Best character / party to cover most / all comers / gaps?


Rules Questions and Gameplay Discussion


Pathfinder Adventure Path Subscriber

So far I have really enjoyed Merisiel. If she cannot handle a given encounter, she just calls out "DENIED!" and evades. However, as she lacks arcane, divine, and other key skills, there are a few situations that she had a rough time with, unless she double or triple downs with ally+blessong+item, etc...

Still that "nah don't feel like dealing with it now" ability is awesome. Plus she has a combat self bump that works with any card.

Kyra (default RotR) seems the best at longevity. In addition to spellcasting, she can self-recharge from the discard pile and perform decently in melee. But barriers can stop her cold. And anything dex related.

Sajan appears very good at combat...but he also lacks key skills (not having the skill means d4, regardless of his lowest stat being d6) and I have been trying to figure out how to increase his versatility. Other characters are good at combat AND something else.

I have read that Adowyn + X (Shards/Balazar) seems to excel in Wrath, but I have not played WotR yet.

I have been eying Imrijka. Decent skills, self-buff and a bonus explore chance seems nifty.

So far loving this game. Plays fast and keeps ya engaged.

So what do you think covers most / all situations and why? Solo/duo/or more? And who would you use and why? Ideally if you had to run the same group through all the campaigns (and heck AC Guild too) what / who floats your boat?


AC Guild is different from Box play though; you're tied to your class deck and some character that may be amazing with certain cards may not get those cards consistently in Guild play.

Zarlova for example can recharge, then pull Blessing of Nethys (or even put them on top of her deck when she plays them). Normally this is balanced around Blessing of Nethys being a 6 blessing, but in WotR it's a 2 blessing. She can pull the trick off fairly easily in AD3 (role card) because she gets to keep the blessings in her own deck but she'd have to wait until AD6 in other APs.

No single character covers all situations. That's pretty much how the game is designed. Some characters can come close; I like the d4 + x reveal characters (Lini, Enora, Agna, Heggal) because they cover all checks.


Pathfinder Adventure Path Subscriber

Thought Heggal only got adds to combat with his reveal. Is there another version or was there errata? My friend is rolling with Lini, and having that bonus 2.5 on every check is very nice I agree...plus she gets the discard to bunp her weak stats (str/dex) to d10.


I'm having really good luck with Arueshlae, Tarlin, and Xarlova in Runelords. Arueshalae has Dexterity, Charisma, Knowledge and Disable covered. Not to mention that she can evade anything, add 1d4 plus bonuses with her gift to the rest of the party and add to combat checks at other locations with ranged weapons. Tarlin is in charge of strength and fortitude checks as well as the majority of combat. Take his ability to heal by discarding a two hander and make all his spells cures and he's a tank. Zarlova handles our Divine and Arcane checks in addition to wisdom and craft. All in all they seem to compliment each other quite well.


Depends on party size and composition. Characters that "do everything" are annoying, but moreso in the RPG than in the card game.

Solo I'd say that Merisiel or Lini are the best. Merisiel because she can evade anything she doesn't like. Lini because she can basically do everything decently well and can heal her mistakes.

Solo with Lini I've basically waited 6 turns just to setup the perfect hand in order to beat a villain that didn't allow allies to be used. Not many characters can do that.

Pathfinder ACG Developer

RotR Lini is a great pick for "doing everything", yeah.


Rerednaw wrote:
Thought Heggal only got adds to combat with his reveal. Is there another version or was there errata?

What errata? AFAIK it never changed.

This is Heggal's power from the Cleric character sheet:
"You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (□+1) to your check."

Sovereign Court RPG Superstar 2011 Top 32

Meliski is a pretty solid solo character for PFACG play:
-Both arcane and divine
-Reroll 1-2 dice with a recharge means he's good at rolling above average - and has great hand cycling
-Brawler role can fight unarmed pretty well - good at enemies that shut down weapons or spells
-Brawler can spend 2 blessings on combat checks and recharge them
-Bard deck has a couple BoAbadar for barriers


Meliski's rerolls were a big help in our Season 0 run (Meliski, Vika, Amaryllis and Arabundi), but he does struggle a little with combat.


Pathfinder Adventure Path Subscriber
zeroth_hour wrote:
Rerednaw wrote:
Thought Heggal only got adds to combat with his reveal. Is there another version or was there errata?

What errata? AFAIK it never changed.

This is Heggal's power from the Cleric character sheet:
"You may reveal an ally that lists Diplomacy in its check to acquire to add 1d4 (□+1) to your check."

Agna, not Heggal. Had too many sheets open. Agna says recharge offhand to gain traits and 1d6 to combat.


Beastmaster Agna gets this lovely ability:
□ You may reveal an ally that has the Animal trait to add 1d4 (□+1) (□+2) to your check.


I've been running RotRL Linni through S&S and RotRL solo and she is crazy versital. Once I figured out how to play her and she had her first power feat the only thing she struggled with was villians that took multiple Combat rolls and monsters that hit with before you act damage.

Noncomabat rolls are almost a joke her lowest stat is effectively interact at 1d6+1d4 (for showing an animal) and she has the knowledge skill at +3. Con & Char are d8+1d4, str and dex can be d10+d4 if you need. And she can take the aid spell.

As long as you keep an animal in hand you have a good chance of getting any boon you want, closing any location that requires a roll and beatting any barrier.

Ship battles are laughable with besmeras cap surival 1d10+1d4+1d8+4 to get a 7 or a 9. Lol

2 cures are enough to always have one in your deck. 1d10+1d4+x makes easy recharge so long as you keep an animal.

Combat spells are better than aid/strength spells+increasing your strength even with amulet of mighty fists. It just requires discarding too much of your hand at once for strength Combat to be worth it. Best you get is tiger, discard power, reveal power, aid, combat blessing: 4 cards out of hand. For 3d10+2d6+1d4. While inflict, reveal, tiger, Combat blessing is 3 cards for 3d10+2d6+1d4+1 with a decent shot at recharge on the spell.

When you get weapons take bows since dex is higher before the discard and they lack the increase difficulty by 4 hinderance prior to you getting that power feat (and since +2 on every roll when you have an animal in hand is better, you won't have the weapons power till adventure deck 3.)

Also using animals for extra explores by recharging them instead of discarding is nice.

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