Can't decide on grenadier or chirurgeon


Rules Questions and Gameplay Discussion


I just completed Deck 3 with my Damiel the other night, but I can't decide on which role to take. Neither have abilities that look very interesting, to be honest. What role have you other Damiel players taken and how did you like it?


I had the same dilemma, and ultimately decide to go with Grenadier. The ability to check to draw a card when you succeed at a craft check is very strong, particularly if you have multiple Tot flasks in your deck (I use three for the moment. One of the common complaints about Damiels is that he is very powerful, but that you burn through you hand to quickly to take advantage of some of his powers. Being able to redraw after each craft check mitigates that problem. The fact that he has a card that allows him to shuffle his deck and then makes a craft check keeps him from getting stuck with the same non-item card at the top of his deck and potentially check the power multiple times on the game turn.


Honestly there are only 6 individual cards beyond the starter box that have the healing keyword. 1 he'll never use (crystal of healing hands), 1 is the kukri (better for characters that can't reliably heal like seltyiel, ranzak, etc) and one can't be recharged (holy feast). The others (ring of regeneration and ring of rat fangs) aren't going to be discarded for his "bomb" power as they are too good to just keep in your hand. This leaves Safe Harbor as the only healing keyword card beyond basic Cure that isn't alchemical (primary use great, but in limited situations) and therefor a prime target for the bomb "healing" power feat).

That makes the bomb "healing" power feat of the chirurgeon almost worthless. Likewise of those 6 individual healing keyword cards, none of them are easy for him to acquire except Safe Harbor (requiring Wis/divine or con/fort to acquire), minimizing his explore again power upgrade. Similarly the "or poison/fire" upgrade is limited to ranged weapons that he can acquire reliably and explore again.

That makes 3 chirurgeon power feats right out of the box that aren't really useful choices, in my opinion. Maybe the bomb "or healing" power is useful if you keep several cure/safe harbor/holy feast spells in your deck on top of potions of healing.

Lastly, don't kill yourself by drawing too big of a hand size. Off turn damage isn't as uncommon as in RotR. An unfortunately timed Manticore or bar room brawl/PE means that hand size (up to 16) is a potential liability if you can't prevent it all with armor.


Grenadier is definitely the better one IMO.

That being said, Damiel has a high raw Intelligence so Fire/Poison spells aren't that far out of reach for him. And you're more likely to boost the Intelligence first.

The 1d4 to any of your own checks is okay. I agree that for S&S isn't the best AP for the Chirurgeon role. I wonder if it's possible to break the "increase hand size" ability by setting up a long Potion of Heroism turn (with Man's Promise).

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