Iconic Heroes is the latest release in the Pathfinder Battles series of pre-painted plastic miniatures from WizKids and Paizo Inc.

Pathfinder Battles: Iconic Heroes Set 1


Iconic Heroes Set I includes six all-new miniatures featuring legendary characters from the Pathfinder roleplaying universe: Valeros, Seelah, Seoni, Sajan, Lini and her animal companion, Droogami! Each of these miniatures is an ALL-NEW sculpt and will feature a dynamic pose, incredible detail and a premium paint job.

MSRP: $29.99
SKU: 71778


Release Date January 2015
Game Time 2+ Hrs
Ages 14+

Each Iconic Heroes Set also includes EXCLUSIVE “Boon Cards” (one for each miniature) for use in the Pathfinder Adventure Card Game! These special Boon Cards are only available in this Pathfinder Battles product!

Pathfinder Adventure Card Game Exclusive

All Characters – Set 1

Human Fighter

Valeros was born on a quiet farm in Andoran, where he grew up listening to the tales of traveling merchants and soldiers and dreaming of adventure and exploration. Though this longing only increased as he grew older, so too did the demands of helping his aging parents run the farm, and slowly but surely the mounting responsibilities of agricultural life quashed any possibility of travel or seeing the world. Finally, just a month before a marriage of convenience to a local farmer’s daughter could lock him into place (but not before he’d sampled a few of the joys of married life), Valeros came to the realization that the door to a storybook life of adventure was at last closing for good. Seized by a sudden, desperate need for a larger life than cattle and corn, Valeros packed quietly and left in the middle of the night with no more than a change of clothes, some pilfered food, and an old axe handle to discourage any ruffians who might seek to divest him of either. It was to become a theme that would follow him for the rest of his life.

In the years since, Valeros has come a long way from the wide-eyed young man who sought only the joy of exploration (and maybe a pretty, worldly girl or three to regale with his stories). Life on the road, it seems, is much harder than the bards’ tales, and adult Valeros has the scars to prove it. Discovering himself to be a deft hand with a sword, Valeros quickly fell in with the rough-and-tumble mercenary crowd, there learning the dirtier, grittier facts of warfare. Though none could deny his prowess with a blade (or better yet, two), Valeros’s association with various mercenary groups never seemed to last for long. There was his time as a guard for the Aspis Consortium, which ended when certain shipments kept coming in light under Valeros’s watch (never mind that the exploited locals were dying for lack of grain, and only needed a little to make it through the winter). Then there was the stint as a freelance bounty hunter, during which Valeros discovered that it’s a lot easier to hunt down escaped murderers than it is to haul in a young woman on the run from a loveless marriage. And of course, there was the infamous incident with the Band of the Mauler, to which Valeros will only say that he was positive their leader had been crushed under that cave-in, or else he never would have touched the man’s wife.

In the end, after acting as hired muscle for dozens of different employers, Valeros finally realized that the only way to keep from getting blamed for things which weren’t his fault—not really—was to go into business for himself as an adventurer, traveling with those who properly appreciated him and letting those who didn’t fall by the wayside. And if some of those companions happen to be pretty women, such as a certain Varisian sorcerer or elven rogue, all the better.

While admittedly not the best at following orders, Valeros is an extremely talented two-blade fighter, easily earning his keep in any group through the tenacity and absolute fearlessness—some might say thoughtlessness—with which he flings himself into combat. Despite his reputation as a bruiser and scofflaw, Valeros has picked up a fair bit of education here and there during his travels, and can even read (something his “respectable” parents never learned to do). A worshiper of Cayden Cailean—the only god who properly understands the need for freedom in the common man’s existence—Valeros takes an easy-come, easy-go approach to life, wealth, and relationships. Though a fan of fine weapons and creature comforts, the only object he’s never without is the tankard on his belt (for you never know when someone might offer you a drink). Noble at heart, and fiercely loyal to those few who manage the considerable feat of establishing themselves in his affections, Valeros nevertheless hides such sentiments under a jaded and crass demeanor, frequently observing that there’s nothing better than “an evening of hard drinking and soft company.”



Human Paladin

Although still viewed by many theologians and traditionalists as a newcomer to the world’s faiths, Iomedae the Inheritor seems poised for greatness among the divine. Certainly her numerous orders of paladins have risen swiftly to take on the vaunted role of paragon in many societies. Evangelical in their exuberance to spread word of her wisdom, Iomedae’s missionaries were pivotal in the defense during the fabled Siege of Solku. They sacrificed their lives saving the town from gnoll slavers, and although none of them survived the siege, their presence lived on. Particularly in the eyes of young Seelah.

Seelah’s family came to the walled town of Solku as pilgrims fleeing the atrocities of the kingdom of Geb to the distant south. Unfortunately, they traded one peril for another, and within months of their settling in Solku, the gnolls of White Canyon began their infamous pillaging. Seelah’s parents were slain in the first of these raids, leaving her orphaned at the age of 14 in a strange town. She did what she must to survive on the city streets, pickpocketing and bullying and even hiring herself out as a mercenary. When a group of Iomedae’s knights arrived to defend Solku, Seelah was immediately taken with their beautiful, shining armor, and within an hour she had stolen a particularly fine mithral helm with a golden bird upon its brow. Yet then, something strange happened—Seelah became overwhelmed with guilt at her theft. For days, she agonized over the act, trying (and failing) several times to pawn the helm. During the Battle of Red Hail, Seelah realized that one of the bravest knights, a woman named Acemi with hair in long braids, fought the battle without her helm. This was the woman’s undoing—in holding Solku’s gates, she took a mortal wound to the skull from a gnoll’s flail. The woman’s heroism carried the day, but that evening she died of her wound.

Wracked with guilt, Seelah approached Acemi’s body as her companions prepared for her pyre. They watched silently as Seelah placed the stolen helm over the dead woman’s head, and then climbed onto the pyre aside her to join her in death. The paladins were moved beyond words—they had known from the start that Seelah had stolen the helm, but Acemi had forbidden her brothers and sisters from collecting it, hoping that the helm would bring the desperate orphan enough money to survive for another few months. The knights of Iomedae took Seelah in that night. Although she has come to terms with Acemi’s death, Seelah still regrets the theft that ironically brought her into Iomedae’s arms. She originally came to Iomedae out of guilt, but in the past several years, that guilt has transformed into a powerful love and faith in the Inheritor.

The young paladin wears her hair in Acemi’s style and is trained in the use of the longsword. In so doing, she hopes to carry on the good work that Acemi might have done had she not fallen at the Battle of Red Hail. It’s the least she feels she can do to make up for a death that she allowed to happen.


Human Sorcerer

A member of the wanderers known as Varisians, Seoni wears the magical markings of her culture in the elaborate tattoos that crisscross her body. But her path was not to be the path of tradition. A caravan master’s daughter who spent much of her youth traveling, she was expected to one day either lead her own caravan or perhaps develop a talent for reading the harrow, the fortune-telling cards of her people. One night, while her family camped at the edge of the mysterious Lurkwood, young Seoni wandered out of sight of her people’s cooking fires. There she found a great white tree, its ancient roots twisted around a ring of rune-carved stone. As she investigated, the tree’s bark fell away, revealing elaborate symbols and images that related a brief tale—that of her own short life. Seoni fled, but returned with her kin soon after to find nothing more than a normal old tree and a strange rock.

Regardless, the images upon the wood carved themselves into Seoni’s mind, and she promised that she would never submit to letting another choose her destiny. From that point onward, she delved into the mysteries of her homeland, eventually even unlocking sorcerous power within herself—an ancient sorcery unlike the common magic of her people. When she came of age, she sought to continue her wandering life, but this time along routes she chose and in pursuit of her own ambitions.

Human Monk

Birthed to parents of the padaprajna caste of warriors in beautiful Vudra, Sajan Gadadvara and his twin sister Sajni learned to hold a temple sword before they could walk. Strict padaprajna discipline forged a tight bond between the twins, who spent even their infrequent times of rest together, practicing the latest martial techniques taught to them. On their twelfth birthday, the twins were forcefully separated: Sajan went to live with the fighting men of the ghana padaprajna, while Sajni joined the battling women of the sastra padaprajna. Despite their separation, the twins continued to meet when they could, sparring and joking as they had in their childhoods.

As the insightful narrative of the Vigrahin Patitraka states, “A warrior’s life is to war.” Thus it was that Sajan’s lord embroiled himself in a conflict with a neighbor. Most of the army fielded by Sajan’s lord consisted of conscripts wielding tools of their trades, while the valuable padaprajna watched the battle in reserve. The warriors deduced quickly that they stood on the losing side, but they were duty-bound to fight to the death when instructed. Instead, their lord stole from them the glory of battle-death when he sued for peace after his conscripts fled the field. As part of his surrender, the lord gave over half of his sastra padapranja—including young Sajni.

Distraught, Sajan returned to his barracks in tears (for which he received severe beatings from his own father), and vowed that night to be reunited with his sister. Several weeks passed before he found his opportunity for escape. He fled into the countryside and slipped stealthily into the city of Sumadhadra, through whose gates Sajan watched his sister pass. After several days of clumsily seeking information on his sister, he finally discovered that all the traded sastra padapranja were loaded onto ships bound for distant Jalmeray.

Sajan quickly hired himself as a guard aboard a ship bound for the far-away island, and several months later he found himself on its heavily guarded docks. Within a week, Sajan uncovered the fates of most of the sastra padapranja, who worked as guards and courtiers for the island’s thakur. Sajni was not among them. More weeks passed before Sajan learned that his sister had, like him, signed on as a guard aboard a trading ship—hers bound for a place called Absalom.

The desperate young padapranja gained passage to Absalom and, upon arrival, stared in wonder at its size and splendor. It seemed to him that the strange western barbarians he found himself among were incapable of a place so grand. By the time he found his bearings and rejoined his search, however, he found himself without leads, for the sheer size that so impressed him also made finding his sister nearly impossible.

Sajan knows he cannot return to Vudra, for the padapranja there would execute him as a deserter. He cares not for his home country, however, and continues to seek out any clue that might point him toward his sister.



Gnome Druid

Snow Leopard Animal Companion

In her many explorations and journeys, Lini encountered numerous large animal predators, with whom she seemed to possess a certain affinity. More than once, Lini’s traveling companions or enclave came under threat from some great bear or razor-clawed cat, but with a series of soothing noises and precise motions Lini always tamed the beast and sent it on its way.

Lini’s success at calming animals came to an end one day when a snow leopard bounded out of the trees and pinned her to the ground before she could react. Her friends scattered, leaving Lini alone to face the beast. Although fascinated by the cat’s power and speed, and appreciative of the animal’s beauty, Lini trembled under her massive paw and tears leaked from her eyes. She knew she faced her doom, and she found it cruelly ironic how death came to claim her.

Yet the leopard did not strike.

“Your friends have abandoned you,” a calm feminine voice intoned out of Lini’s sight. “Despite the times you saved them, they left you to die.” Although Lini could not see the woman, Lini knew of the Norns of the forest and suspected she was one of them.

“Please help me,” Lini whispered, her chest struggling to rise under the great cat’s crushing paw.

“You do not need my help, little one. You need hers.”

Lini looked at the snow leopard, deep into her eyes. She saw neither hunger or malice. Still struggling just to breathe, Lini stared into the great cat’s eyes and asked, “Will you help me?”

Inexplicably, the snow leopard lifted her paw from Lini’s chest. A coughing fit then overcame the small gnome, and when she finally recovered she looked around her. The snow leopard was gone and Lini saw no sign of the Norn. She looked around frantically, suddenly alone and scared. A small gnome in a large world.

“Come back,” Lini cried. “Don’t go! Please don’t go. Don’t leave me alone.” She sank to her knees, tears afresh on her face, until she heard the sound of approaching footsteps.

The snow leopard had returned. With the delicateness of a mother tending to her cubs, the great cat licked gently at Lini’s face, whisking away her tears. Lini threw her arms around the leopard’s neck. “You are my friend, aren’t you? I will call you Droogami. That is what we call good friends.”

Lini looked down then and picked up a stick from the forest floor before clambering up the cat’s side to perch on its back.

“Let us go, then, Droogami. We have no need for this place.”

In the years since her departure from the Lands of the Linnorm Kings, Lini has collected more than a dozen sticks—one from each forest or wood she visits. In her resting time after long days of travel, she sits at Droogami’s side and peels the bark from the sticks, smoothing and polishing them incessantly.

Lini and Droogami