Another way of thinking:
All characters can fight things decently well in Pathfinder. When ALL characters can do a thing well, it doesn't really matter anymore who is the best at that thing.
Instead the weight of value falls to what makes the character unique from the other characters, including, how efficient their uniqueness works in the scope of action conservation, because the only real enemy in Pathfinder is the Blessing Deck.
Seelah is all about efficiency.
- Free examines every turn BEFORE moving which means she can easily make choices for her free explore each turn, such as changing locations should she see something she can't deal with, or if she discovers a villian/henchmen/barrier/etc (Harsk can't do this since his happens at the end of turn, only Merisiel has the same flexibility because of her evasion)
- The equivalent of a free explore when she encounters a boon, because she can just take that card and make it go to the bottom of a location deck (No one in RoTR can do this)
- She punches with no weapon for a d8 + 2 + (d6) at Adventure Path B .
- 40%-58% free ability to add 1d6 + X to ANY check from their deck (not hand!) (No one in RoTR can do this from their deck, only a few can do this with cards in hand). This effectively means that even though her hand size is only 4, her available pool of cards is effectively 4 + X where X is how many explores she gets on any turn. Even in an "unlucky" hand draw of 4 blessings, she effectively has access to 9 cards, and keep in mind, she punches pretty hard...
- She has high charisma, which means she can often explore Ally-rich locations, and turn them into more explores on the same turn
- All her power feat points synergize strongly with these abilities.
- She benefits from being a fighter and a spell caster, which means she has a ton of flexibility with utility, like carrying a cure or types of weapons she can choose to use (or her bare hands)
- Gets a lot of blessings for many explores, second only to Sajan
Her only downside is that Armor in RoTR is pretty lackluster, or else she'd be even stronger. Even then, her armor still lets her do what she does best, which is Explore, Explore, Explore with very little risk, since she can often just soak any damage and try again after the first easy and free explore!
Her other downside is that when you get unlucky deck draws when boosting your checks, it can be a setback, and this is why most people rule her out when they first use her, because it's most noticable at Adventure Path B... but... it's really really really easy to reset her back to form with healing.
We are not actually arguing. My default objective is to heavily focus on increasing Seelah's combat ability. Max her weapon slots, all skill points to strength, and then go after blessings and spells.
You can very much do the focus on strength part, but no need for maxing weapons... she literally just punches things without a weapon for:
- D8 + D6 + 2 at Adventure Path B
- D8 + 4 + 2 + (1d6 + 3) + (((1d8 + magic)))(if undead) at Adventure Path 6
Until at least you draw a weapon, which then, she murders things like everyone else. And when it's not enough... she just tanks the damage with her armor, laughs, and ultimately moves on with her life to do it again. And if the armor doesn't work, her small hand size let's her recover just as easily from mistakes.
Edited by wakasm, 19 February 2017 - 12:11 AM.