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Pathfinder Adventure Card Game: Class Deck – Barbarian thumbnail

Pathfinder Adventure Card Game: Class Deck – Barbarian

Expansion for Pathfinder Adventure Card Game: Rise of the Runelords – Base Set

Pathfinder Adventure Card Game: Class Deck – Barbarian Rulebook

Table of Contents

Table of Contents

  • Blessings
    • Blessing of Lamashtu
    • Blessing of the Gods
    • Blessing of Torag
    • Blessing of Achaekek
    • Blessing of Gorum
    • Blessing of Gozreh
    • Blessing of Abadar
    • Blessing of Gorum
    • Blessing of Cayden Cailean
    • Blessing of Gorum
    • Blessing of Norgorber
    • Blessing of Cayden Cailean
  • Weapons
    • Butterfly Sword
    • Greatclub
    • Greatsword
    • Heavy Pick
    • Improvised Rock
    • Longspear
    • Longsword
    • Mace
    • Quarterstaff
    • Scythe
    • Greatclub +1
    • Improvised Club
    • Ranseur of the Gargoyle
  • Armor
    • Bone Spikes
    • Hide Armor
    • Magic Chain Mail
    • Magic Padded Armor
    • Padded Armor
    • Stalking Armor
    • Helm of the Valkyrie
    • Wolfhide Armor
    • Crocodile Skin Armor
    • Hide Armor of Fire Resistance
    • Fortified Leather Armor
    • Mammoth Hide Armor
  • Items
    • Blue War Paint
    • Caltrop Bead
    • Crowbar
    • Horn of Battle Clarity
    • Mattock
    • Potion of Beast Skin
    • Potion of Fortitude
    • Potion of Healing
    • White War Paint
    • Orange War Paint
    • Rage Totem
    • Topaz of Strength
    • Whetstone
  • Allies
    • Athlete
    • Guide
    • Quartermaster
    • Recruit
    • Retainer
    • Mastiff
    • Smith
    • Cook
    • Wolf
    • Eagle
    • Vale Temros
    • Bear
    • Pit Gladiator

Blessings

Blessing of Lamashtu

Blessing · Adventure B · Traits: Divine, Lamashtu · Check to acquire: Intelligence (Arcane, Divine) 5

Powers:

Discard this card to add 1 die to any check.

Bury this card to add 2 dice to any check to defeat a monster.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of the Gods

Blessing · Adventure B · Traits: Divine, Basic · Check to acquire: None

Powers:

When you encounter this card, you automatically acquire it.

Discard this card to add 1 die to any check.

Discard this card to explore your location.

You may treat this card as if it has the same powers as the top card of the blessings discard pile.

Blessing of Torag

Blessing · Adventure B · Traits: Divine, Torag · Check to acquire: Strength 4 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Strength non-combat check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Achaekek

Blessing · Adventure 1 · Traits: Divine, Achaekek · Check to acquire: Intelligence, Craft 7 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a villain or henchman.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Gorum

Blessing · Adventure 1 · Traits: Divine, Gorum · Check to acquire: Strength 4 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Strength combat check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Gozreh

Blessing · Adventure 2 · Traits: Divine, Gozreh · Check to acquire: Wisdom, Survival 7 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to close a location.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Abadar

Blessing · Adventure 3 · Traits: Divine, Abadar · Check to acquire: Dexterity, Disable 6 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to defeat a barrier.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Gorum

Blessing · Adventure 3 · Traits: Divine, Gorum · Check to acquire: Strength 4 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Strength combat check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Cayden Cailean

Blessing · Adventure 4 · Traits: Divine, Cayden Cailean · Check to acquire: Strength, Constitution 7 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Strength or Constitution non-combat check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Gorum

Blessing · Adventure 5 · Traits: Divine, Gorum · Check to acquire: Strength 4 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Strength combat check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Norgorber

Blessing · Adventure 5 · Traits: Divine, Norgorber · Check to acquire: Bury any card or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to acquire a boon.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Cayden Cailean

Blessing · Adventure 6 · Traits: Divine, Cayden Cailean · Check to acquire: Strength, Constitution 7 or Divine 5

Powers:

Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Strength or Constitution non-combat check.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Weapons

Butterfly Sword

Weapon · Adventure B · Traits: Sword, Melee, Slashing, 2-Handed, Basic · Check to acquire: Strength, Melee 5

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally put this card on top of your deck to add another 1d4. If any d4 rolled on this check is a 4, count it as 5.

Greatclub

Weapon · Adventure B · Traits: Club, Melee, Bludgeoning, 2-Handed · Check to acquire: Strength, Melee 6

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Greatsword

Weapon · Adventure B · Traits: Sword, Melee, Slashing, 2-Handed · Check to acquire: Strength, Melee 11

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Heavy Pick

Weapon · Adventure B · Traits: Pick, Melee, Piercing, Basic · Check to acquire: Strength, Melee 6

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Improvised Rock

Weapon · Adventure B · Traits: Club, Bludgeoning, Basic · Check to acquire: Strength, Survival 4

Powers:

For your combat check, bury this card to use your Strength skill + 2d4. If this is not your first combat check of the turn, add 2d6 instead. After playing this card, you may succeed at a Strength or Survival 6 check to recharge this card instead of burying it.

When you defeat a barrier that has the Lock, Obstacle, or Trap trait, recharge this card to draw an item from your discard pile.

Longspear

Weapon · Adventure B · Traits: Spear, Melee, Piercing, 2-Handed, Basic · Check to acquire: Strength, Melee 5

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Longsword

Weapon · Adventure B · Traits: Sword, Melee, Slashing, Basic · Check to acquire: Strength, Melee 6

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Mace

Weapon · Adventure B · Traits: Mace, Melee, Bludgeoning, Basic · Check to acquire: Strength, Melee 4

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Quarterstaff

Weapon · Adventure B · Traits: Staff, Melee, Bludgeoning, 2-Handed, Basic · Check to acquire: Strength, Melee 3

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Scythe

Weapon · Adventure B · Traits: Scythe, Melee, Slashing, 2-Handed, Elite · Check to acquire: Strength, Melee 9

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

Greatclub +1

Weapon · Adventure 1 · Traits: Club, Melee, Bludgeoning, 2-Handed, Magic · Check to acquire: Strength, Melee 8

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Improvised Club

Weapon · Adventure 1 · Traits: Club, Bludgeoning · Check to acquire: Strength, Survival 6

Powers:

For your combat check, bury this card to use your Strength skill + 2d6. If this is not your first combat check of the turn, add 2d8 instead. After playing this card, you may succeed at a Strength or Survival 8 check to recharge this card instead of burying it.

When you defeat a barrier that has the Lock, Obstacle, or Trap trait, reveal this card to draw an item from your discard pile.

Ranseur of the Gargoyle

Weapon · Adventure 1 · Traits: Polearm, Melee, Piercing, 2-Handed, Magic, Elite · Check to acquire: Strength, Melee 10

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Recharge this card to reduce Combat damage dealt to you by 3.

Improvised Greatclub

Weapon · Adventure 2 · Traits: Club, Bludgeoning, 2-Handed · Check to acquire: Strength, Survival 8

Powers:

For your combat check, bury this card to use your Strength skill + 2d8. If this is not your first combat check of the turn, add 2d10 instead. After playing this card, you may succeed at a Strength or Survival 10 check to recharge this card instead of burying it.

When you defeat a barrier that has the Lock, Obstacle, or Trap trait, reveal this card to draw a weapon or an item from your discard pile.

Scythe +1

Weapon · Adventure 2 · Traits: Scythe, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 11

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

Shock Glaive +1

Weapon · Adventure 2 · Traits: Polearm, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 11

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add another 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Icy Hooked Hammer +1

Weapon · Adventure 3 · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Magic · Check to acquire: Strength, Melee 10

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8 and the Cold and Piercing traits. If not proficient with weapons, the difficulty of this check is increased by 4.

Keen Butterfly Sword +2

Weapon · Adventure 3 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 9

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d4+2; you may additionally put this card on top of your deck to add another 2d4. If any d4 rolled on this check is a 4, count it as 6.

Wounding Spear-Axe +1

Weapon · Adventure 3 · Traits: Axe, Melee, Slashing, 2-Handed, Offhand, Magic · Check to acquire: Strength, Melee 11

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6 and the Piercing trait. If the bane is a villain, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Greatclub +3

Weapon · Adventure 4 · Traits: Club, Melee, Bludgeoning, 2-Handed, Magic · Check to acquire: Strength, Melee 13

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Improvised Monster

Weapon · Adventure 4 · Traits: Club, Bludgeoning, 2-Handed · Check to acquire: Strength, Survival 10

Powers:

For your combat check, recharge this card and banish a monster from your hand to use your Strength skill plus the discarded monster's highest difficulty to defeat. If this is not your first combat check of the turn, add 2 to the check.

When you defeat a non-villain monster and would banish it, reveal this card to add the monster to your hand instead.

Runechill Hatchet +2

Weapon · Adventure 4 · Traits: Axe, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 13

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 2d6 and the Cold trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Flaming Ranseur +3

Weapon · Adventure 5 · Traits: Polearm, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 12

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Keen Scythe +2

Weapon · Adventure 5 · Traits: Scythe, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 12

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

Shock Greatsword +2

Weapon · Adventure 5 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 11

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d6+2; you may additionally discard this card to add your Strength die and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Falchion +3

Weapon · Adventure 6 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength, Melee 12

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

Improvised Boulder

Weapon · Adventure 6 · Traits: Club, Bludgeoning, 2-Handed · Check to acquire: Strength, Survival 10

Powers:

For your combat check, bury this card to use your Strength skill + 2d12. If this is not the first combat check of your turn, add 3d12 instead. After playing this card, you may succeed at a Strength or Survival 12 check to recharge this card instead of burying it.

When you defeat a barrier that has the Lock, Obstacle, or Trap trait, reveal this card to draw a weapon, an armor, or an item from your discard pile.

Vicious Double Axe +1

Weapon · Adventure 6 · Traits: Axe, Melee, Slashing, 2-Handed, Offhand, Magic · Check to acquire: Strength, Melee 12

Powers:

For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3; you may additionally discard this card to add another 1d8+3. If not proficient with weapons, the difficulty of this check is increased by 4. After the check, you are dealt 1 Force damage that may not be reduced.

Armor

Bone Spikes

Armor · Adventure B · Traits: Light Armor, Piercing, Basic · Check to acquire: Strength, Melee 6

Powers:

On your Melee combat check, recharge this card to add 1 and the Piercing trait. If the check has the 2-Handed trait, instead add 2 and the Piercing trait. Reduce Combat damage dealt to you on this check by the amount added.

Hide Armor

Armor · Adventure B · Traits: Light Armor, Basic · Check to acquire: Constitution, Fortitude, Craft 3

Powers:

Recharge this card to reduce Cold or Combat damage dealt to you by 1.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Magic Chain Mail

Armor · Adventure B · Traits: Heavy Armor, Magic, Elite · Check to acquire: Constitution, Fortitude 3

Powers:

Recharge this card to reduce Combat damage dealt to you by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Magic Padded Armor

Armor · Adventure B · Traits: Light Armor, Magic, Elite · Check to acquire: Constitution, Fortitude 4

Powers:

Discard this card to reduce Combat damage dealt to you before or after you act by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Padded Armor

Armor · Adventure B · Traits: Light Armor, Basic · Check to acquire: Constitution, Fortitude 2

Powers:

Discard this card to reduce Combat damage dealt to you before or after you act by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Stalking Armor

Armor · Adventure B · Traits: Light Armor, Basic · Check to acquire: Constitution, Fortitude 4

Powers:

Recharge this card to reduce Combat damage dealt to you by 2.

Reveal this card to add 2 to your Stealth or Perception check.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Helm of the Valkyrie

Armor · Adventure 1 · Traits: Heavy Armor, Magic · Check to acquire: Constitution, Fortitude 6

Powers:

At the end of your turn, bury this card to move.

Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Wolfhide Armor

Armor · Adventure 1 · Traits: Light Armor, Magic · Check to acquire: Constitution, Fortitude 5

Powers:

Discard this card to roll d10 instead of your Dexterity die.

Reveal this card to reduce Combat damage dealt to you by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Crocodile Skin Armor

Armor · Adventure 2 · Traits: Light Armor, Basic · Check to acquire: Constitution, Fortitude 4

Powers:

Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.

Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Hide Armor of Fire Resistance

Armor · Adventure 2 · Traits: Light Armor, Magic · Check to acquire: Constitution, Fortitude 7

Powers:

Recharge this card to reduce Combat or Fire damage dealt to you by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Fortified Leather Armor

Armor · Adventure 3 · Traits: Light Armor, Magic, Elite · Check to acquire: Constitution, Fortitude 4

Powers:

Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Mammoth Hide Armor

Armor · Adventure 3 · Traits: Light Armor, Magic · Check to acquire: Constitution, Fortitude 7

Powers:

On your first combat check of the turn, recharge this card to add 1d6.

Recharge this card to reduce Combat damage dealt to you by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Decemvirate Helm

Armor · Adventure 4 · Traits: Heavy Armor, Magic · Check to acquire: Constitution, Fortitude 11

Powers:

Recharge this card to ignore a non-villain monster's power that happens before you act.

Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Ebon Thorn

Armor · Adventure 4 · Traits: Heavy Armor, Magic · Check to acquire: Constitution, Fortitude 12

Powers:

Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.

Recharge this card to reduce Combat damage dealt to you by 4.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Bearskin Armor

Armor · Adventure 5 · Traits: Light Armor, Magic · Check to acquire: Constitution, Fortitude 10

Powers:

Reveal this card to add 2 to your Survival or Fortitude check.

Recharge this card to reduce Combat damage dealt to you by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Metal Spikes

Armor · Adventure 5 · Traits: Light Armor, Piercing · Check to acquire: Strength, Melee 9

Powers:

On your Melee combat check, recharge this card to add 2 and the Piercing trait. If the check has the 2-Handed trait, instead add 4 and the Piercing trait. Reduce Combat damage dealt to you on this check by the amount added.

Demon Armor

Armor · Adventure 6 · Traits: Heavy Armor, Magic · Check to acquire: Constitution, Fortitude 11

Powers:

Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.

Recharge this card to reduce Combat or Fire damage dealt to you by 3.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Pelt of the Ulfen Wolf

Armor · Adventure 6 · Traits: Light Armor, Magic · Check to acquire: Constitution, Fortitude 9

Powers:

Recharge this card to add 1d4 and the Animal trait to your Melee or Ranged combat check.

Reveal this card to reduce Combat damage dealt to you by 2.

Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

If proficient with light armors, you may recharge this card when you reset your hand.

Items

Blue War Paint

Item · Adventure B · Traits: Liquid, Paint, Basic · Check to acquire: Melee, Fortitude 4

Powers:

Display this card next to your deck. While displayed, when you defeat a monster, after the encounter, you may discard a card to move. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.

Caltrop Bead

Item · Adventure B · Traits: Object, Magic, Basic · Check to acquire: Dexterity 6

Powers:

Banish this card to add 1d4 to your combat check.

Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Crowbar

Item · Adventure B · Traits: Tool, Basic · Check to acquire: Strength 3

Powers:

Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.

After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Horn of Battle Clarity

Item · Adventure B · Traits: Instrument, Magic, Elite · Check to acquire: Melee, Ranged, Charisma 7

Powers:

Recharge this card to add 1d4 to a combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.

Discard this card to search your discard pile for an ally or a cohort that has the Hireling or Soldier trait. Shuffle it into your deck.

Mattock

Item · Adventure B · Traits: Tool, Basic · Check to acquire: Strength, Melee 6

Powers:

Reveal this card to add 1d8 to your Strength non-combat check.

Recharge this card to use Strength or Melee instead of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.

Potion of Beast Skin

Item · Adventure B · Traits: Liquid, Alchemical, Basic · Check to acquire: Intelligence, Craft 4

Powers:

Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.

Potion of Fortitude

Item · Adventure B · Traits: Liquid, Alchemical, Basic · Check to acquire: Intelligence, Craft 4

Powers:

Banish this card and choose a character at your location to automatically succeed at a Fortitude check.

Potion of Healing

Item · Adventure B · Traits: Liquid, Alchemical, Healing · Check to acquire: Intelligence, Craft 5

Powers:

Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

White War Paint

Item · Adventure B · Traits: Liquid, Paint · Check to acquire: Melee, Divine 5

Powers:

Display this card next to your deck. While displayed, add 1d8 to your check against a bane that has the Undead trait. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.

Orange War Paint

Item · Adventure 1 · Traits: Liquid, Paint · Check to acquire: Melee, Fortitude 6

Powers:

Display this card next to your deck. While displayed, when you would bury a card to use a character power that adds to your Melee check, you may discard that card instead. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.

Rage Totem

Item · Adventure 1 · Traits: Object · Check to acquire: Constitution, Fortitude 6

Powers:

On your Strength or Melee check to defeat a monster, discard this card to add 1 die; if you do not have the Barbarian trait, bury it instead.

Bury this card to draw an item from your discard pile.

Topaz of Strength

Item · Adventure 2 · Traits: Object, Magic · Check to acquire: Strength 7

Powers:

Recharge this card to roll your Strength die instead of the normal die on your non-combat check.

Whetstone

Item · Adventure 2 · Traits: Tool · Check to acquire: Strength, Craft 7

Powers:

At the start of your turn, display this card. While displayed, add 1d8 to your checks that have the Slashing trait. At the end of your turn, discard this card.

Animal Totem

Item · Adventure 3 · Traits: Object · Check to acquire: Constitution, Fortitude 7

Powers:

On your check against a card that has the Animal trait, discard this card to add 1 die; if you do not have the Barbarian trait, bury it instead.

Bury this card to draw an ally from your discard pile.

Red War Paint

Item · Adventure 3 · Traits: Liquid, Paint · Check to acquire: Melee, Fortitude 7

Powers:

Display this card next to your deck. While displayed, reduce all Electricity or Fire damage dealt to you by 3. When your hand has no cards or when you play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.

Belt of Giant Strength

Item · Adventure 4 · Traits: Accessory, Magic · Check to acquire: Strength 5

Powers:

Reveal this card to add 1 to your Strength check. You may play another item on this check.

Iron Shackles

Item · Adventure 4 · Traits: Object, Magic · Check to acquire: Dexterity, Disable 13

Powers:

Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.

Recharge this card when a character at your location would be moved; that character does not move.

Magic Spyglass

Item · Adventure 5 · Traits: Object, Magic · Check to acquire: Intelligence, Arcane, Wisdom, Divine 8

Powers:

Reveal this card to add 1 die to any Perception check.

Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Silver War Paint

Item · Adventure 5 · Traits: Liquid, Paint · Check to acquire: Melee, Fortitude 5

Powers:

Display this card next to your deck. While displayed, you may recharge a card to reduce Combat damage dealt to you by 3. When your hand has no cards or when you play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.

Berserker Totem

Item · Adventure 6 · Traits: Object · Check to acquire: Constitution, Fortitude 9

Powers:

On your Strength or Melee check to defeat a monster, discard this card to add 2 dice; if you do not have the Barbarian trait, bury it instead.

Bury this card to draw a weapon from your discard pile.

Black War Paint

Item · Adventure 6 · Traits: Liquid, Paint · Check to acquire: Melee, Fortitude 9

Powers:

Display this card next to your deck. While displayed, you may recharge a card to evade your encounter and move. When you fail a combat check or play another card that has the Paint trait, bury this card; if you have the Melee skill, discard it instead.

Allies

Athlete

Ally · Adventure B · Traits: Human, Hireling, Basic · Check to acquire: Dexterity, Acrobatics 7 or Charisma, Diplomacy 6

Powers:

Recharge this card to add 1d6 to your Strength or Dexterity non-combat check.

Discard this card to explore your location.

Guide

Ally · Adventure B · Traits: Human, Basic · Check to acquire: Wisdom, Survival 7 or Charisma, Diplomacy 6

Powers:

Recharge this card to add 1d10 to your Survival check.

Discard this card to explore your location.

Quartermaster

Ally · Adventure B · Traits: Human, Pirate, Basic · Check to acquire: Charisma, Diplomacy 8

Powers:

Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.

Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.

Recruit

Ally · Adventure B · Traits: Human, Soldier, Basic · Check to acquire: Charisma, Diplomacy 3

Powers:

Discard this card to add 1 to a combat check by a character at your location. If proficient with weapons, recharge this card instead.

Discard this card to explore your location.

Retainer

Ally · Adventure B · Traits: Elf, Hireling · Check to acquire: Charisma, Diplomacy 4

Powers:

Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.

Discard this card to explore your location.

Mastiff

Ally · Adventure 1 · Traits: Animal · Check to acquire: Wisdom, Survival 5 or Charisma, Diplomacy 7

Powers:

You may not play this card during an encounter.

Display this card to draw 2 cards. At the end of the turn, discard this card.

Discard this card to explore your location.

Smith

Ally · Adventure 1 · Traits: Human, Blacksmith · Check to acquire: Charisma, Diplomacy 4

Powers:

Recharge this card to add 1d10 to your check to acquire a weapon or an armor.

Discard this card to explore your location.

Cook

Ally · Adventure 2 · Traits: Human, Hireling · Check to acquire: Charisma, Diplomacy 6

Powers:

At the start of your turn, display this card. While displayed, add 1d4 to Constitution or Fortitude checks by characters at your location. At the end of your turn, recharge this card.

Discard this card to explore your location.

Wolf

Ally · Adventure 2 · Traits: Animal · Check to acquire: Wisdom, Survival 8

Powers:

Recharge this card to examine the top card of your location deck.

Discard this card to explore your location.

Eagle

Ally · Adventure 3 · Traits: Animal · Check to acquire: Wisdom, Survival 9

Powers:

Put this card on top of your deck to examine the top card of any location deck.

Vale Temros

Ally · Adventure 3 · Traits: Human, Ranger · Check to acquire: Strength, Melee 8 or Charisma, Diplomacy 6

Powers:

Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster that has the Giant trait.

Discard this card to explore your location.

Bear

Ally · Adventure 4 · Traits: Animal · Check to acquire: Wisdom, Survival 11

Powers:

Discard this card to add 2d4 to your combat check.

Discard this card to explore your location.

Pit Gladiator

Ally · Adventure 4 · Traits: Human, Warrior · Check to acquire: Strength, Melee 12, then Charisma, Diplomacy 12

Powers:

Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.

Discard this card to draw all the weapons from your discard pile, then explore your location.

Avimar Sorrinash

Ally · Adventure 5 · Traits: Lycanthrope, Captain, Pirate · Check to acquire: Wisdom, Survival 8, then Charisma, Diplomacy 11

Powers:

If the top card of the blessings discard pile is a Basic blessing, reveal this card and recharge another card to add 3 to your combat check.

Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your combat checks.

Mountaineer

Ally · Adventure 5 · Traits: Human, Hireling · Check to acquire: Wisdom, Survival 10 or Charisma, Diplomacy 13

Powers:

Reveal this card to add 2d8 to any Survival check.

Recharge this card to reduce all damage dealt to you by 3.

Discard this card to explore your location.

Baby Triceratops

Ally · Adventure 6 · Traits: Animal · Check to acquire: Wisdom, Survival 13

Powers:

Discard this card to explore your location. During this exploration, add 3d6 to your combat checks. Each character at your location buries a card.

Pious Healer

Ally · Adventure 6 · Traits: Human, Cleric · Check to acquire: Divine, Charisma, Diplomacy 10

Powers:

Reveal this card and choose a character at your location. Shuffle 1d4+2 random cards from his discard pile into his deck, then discard this card. If the top card of the blessings discard pile has the Abadar trait, recharge this card instead of discarding it.

Discard this card to explore your location.

  • Improvised Greatclub
  • Scythe +1
  • Shock Glaive +1
  • Icy Hooked Hammer +1
  • Keen Butterfly Sword +2
  • Wounding Spear-Axe +1
  • Greatclub +3
  • Improvised Monster
  • Runechill Hatchet +2
  • Flaming Ranseur +3
  • Keen Scythe +2
  • Shock Greatsword +2
  • Falchion +3
  • Improvised Boulder
  • Vicious Double Axe +1
  • Decemvirate Helm
  • Ebon Thorn
  • Bearskin Armor
  • Metal Spikes
  • Demon Armor
  • Pelt of the Ulfen Wolf
  • Animal Totem
  • Red War Paint
  • Belt of Giant Strength
  • Iron Shackles
  • Magic Spyglass
  • Silver War Paint
  • Berserker Totem
  • Black War Paint
  • Avimar Sorrinash
  • Mountaineer
  • Baby Triceratops
  • Pious Healer