In our first play through I chose the Rogue (Merisiel) without hesitation. I’ve always loved rogues for a few reasons: Lots of Skills, High Dexterity = Hard to Hit, and the ability to do well on their own (usually via Sneak Attack)
Merisiel had 4 skills (Acrobatics, Disable, Stealth, and Perception) and a D12 for Dexterity with the option to get it to +4. She also had the ability to Backstab in the form of when she is “the only character at [her] location, you may recharge a card to add 1d6 (upgradable to +2) to your combat check, or discard it to add an additional 1d6.”
As Chubby Unicorn mentioned, we followed the Suggested Deck Lists in the rule book, so Merisiel started with:
- Weapons
- Dagger
- Dart
- Armor
- Leather Armor
- Items
- Caltrops
- Crowbar
- Potion of Glibness
- Potion of Vision
- Thieves’ Tools x2
- Allies
- Burglar
- Guard
- Blessings
- Blessing of the Gods x4
Some things I didn’t like about her:
- Favored Card: Item – with only 2 weapons to start with, I sometimes had to scramble to find a weapon.
- Starting Weapons – if I was playing her again, I would have dropped both of those weapons for a pair of Light Crossbows (1d8 > 1d4)
- Starting Items – in hindsight, I would have dropped the (single use) potions for a Codex and a Sage’s Journal
After completing Adventure 3, I chose the Thief role. This opened up some great additional powers. My favorite? When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it. I grabbed the Use Magic Item power (You may use Charisma in place of any skill on any check to recharge an armor, item, or weapon with the Magic trait.) early and never got a single successful use out of it. I didn’t realize how useful the Sabotage Location power (Add 2 to your noncombat check to close a location.) was, but once I got it, it proved a big help.
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