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 2
Overview
Iconic Heroes Set 2 includes six all-new miniatures featuring legendary characters from the Pathfinder roleplaying universe: Amiri, Kyra, Ezren, Merisiel, Harsk, and Biter! 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: 71779
Details
| Release Date | April 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!

All Characters – Set 2
Amiri
Human Barbarian
There are a million ways to die in the Realm of the Mammoth Lords. The natives of this brutal land are the nomadic Kellids, and they have made the best of this primal world. Amiri is one of these barbarians. Although she was blessed with a combination of independence and brawn, Amiri’s childhood remained one of constant challenge. To the people of her tribe, the Six Bears, brawn and bravery were not ideal characteristics for a woman to have. To the Six Bears, a woman’s role was simple—raise children, tend to the sick, and forge bonds with other tribes. Women were resources. When a tribe wished to form an alliance, they would send gifts of meat, furs, treasure, and daughters. Amiri didn’t see herself as livestock, and every chance she got, she tried to one-up her brothers and cousins. When a hunter went out and caught a caribou for the tribe, she would go out and catch two. When a party of orc raiders stumbled into their hunting grounds and a tribal hero killed four, she took it upon herself to kill six. Her constant sense of competition made her few friends—her brothers were both intimidated by her ferocity and enthralled by her beauty, while her sisters knew that each time she went against tradition, they would all be punished.
Kyra
Human Cleric
The priests of Sarenrae lead double lives. Known to her faithful as the Dawnflower, the Healing Flame, and the Everlight, she teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae’s doctrines preach swift justice delivered by the scimitar’s edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial arts promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary.

Ezren
Human Wizard
For many adventurers, wanderlust strikes at a young age when minds are impressionable and the urge to escape the doldrums of homelife become too much to resist. In other cases, there’s never a choice at all—being raised on the streets leaves few other options available for those who do not wish to become criminals. Rarest are those who come to adventuring late in life.
Merisiel
Elf Rogue
The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. Merisiel is one of these, born in the Varisian city of Magnimar to elven parents who were either unable or unwilling to raise a child on their own. Merisiel never learned the truth of it, for her parents left her in the care of the city’s temple to Calistria. The priests raised Merisiel as a ward of the temple, but she had little patience for teachers and prayer. Eventually, she left the temple and spent many years on the streets of Magnimar, earning a living as a freelance thief. When her growing reputation as a thief became inconvenient, she decided to leave her home city to seek out new settlements to explore and enjoy.

Harsk
Dwarf Ranger
Not all dwarves are meant for the mines. As a young dwarf, Harsk spent every spare moment outdoors under the wide skies of southeastern Varisia, particularly at night beneath the stars, where his keen vision made him a hunter without compare. While generally uninterested in his family’s traditional smithing, he still inherited enough of their tinkering ability to construct his own crossbow, a heavy, highly accurate weapon that few others are able to wind. Eschewing the company of his fellows, few things made Harsk happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for deer or larger prey to wander by.

Biter
Badger
Prickly, stubborn, and absolutely fearless, Biter the badger makes the perfect companion for Harsk, keeping the gruff dwarf company on their long silent treks through the countryside. While neither of them is much for displays of affection, Biter is the closest thing Harsk has to a best friend, and each would give his life to defend the other.

