Character Name: Kyra
Role Card: Exorcist
Skill Feats: Strength+(3), Wisdom +(3)
Power Feats: +(1) hand size, (Weapons), (healing 1d4+2), (+1d8 to combat vs undead and outsiders), (blessing of sarenrae can be recharged/placed on top of deck)
Card Feats: weapon+(1), spell+(2), item+(1), ally+(1), blessing+(1)
Weapons: dancing scimitar+2, mokmurian's club, shock great sword+2, (had impaled of thorns and heavy pick+1 for a long time)
Spells: mass cure, restoration x2, scrying, raise dead
Armors: demon armor, invincible breastplate (had breastplate of fire resistance x2
Items: belt of physical might, robe of runes (though I don't know why, I couldn't find anything else that seemed worth while)
Allies: clockwork librarian, yap the pixie (had to banish vale themos in a previous adventure)
Blessings: abadar, norberger, sarenrae x4
Lini died in adventure 2 and he remade as Harsk
Don't have the other two since we disassembled the decks but they were:
Harsk as a sniper with 2 spells but no Divine (go figure) he would carry an extra major cure for Kyra.
Seoni as the abyssal sorcerer with +7 to arcane checks. Didn't get the bury/banish an ally to draw 3 cards. She had the ally who can heal and an acolyte pretty much the entire adventure path.
You're starting with low-level challenges here, so just like RPG Adventure Paths, we expect you to "roll up a new character." And frankly, we're giving you a lot of reasons to want to, with new classes, new powers, and new cards.
Then why does the Adventure Path have a reward for completing it? If that is the end of the character's life/use why even give a reward?