seem like this guy isn't a team player, but 8 spell slots means you can actually afford to take support spells without worrying about losing combat for not having your damage spell available. What makes the Wizard A Tier though is his complete self sufficiency. With a spell component bag (and later you don't even need it) the Wizard's primary use of cards get cycled right back into his deck, so said support spells cost him nothing. Furthermore he absolutely tears up combat encounters even with the first tier of damage spells, and expanded spell book helps to keep him going on his turn or between turns.Bard: The bard has incredible potential with Virtuoso, giving him excellent party support while also keeping himself independent with Solo song. Additionally, once you get past his initially low casting ability, he is potentially one of the best casters in the game, with the ability to recharge both Divine and Arcane spells, and having the third best number of spells in his deck.

His biggest problem is that all of these strengths come after leveling him past 'Master of None' into something more specialized. And even with as good as Virtuoso is, it doesn't hold a candle to Animal Trick.Paladin: Has good potential because of her Inspiration power, but it only really shines when you can flood your deck with spells and blessings. A good advantage it has over the Bardic Solo Song is that it uses the top card of your deck instead of recharging from your hand, but you have to hope you don't discard anything important when you do this. Favored Item: Armor isn't particularly useful until you can get armor with secondary reveal abilities besides just blocking damage. Like the Bard the Paladin's greatest strengths come later down the road when you collect a few levels.Sorcereress: Arcane caster with blessings right? Well with three spell slots to start you can't hardly consider her an Arcane Caster.

Being able to auto recharge spells is nice, except that the Wizard just needs a spell component bag and a skill upgrade to do get 100% recharge with most of his early game spells anyway, and later you can ditch the bag. The ability to discard cards for an attack spell is supposed to mitigate her low spell slots, but she that also means she effectively takes one point of damage every combat, making her really want healing support. I've mostly focused on the negative here, she's not a terrible character, just outclassed by the other two arcane casters.Rogue: This is the character I have the least experience with, but she doesn't seem to have any glaring weaknesses. Dexterity based challenges are pretty common, and she's the best at all of them. In addition she's got respectable stats overall, and even a bonus to perception. While not carrying anything particularly interesting in terms of powers, she makes up for it by just being a solid character.Fighter: Can use any weapon well since he gets the ability to recharge them from the beginning.

This means you can give him a bow or two and he can pretend he's the ranger and provide damage support from a distance. He's also got a good set of stats for general self sufficiency. His biggest weakness is only 4 cards in his hand to start.Cleric: Seems good on paper, but the 'Discard to Heal' takes up her turn, which is completely unacceptable most of the time, making it an emergency power, or something you'd use in a two man party. She only gets three spell slots to start making her casting ability something of a wasted potential. Not a bad character, but as a divine caster she's pretty outclassed.Monk: Gets better once you get Drunken Monk and a Fortitude amulet, but overall doesn't add amulet whole lot to the party that isn't available from other characters.

Can cycle his deck with decent ease and he does have the highest number of blessing though.Barbarian: Rage is good but it's undermined by the bury cards thing, however it does help with survival checks. The main draw here is move quick, which means she won't be leaving any location unguarded once she closes a place. Later on she can ignore damage which is really nice for those jerk enemies that deal damage no matter what. Probably the worst thing about her is that her power feats don't really do anything interesting to make her better than she is, and she doesn't stand out above the fighter or ranger. Yeah I've never had any issues recharging the Wizard's spells, but I was also using a spell component pouch in the early game.

Terrible impressions on characters.Monk may be the hardest class to use from the beginning but have you put any creativity into making one? He's probably the best character in the game if you take the drunken master path. Put your remaining 2 skill points into constitution and add in an amulet of fortitude with 2x healing potions and he is invincible.

All he needs is 1 erastil for each combat and the rest can go into helping others or exploration/combat. He cycles his deck really fast and when played right has an answer to every situation the game throws at him.Merisiel and amiri rated higher than anything else on that list is just. They both have bad exploration and you're speaking about how the monk is only good in combat well these two are definitely only good for this role. Meri's low weapon count means more often than not she wont even start with one, selectively making her the worst team player and combat.Reading into your post further makes me really think you havent played most of these characters to their fullest. Kira and seoni rated low, especially being outclassed by a bard, just means i cant take this list seriously.There a number of problems with the bard and its that he truly is a master of none. He sucks in combat and he sucks at recharging. Anyone can recharge low cost spells but what about the higher ones which he so desperately needs to be any good?

He recharges to give bonuses to himself but before you know it he's out of cards and just ends up giving up his own turn to reset his hand. He has potential but is he nowhere better than many others. Probably better than meri or amiri but thats about it. I openly admit I lack experience with specific characters, and I appreciate your opinion. The entire point of making a tier list is to stimulate discussion, after all.I know that the bard has more trouble recharging than the Wizard, Druid, and Sorcerer, but being able to recharge both spell types is a pretty big advantage, especially because he can load up on two or three cure spells to recharge spells he fails to get after he casts them. It's this feature, the extra spell slot, and the fact his music is generally more useful than the Sorcereress' innate active ability that makes me think he at least beats the Sorc.As for the Rogue, as I said she's my least used character right now.

I'll have to play with her a bit moreThe healing potion thing for the monk is a great idea, and the high number of blessings makes it seem like it makes up for his weaknesses. I'll definitely try this - drunken monk seems to be his most interesting feature. However I do worry his low stats (besides dex) to take advantage of the blessings and his low starting hand size might stunt his comparative potential.I'd like to turn the discussion more to the positives of the Cleric and Sorcerer, and what advantages it gives them over the Barbarian and Fighter. I'm genuinely curious what not seeing there. First, there's no one true ranking of the characters in this game, because they're all good at different things in different situations.

Not just because some are good in combat and other at social, but even on the way you play the game. Whether you use a small team or a large team makes a huge difference.

Whether you are playing all the missions in the row once like the boardgame or you finish each adventure in Legendary before proceeding.A good example is Amiri's unique power, Move Fast. In a standard game it's a gimmick that's rarely used to cover a new Location right after closing one, or to play around with Location powers.

But in Legendary, it's an extremely useful power since movement limitations change the playstyle.Then there's the fact that you need to take into account the strengths and weaknesses of your team to be able to handle all the challenges ahead. A character's main role can cover a crucial weakness of one team but be completely redundant in another.For example, Erzen is literally the only high Int character in the game. Most Int checks are for Int/Arcane so you can use an arcane spellcaster who relies on Charisma.

Knowledge checks aren't t as common and a few characters have that skill (like the Bard!) or you can use the Tome of Knowledge when you need it to close. Int/Craft is even rarer (and only the alt Monk has that skill). So if your team can carry a couple of items to auto-pass a few of these tests, you can do without Erzen, or you can rely on a team with plenty of blessings a couple of Iori to pump those D6, or you can use Improved Aid/Guidance spells.A better example is probably Harsk.

The one thing he does great is supporting other characters in battle. If you have teammates that can struggle with combat (like the awesome druid), that's great, but if everyone can take care of themselves, your ranger will be mostly useless.Another issue is that a few characters are not obvious about how they best use their skills and powers.That said! Here are a few of my impressions. Originally posted by:Merisiel and amiri rated higher than anything else on that list is just. They both have bad exploration and you're speaking about how the monk is only good in combat well these two are definitely only good for this role. Meri's low weapon count means more often than not she wont even start with one, selectively making her the worst team player and combat.Wait, what?

I think there might be a misunderstanding. Are you talking about the Elf Rogue when you say 'Merisiel'? Because combat is far from her only, or even main, use.She's got the best Dex in the game, which is the most widely required attribute, she's the only one with Disable which is the most useful skill against Barriers and required to use a few things. She also has really great Acrobatics (which is often useful) and is the only one with Stealth (more limited but still good). Then she's got the evasion power, which is huge for recon and reckless exploration and spotting great boons specialized for other characters. On top of that, she has decent stats and card selection to handle most situations and support the team.As for not being great at combat.

With Evasion she doesn't need a weapon to explore, and her many cards that can recharge (like items) along with her hand size means she can quickly cycle to get one. But then again, with Sneak Attack she doesn't even have to have a weapon to win fights.

Even barehanded she is close to the ranger in battle prowess. She has enough weapon cards in her deck to get one quickly, but not so many that she's burdened with cards that can't be used to explore.Amiri, though. Her alternate version lets her use Rage on Survival checks, which are often useful outside of combat. She's one of the best character to handle Survival tasks, after the Druid and the vanila Paladin. And she has Move Fast, potentially very useful in Legendary (more notable in large groups). That's about it. She's not notably better than Valeros at combat, Strength and especially Constitution are the least useful attributes for exploration.Lini the Druid: AS tierUsing Animal Trick on every roll and Shapeshifting when needed makes her great at everything.

As long as you have the right cards. Having your animal sniped by a Traitor or a forced random discard will really hurt her.

And if she is unlucky enough to take a bunch of damage, it's going to be harder for her to bounce back up than for other characters.Not having any weapon in her deck (or good fighting skills) makes her very vulnerable to combat if she's not properly prepared. Some give her a keen rapier (counts 4s on D4 as a 5) and just chuck many D4s at average monsters (requires a card feat). Some have her grab any weapon she can and shapechange a lot, with plenty of Cure spells to keep her healthy (works better with a teammate like Valeros that can easily throw her something to use on the first turn).

Some load her with as many combat spells as they can and build her deck to cycle fast so she can reuse them regularly.So if you can cover for her vulnerabilities, she's definitely S class. Otherwise, she's very powerful but a bit unreliable, so I'd rate her A.Harsk the Ranger: CB rankThen only things he's good at doing is combat and Fortitude.

Fortitude is very rarely useful and can be made trivial by recharging an Amulet. In battle, he's not even that good, with a weak main stat and not very impressive weapons and no powers to help. I have lost track of how many times he was having more trouble dispatching monsters than the priest and the rogue.But that's not why you take him. You take him for his powers, recon and combat support. The sniper shot doesn't add a lot (+2.5) but it increases pretty fast as you improve it and it's really reliable (not much room to be disappointed by a D4+2). And he can use that extremely easily, with almost no cost.

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In fact, by recharging his entire hand every turn to support the rest of the team, he can make his deck cycle amazingly fast and thus reuse recycling boons exceedingly well (note that it'll completely cripple his ability to explore).The ability to recon cards lets you do more than avoid bad surprises. It lets you know you need to send the Wizard to pick up the Component Pouch rather than have it banish when Harsk fails to acquire it. It lets you spot the Villain/Henchman and plan your overall strategy. By checking the card on the bottom, you can avoid the situation where you have to explore the entire deck to get to the boss (provided you can force it to shuffle).If your team has characters that really stuggle with combat or have unreliable fighting abilities (like the Wizard not having an attack spell or Lini being in a tight spot), the sniper cover will be great, amazing. If you don't have anyone to handle a a critical closing check, you can give him an item to auto-pass it to cover that weakness. Not only can he cycle faster than (almost) anyone so he can get the situational card ready when the situation arises, but he can use any card as ammo so he's not weighted down too much by card he isn't usually playing. Notable examples include the Tome of Knowledge (auto-pass knowledge, great if your team suck at Int) and potions (Banish on use, sure, but you won't need them often anyway).Overall a C rank for unimpressive combat abilities and limited usefulness of his skills, but he can provide some of the best support to a team.

That can certainly be worth his lower ability to close stuff himself.Ezren the Wizard: BSA lot has been said on him, so I won't go into too much details. Picking exactly what spells to use will radically change the way he works. His ability to get bonus explorations is much more useful later in the game where almost everything is magic (and if he can handle many explorations in a row rather than being specced for support). So if you don't have the right spells to make him reliably contribute, he can be very hit and miss at the start, so he gets a B rank. If you kit him properly, he can tear through pretty much anything and provide a wide variety of different roles, hence the A rank.But have you heard of Ezren the Time Wizard? Once you have cleaned his deck of cards he can't draw with his spellbook (just the 3 allies with the Alt version) he can draw a card every single time he casts a spell.

With good recharging ability, he can be 100% to recharge Haste (the Cat is a very easy way to help this, of course the Component Pouch is great but those without the Obsidian Edition of the game won't easily get it). Load his deck with a bunch of cards you can cast at any time during his turn, like the very powerful Augury (and Haste.), and then a miracle happens. He can literally cycle his deck infinitely fast (which is why Harsk isn't the fastest at all.).As long as your deck doesn't contain more cards than spells you can cast any time, you can cycle your spells infinitely. Which means you can reuse Haste any number of times. Which means literally infinite Explorations. With an item that lets him move between Locations (cape of escape first, then boots of levitation) he can easily close multiple location every turn. And note that infinite exploration means he can abuse turn-long boosts like flasks and Sagacity and such.

And you can make sure he always has the spell you want from your deck ready to go, given how wide his repertoire can be, that makes him extremely versatile. And casting an infinite amount of Haste/Stride lets you redeploy the team at will. And with Improved Mending you can reuse discarding equipments at will, and.Yeah.

When you get him going, Ezren is crazy powerful.Seelah the Paladin: AHer Inspired Grace gives a bigger bonus than Lini's Animal trick, and you can actually use it any time, no risk to be caught without the right card in hand. I often hear that you have to load her deck with Blessings and Spells to make use of it, and even then you risk losing crucial cards. First, once she has a good weapon in hand, you don't want to draw another, it's actually better to send them from the top of your deck to the discard than to draw them, that way you can get a blessing or something else actually useful. You don't need to carry multiple armors in your hand, in fact you might be better off with all your armors in the discard so you don't draw them and they don't take up hand space. Allies you can discard them to explore (or do something else) the moment you get them, then they're no longer at a risk of being lost.Simply put: is discarding a card from your deck actually going to hurt you? If you risk running out of life, then yes.

If you lose a card you really need and can't get it back, then yes. Otherwise, not so much. If you're really worried you'll lose your best weapon before drawing it, you can carry a Mending spell, so you can send it from the discard to your hand.Another problem I had at first was that she'd keep sending her spells to the bottom of the deck and couldn't cast them. But then, I realized that Recharging does not suffle the deck.

When you Recharge a spell you want to use again, just count how many cards are in your deck at that moment. Keep track of how many cards you draw (and discard/recharge from the top of your deck) so you know when you're about to draw it.I once built Seelah to get rid of the cards she didn't need in her hand (by Burying them or gifting them to another character) and abuse Cure. With a deck containing nothing but Cures and Blessings, she'd burn all her blessings to explore again and again, relying on Inspired Grace (and one good weapon in hand) to pass all the checks. Then cast Cure to send them back into the deck and keep at it. Not only did she nearly empty her hand every turn, she'd recharge a lot of cards from the top, making her cycle her deck so fast she could cast the same Cure every turn.And to conclude, just a couple tricks with the Bard and the Monk.Yes, Lem the Bard sucks at recharging powerful spells.

That's OK, you often don't want him to recharge powerful spells. Because if he doesn't, you can swap it back into your hand by discarding a spell you wouldn't use. If you had recharged it, you would need to cycle the entire deck before using it again. But by doing that, you can use it immediately on the next turn.Sajaan the Monk does not have outstanding skills, but note how he doesn't have any weak one either. And he has a ton of blessings.

The difference between adding blessings on a D4 skill and a D6 one is huge. That makes him capable of handling pretty much any task in the game. With a wide variety of blessings, you can send him to handle nearly any type of closing check (just make sure to get the one blessing you need in your hand by recharging all the blessings you can even if you don't need to win the fight). He's really surprisingly good at providing critical skill check support, and not only about battle. Originally posted by:Good thoughts.

I'm not so sure I agree with Ranger being C tier still, that bonus to combat has guaranteed a lot of wins for me. I also think his access to divine spell recharging later on is a great benefit.To use Divine spell like that he needs to use both a power and a card feat, just for a single spell in his deck (with really bad recharching rolls). That can be useful, but that's really not a major strength of the character.If you have a really small team, you have less need for combat support and suffer more from lack of closing skills, so I think he's definitely C rank then. If you have a larger team that can really use his support, he certainly earns a solid B rank. Of course, this is once again merely my opinion. I really like Harsk, but this game doesn't have any bad characters. He's just not outstanding as Lini, Erzen, Seelah.

My post was already getting wayyy too long so I decided to stop writing (also I had been writing for 2 hours.) but there's significantly more to them.When you are playing the original game with permadeath and only a single attempt at each mission before a game over, you have to really get your characters to work at their best level if you want to reliably beat the Rise of the Runelords.The digital version is much more accessible. You can keep playing and progress through the game without having to become an expert at using the system. You can get used to things a little at a time.

I wanted to go more into Kyra's blessing power.As a Healer, she can improve it to shuffle blessings of Sarenae rather than recharging them, that means they're in a random place in the deck rather than the last card. That can be useful. And the Healer's special power of drawing a bonus card when healing means she can get a Blessing to explore despite using her power (or provide even more support to the team).As an Exorcist, though, the improved version lets her put them back on top of her deck. That means that she can have 7 Blessings of Sarenae in her hand, use them every single turn, and draw them all again immediately. That's pretty rad. In fact, it turns the restoration spell into 'draw another 2 blessings you can use for free'.That illustrates the the really important part of some prestige classes is not the obvious thing.

For example what makes Ezren Evoker path viable is not the bonus to Evocation. It's the fact that he gets to increase his hand size by 1 more. Which is huge for him. Merisiel's Thief path only has one of the Sabotage powers instead of both, but that's actually a good thing, because it means she can learn to Sabotage Locations (great to have +2 to every closing check) without wasting a power feat on learning how to sabotage barriers (which she's already awesome at).When comparing advanced classes, you shouldn't just pay attention to what class powers they have, but also which ones they don't. And heir hand size limitations, because one more hand size is effectively 'you can draw an additional card every single turn', which is a better version than some of Harsk's and Sajaan's best powers.

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The Paladin is def top tier. Being able to skip boons is huge in terms of speed (I think out of all the times I've used her only a handful of times did I end up losing a really good boon she could have gotten). Her ability to discard to get +D6 is huge early game, and nice later on.

Sometimes you lose a card, but usually if you do it wasn't card you needed (An extra weapon or armor)I think Cleric is one of the weaker chars. She doesn't do much combat wise, and her stats are akward (You want to up STR to make her fight good, but you also want to up WIS). Healing isn't that important even on legendary so her other aiblity isn't great.

Yes you can use it to get blessings back to explore, but that sitll puts you back a turn, you might not get those blessings back, and you may roll poorly.The Sorc and Wiz are both really good, it's just a matter of preference. I like the wizard better, but the Sorc does great (Someitmes I use both becuase Arcane spells are just that good).

This can be an interesting discussion, but you should specify a couple of things first:1) Where's Seelah? And why is Sajan in there twice?2) What's the party size?Party size matters a lot here. For example, ranking Amiri as 'Good (close to top)' is fine for a 2-player party, but I would fight you all day long if you put her anywhere but God tier for a 6-player party.It seems that you have either Seelah or Sajan in the Weak tier, and both of those seem wrong to me. Seelah, with her extra scouting and (essentially) free explores belongs in the God tier.

As for Sajan, I could see a case for either Good or God tier for him. Definitely not weak tier, though. He's the best villain-killer in the game and you could really use his monstrous rolls in those scenarios where the combat difficulty checks get completely out of control. Hey thanks for the first response Great call on the party size. I went with 4-4-3 for my legendary playthroughs and Sajan was in a party with Amiri, Lem, and Kyra. My problems with Sajan are:1) he is very weak in the early game because of the unreliable nature of his rolls (recharging a bunch of dice for 1d10 can still lead to him failing checks easily)2) he hates discarding blessings to help others because it makes his combat even more unreliable when his turn comes up3) he's basically good for one combat per turn and then spentI personally rate Merisiel and Amiri as the best villain killers and then Seelah and Valeros in a pinch. In my runs I always needed blessings to ensure temporary location closes prior to fighting the villain so I never used Sajan over Amiri.

And yes, based on your advice I'll move Amiri back to the first level. I wasn't sure if others would agree so I put her a level below to start. I don't see the 'God' case for Merisiel. She's a slow explorer, and her combat prowess is highly dependent on being alone - which is hard to manage in large groups or towards the end of the scenario, when most locations are closed.

Her evade is pretty great though, particularly when talented so you can chose to leave the card on top. But that's about it.Sajan is a strong brawler but 'one and done', and his utility is extremely low, even if you go for zen archer. Drunken Master looks fun on paper, but pots are very weak. I tried building a Drunken Master with loads of healing pots so he could recycle his deck like crazy, but it was too many hoops for too little reward.My tier 1 players are Ezren and Sheelah.

Amiri jumps there if you do Legenday, I'd say she's mandatory.Tier 2: Lini, Seoni, Lem, AmiriTier 3: Merisiel, Harsk, KyraTier 4: Sajan, Valeros Edited February 7, 2017 by Celedhring. Perhaps you're either using sajan wrong or just don't prefer him. I find him at the top of my list. If half your blessings are combat blessings for him, he'd have no problem. He can cycle his blessings very quickly when you want something else. 2 or 3 healing cards, or better yet, take drunken master and recharge your healing pots for infinite healing cycle and you'd have no problem running out of cards. A +2 to con and an amulet of fortitude for added kicks guarantees your check to recharge the healing potion without banishing it.All characters are hard to use once you start out but if you equal everyone out with all their powers/cards/skills sajan can both be a party helper and a soloist.

If he uses all the blessings for other characters and only keeps just 1 combat blessing for himself, what's the difference between him and any other character that explores very slowly, for example: Merisiel, Amiri, Valeros, Harsk, Probably ezren (if you don't have haste)? Edited February 7, 2017 by aznxknight. Yes that ended up being my experience as well. Sajan ended up being the blessing bot for most of the run, using Staff of Minor Healing to recharge and stay healthy. He was very unreliable for combat for me though until I buffed his DEX up to max.Merisiel has some of the strongest combat rolls in the game (you have plenty of room for solo explorations when you 3-4 party each map). Later scenarios have that super annoying condition where any combat will trigger a henchman to attack you; she can save you a lot of grief there.

Same with those traps that trigger a battle for everyone, tower, etc. And then she has delay which wins me multiple games just because of how fast it can end the game.

My general strategy with her is to explore as fast as possible (multiple Spyglasses, Quill, Codex), delay the main villain, then move everyone out to temp close. Often those kinds of tricks are the only way to beat the harder maps for me since they push the blessings end of game timer so close. I think we should just state our biases up front. I don't like the monk and paladin just 'cause I don't like monks and paladins in my games. On the other hand, I always play a mage if I can, so Ezren will always get the nod. So, with that said.I also don't like the tier system, so I'll just rank the characters.On legendary without switching anyone in later scenarios:Amiri has a great ability to move people, but even starting on legendary without getting good loot on people first, legendary move restrictions are not all that and a bag of chips. They shouldn't be.

Anything that makes a character a must have means the design is bad, either from paizo or Obsidian. Still, she can pack a punch, and that's good.Ezren he has his good days and his bad days, but he packs a hell of a punch, keeps the spells cycling, and is key to clearing certain locations really quickly.Harsk is basically the guy who makes everyone shine all the time. Yeah, in tougher scenarios, that means he comes to his own turn devoid or low on cards, but that's because he's meant three or more combat rolls went my way.

He is simply the best support character in the game at deck 1-1.Kyra is over-rated on her heals, has low combat utility in melee, and unless she's the only healer in the group, she steals good wisdom divine wisdom combat spells from people who shine better overall. If it weren't for the subtext of her homo-erotic relationship with Meri, she would have no utility in a great game with the sole exception of her undead ability to kill off that undead banshee bitch in deck 2.Lem is an egotistical runt, but he gets to his healing spells and then can keep them on hand readily. Yeah, he's not a great combat closer, but he's vital in some scenarios where card attrition is the name of the game. I love the little guy, even if I don't particularly like his singing.Lini is the best overall check value character in the game. Her animal companions give her increasingly huge boosts for most thing. She falls way short as a reliable source of damage output, but her ability to scry or augury cards to the top or bottom of the deck make that less of an issue.Meri is a good character made great by one thing: evade. Other than that, she's not that great at offense.

At least, I get proximate combat scores with other characters with less development and card attrition. I still love the homicidal wench, probably because she reminds me of my first wife. Also, with her dexterity and bumps to close locations later, I do like having her around in most parties.The three dread S's now.Sajan is a monk. The only thematic character I hate is the monk class, so I won't even pretend to give him a fair shake.

Haven't played enough to evaluate in any meaningful way.Seelah is a great character. I think her location cycling is over-rated, but I've played with her enough to appreciate ability when I see it. Still think she' mediocre on support, heals, and clutch combat roles, but I can understand why some folks swear by the wench.Seoni. I don't hate her concept. Having played Ezren and Seoni, I think of her as my backup arcane caster, but if I have a 'backup' arcane caster, I'd rather it be Lem. The little runt can cast arcane spells pretty well, can take arcane non-combat checks fairly well, heal, and that ho-hum ability to help character at his location that isn't all that in the early decks is sweet in some tough legendary spots later.Finally, Val.

I didn't use to love the big lug, but here goes: He's got great character in cut scenes. His interplay with Lem is fun. By recharging/reshuffling, he doesn't have to keep a bunch of extra weapons on hand, he's got at least some minimal charisma support, and his combat bonus to characters at his location comes in handy at some of the harder scenarios. Having played both in 4 and 6 character parties, there's no doubt I would take Val over the other melee heavy hitter, Amiri.

She can move people, but in the really tough scenarios Val can help his buddies put the hammer on bad guys.I don't think I missed anyone, but I beg pardon if I did. I don't have all the characters, only Merisiel, Kyra, Seoni, Amiri, Lini, Seelah, and Sajan. (Haven't used Sajan yet) I'll give my brief review of the characters I have.(Disclaimer: I use the alt version of Seoni, Amiri, Seelah, and Kyra)I find Seoni to be the strongest out of all the ones I've used. I use her for every mission, especially legendary. With legendary, if I'm just trying to do it quickly for daily challenges, I run with either Seoni + Merisiel or Seoni + Amiri. Spells automatically recharging is insanely strong, letting her blast away, and augury lets her scout pretty quickly.Amiri is a beast and can basically win any normal combat on her own and extra movement is amazing on legendary.Merisiel is useful for those levels where you need dex or stealth to avoid monsters or to close locations. She explores pretty slowly though.

Too many items not enough allies or blessings.Lini seems more like a support character to me, her 1d4+whatever makes her ideal for spamming buffs and recharging them. She's quite weak on her own and requires help from others to win combat. I gave her augury as well and it makes her an extra good scout with recharging animal allies exploring as well.Kyra is situational, but can handle herself better than Lini.

A bit slow on the scouting so I gave her an augury to speed things up. Very effective vs undead, but I never see the need to use healing. It's a waste of action economy.Seelah burns through locations pretty quickly. Her damage could be better, and is an overall strong character both on her own and to the party. Just dont expect to acquire any boons from her location. She'll have it closed before you manage to get anything.I would rate the characters I have in this order from best to worst:1.

Amiri / Seelah4. KyraNow all I gotta do is save up more gold to unlock all the male characters.

I probably shouldn't have spent all my gold on alts. I find Seoni to be the strongest out of all the ones I've used. I use her for every mission, especially legendary. With legendary, if I'm just trying to do it quickly for daily challenges, I run with either Seoni + Merisiel or Seoni + Amiri. Spells automatically recharging is insanely strong, letting her blast away, and augury lets her scout pretty quickly.Comparing the two primary arcane spellcasters, i.e. Seoni and Ezren, I have to say, I definitely prefer Seoni.Ezren can really shine in very specific circumstances (like tearing through high-magic locations like the Academy in a single turn) but he suffers from the fact that he has no blessings which makes him very a very slow explorer when the stars are not aligned just right.

While they often get compared against one and another, Ezren and Seoni fill pretty different roles. She's one of the best rapid explores, and he's the best combat support character.

Seoni's mix of blessings, allies, and her always on-hand Blast ability let her ravage location decks. Meanwhile, Ezren's massive hand size means he's always going to have another Wand of Innovation, Swipe, Cloud, or Orb, or something to throw at a combat check.Of course, the correct answer to which is better is simple: take both. After Seelah and Amiri, they'd be my top picks for any legendary party. If you're building a six-man, I'd call those four close to a lock, with only the last to spots being flexible based on preference. For me, personally, Seelah is by far the best all-around character. If you focus on spells and blessings for her cards, she has effectively costless, on demand d6+ bonuses to every roll. When Paizo reprinted the character, they nerfed that ability for a reason.

Putting healing spells on her means that she's self-sufficient, and close to immortal, especially if you focus her on Iomedae blessings/favors.I tend to prefer Seoni over Ezren, but they definitely have their niches. Seoni did take a bit of a hit when they nerfed Flasks, but I love her versatility. Also, the ability to roll d12's on blessing of Pharasma makes her shine as support, especially if you have another spellcaster like Lem or Lini stocked on helper spells.

She desperately needs healing support, though, so I typically give her the Poog and Father Zantus.Honestly, I have no idea why people dump on Harsk so much. Even without the ability to help others, he's still pretty amazing as a villain killer, especially once he starts rolling d12's when using blessings on his Dex. Harsk's sniper ability pumps the bottom line number and he can ditch a ranged weapon in a pinch too. Maybe I'm playing a different game than the people in this thread, but he works pretty well for me. 5 to the bottom line by the end, and the ability to recharge a ranged weapon to increase that damage output even more. I didn't like the idea of Harsk at the beginning, so I had no positive prejudice and he still won me over.

Of course, none of them are a must have in any party on any current difficulty, but still.I typically find that Val can take out the trash with his abilities and provide great support in very key legendary scenarios, but Amiri can pack a greater punch. It's costlier than Val's, but it's a matter of whether you're cautious with conserving your deck or not. Val and Amiri can typically take out a lot of monsters without backup or ditching/recharging cards. Even on legendary on the earlier decks. Val doesn't need to worry about keeping extra weapons on hand and so he can recharge in order to get utility cards on hand. Of course, he's got a small hand size, but it's not like Amiri's is big.

Amiri more often overkills even with her basement numbers especially on earlier decks even on legendary. Amiri can bury a card for some great buffs, it's true, and there's no doubt those buffs have more utility. However, in terms of combat, she can bury a card to give her 5 to the bottom line.

Val's teamwork ability isn't as universally awesome, but there are some legendary scenarios where having 6 to the bottom line combat damage free of charge is truly splendid. I have virtually never felt like Val didn't have the umph to take care of villain or henchman. Yeah, he might only kill the villain twice over instead of five time like Amiri would, but dead is dead.I think one of my prejudices comes from focusing on synergies and finding ways to make them shine.

Also, I probably fixate on keeping deck homeostasis much more than I need. I definitely take the cutscenes and dialogue too much into consideration for what is, after all, a card game.

Nevertheless, I like my character selection and stand by it. Interesting thoughts but I disagree with a bit being said.Amiri is strong, but with careful planning you shouldn't waste more than 1-2 turns with moving.

Considering how many more explores I get from other characters (Seelah, Erzen, Lini) that's not a lot. Her rage ability requires burying cards which is a painful as well. She’s not bad, and is definitely good, but I wouldn't say she is 'god-tier'.Imo people underestimate Lini. She gets a d4+x bonus to everything easier than Seelah gets her d6. Her ability to recharge animals means any extras allow her to explore fast and often, and she cycles her deck quickly. She may not be the best in combat, but shes great at everything else.

Once you get her a weapon or a couple of decent spells she can easily hold her own.Harsk is really good on legendary, espically if you get his alt char. Adding a d4+x bonus to combat checks is huge especially with how much stronger the monsters are on legendary, and unlike Merisel keeping him at a closed location to use his 'be away from the team' ability doesn't hurt you as much. He's also the only dex weapon user to start with weapons.If I had to make my own list (With no particular order for each charter in a rank)Carry Tier- SeelahGod Tier -Lini, ErzenGood Tier- Harsk, Seoni, Amiri, MeriselAverage Tier- Kyra, Valeros, LemWeak Tier- Sajan Edited February 13, 2017 by Faray. Lem's a great healer, but he's kind of a jack of all trades master of none.

Also, his friend buff, which can help him out later, requires a recharge. I'm currently on an all legendary run with Ezren, Val, Lem, Harsk, Meri, and Lini. Yeah, it's painful to develop Lini at first, but even now she's great for specific situations. For example, even before you buff her wisdom, she's pretty much a lock for that mountain location. Lem is really sucking right now, but his cure cycling is already working well.

The runt sucks, but he is good for nabbing arcane and divine and whatnot. Aw well, all the things that folks have said, and I have said, have all been true, but somewhere along the line you have to have to forget what tier everyone is and pick the party you enjoy playing and play it. Edited February 13, 2017 by Eumaios. I don't see the 'God' case for Merisiel. She's a slow explorer, and her combat prowess is highly dependent on being alone - which is hard to manage in large groups or towards the end of the scenario, when most locations are closed.

Her evade is pretty great though, particularly when talented so you can chose to leave the card on top. But that's about it.The reason why Merisiel is god tier is because of her Evasion. IMO, the only two god characters are Seelah and Merisiel. They are the only two with abilities that are just consistently strong or have a high ceiling for situational investment.I've but evasion is really strong in Pathfinder.

Arguably the strongest utility action you can do. Rivaled only by scouting or free explore mechanisms, or a few fringe case of future characters that are just nutty.Being able to reliably set up situations with zero downside is strong. Here is a list of why she is god tier:.If Merisiel finds the Villian early, it almost guarantees you victory and potentially can save you many many blessings/explores for the entire party since you'll know exactly where they are.

It's also why in future content, they've added more situations where things can't be evaded, because of how strong evasion is in Rise of the Runelords.And then they went and created a character like Adowyn who is arguably even more OP, because thanks to her cohort she has a scout ahead power like Seelah/Harsk, only on steroids because she's neither limited on how often nor at what point during her turn she can use it. Basically, she will know what's next in the location deck any time and as often as she wants to, as long as she has her wolf companion (who is trivially easy to keep around due to her powers) and a card to recharge. And scouting it is even more powerful than evasion because it works even on banes that can't be evaded.My guess is that this was at least part of the reason they introduced the 'trigger' keyword in the Mummy's Mask set (stuff happening even when you only examine a card without actually encountering it). Edited February 28, 2017 by Thyraxus. It's also why in future content, they've added more situations where things can't be evaded, because of how strong evasion is in Rise of the Runelords.And then they went and created a character like Adowyn who is arguably even more OP, because thanks to her cohort she has a scout ahead power like Seelah/Harsk, only on steroids because she's neither limited on how often nor at what point during her turn she can use it. Basically, she will know what's next in the location deck any time and as often as she wants to, as long as she has her wolf companion (who is trivially easy to keep around due to her powers) and a card to recharge.

I played as Adowyn on my first playthrough of Wrath - and she was indeed fun and powerful, but most of the characters in that set are due to the difficulty spike.She also was my character when I first played, and I had a lot of fun with her. The other players were so stunned by the stunts she can pull, they almost accused me of cheating, or at least of having read her abilities wrong. My favorite: recharging an entire bad hand (like when the starting draw doesn't have a weapon due to her favorite card being 'Ally') by repeatedly scouting 'in place' (which kind of feels dumb, because basically you're just looking at the exact same card over and over) so I could draw a complete fresh set of cards.