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Pathfinder Adventure Card Game: Class Deck – Druid thumbnail

Pathfinder Adventure Card Game: Class Deck – Druid

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

Pathfinder Adventure Card Game: Class Deck – Druid Rulebook

Table of Contents

Table of Contents

  • Blessings
    • Blessing of Desna
    • Blessing of Gorum (Adventure B)
    • Blessing of Pharasma (Adventure B)
    • Blessing of the Gods (Adventure B)
    • Blessing of Milani
    • Blessing of Pharasma (Adventure 1)
    • Blessing of Gorum (Adventure 2)
    • Blessing of Gozreh
    • Blessing of Achaekek
    • Blessing of the Starsong (Adventure 3)
    • Blessing of Gorum (Adventure 4)
    • Blessing of Pharasma (Adventure 4)
    • Blessing of the Starsong (Adventure 5)
    • Blessing of Nethys
  • Allies
    • Apprentice
    • Bat
    • Crow
    • Dog
    • Frilled Lizard
    • Frog
    • Giant Weasel
    • Mastiff
    • Vulture
    • Druid of the Flame
    • Wolverine
    • Druid of the Storm
    • Wolf
  • Weapons
    • Quarterstaff
    • Scimitar
    • Scythe
    • Sickle
    • Sickle +1
    • Flaming Scimitar +1
    • Scythe +1
    • Greatclub +1
    • Seaborne Trident +1
    • Shortspear +3
    • Keen Scythe +2
    • Forest Quarterstaff
  • Spells
    • Bloodscent
    • Burst Bonds
    • Cure
    • Enchanted Fang
    • Fireblade
    • Frigid Blast
    • Hide from Animals
    • Sanctuary
    • Viper Strike
    • Charm Animal
    • Holy Stone
    • Fruit of Life
    • Renewal
  • Armor
    • Hide Armor
    • Leather Armor
    • Magic Leather Armor
    • Stalking Armor
    • Wolfhide Armor
    • Shark Skin Armor
    • Mammoth Hide Armor
    • Ophidian Armor
    • Bearskin Armor
    • Primal Hide Armor
  • Items
    • Belt of Giant Strength
    • Spellbottle
    • Belt of Charging
    • Headband of Inspired Wisdom
    • Rabbit's Foot
    • Ring of Regeneration
    • Bountiful Bottle
    • Pearl of Magic
    • Amulet of Mighty Fists
    • Clockwork Magpie
    • Conch Shell
    • Feather of Maat

Blessings

Blessing of Desna

Blessing B · Traits: Divine, Desna · Check to Acquire: Intelligence, Arcane, Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check to recharge a card.

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 (Adventure B)

Blessing B · 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 Pharasma (Adventure B)

Blessing B · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, Divine 5

Powers: Discard this card to add 1 die to any check.

When a spell is played during any check, discard this card to add 2 dice to that 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 the Gods (Adventure B)

Blessing 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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing of Milani

Blessing 1 · Traits: Divine, Milani · Check to Acquire: Dexterity, Wisdom 7 — or — Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any Dexterity or Wisdom 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 Pharasma (Adventure 1)

Blessing 1 · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, Divine 5

Powers: Discard this card to add 1 die to any check.

When a spell is played during any check, discard this card to add 2 dice to that 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 (Adventure 2)

Blessing 2 · 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 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 a 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 3 · 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 the Starsong (Adventure 3)

Blessing 3 · Traits: Divine, Desna · Check to Acquire: Charisma 7 — or — Divine 9

Powers: Discard this card to add 1 die to any check.

During any character's check, bury this card to allow that character to reroll the dice; that character takes the new result.

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 (Adventure 4)

Blessing 4 · 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 Pharasma (Adventure 4)

Blessing 4 · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, Divine 5

Powers: Discard this card to add 1 die to any check.

When a spell is played during any check, discard this card to add 2 dice to that 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 the Starsong (Adventure 5)

Blessing 5 · Traits: Divine, Desna · Check to Acquire: Charisma 7 — or — Divine 9

Powers: Discard this card to add 1 die to any check.

During any character's check, bury this card to allow that character to reroll the dice; that character takes the new result.

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 Nethys

Blessing 6 · Traits: Divine, Nethys · Check to Acquire: Wisdom, Perception 8 — or — Divine 5

Powers: Discard this card to add 1 die to any check.

Discard this card to examine the top 2 cards of your location deck, put them back in any order, and 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.

Allies

Apprentice

Ally B · Traits: Half-Elf · Check to Acquire: Arcane, Divine, Charisma, Diplomacy 8

Powers: Recharge this card to add 1d6 to your Arcane or Divine check.

Discard this card to explore your location.

Bat

Ally B · Traits: Animal, Elite · Check to Acquire: Wisdom, Survival 6

Powers: Recharge this card to add 1d4 to your Ranged or Survival check.

Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check.

Crow

Ally B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 5

Powers: Recharge this card to add 1d6 to your check to acquire a weapon, an armor, or an item.

Discard this card to explore your location.

Dog

Ally B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 5

Powers: Recharge this card to add 1d10 to your Perception check.

Discard this card to explore your location.

Frilled Lizard

Ally B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 7

Powers: Discard this card to add 2d4 to your check against a bane that has the Veteran trait.

Discard this card to explore your location.

Frog

Ally B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 6

Powers: Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to put the bane on the bottom of its location deck.

Giant Weasel

Ally B · Traits: Animal · Check to Acquire: Wisdom, Survival 5

Powers: If you fail to acquire this card, bury a card.

Discard this card to add 1d6 to your Melee combat check.

Discard this card to explore your location.

Mastiff

Ally B · 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.

Vulture

Ally B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 5

Powers: When you are dealt damage, reveal this card to give a card you would discard as damage to a random other character instead.

Discard this card to explore your location.

Druid of the Flame

Ally 1 · Traits: Human, Druid, Veteran · Check to Acquire: Survival 7 — or — Charisma, Diplomacy 9

Powers: Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.

Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

Wolverine

Ally 1 · Traits: Animal, Veteran · Check to Acquire: Wisdom, Survival 8

Powers: If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.

Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

Druid of the Storm

Ally 2 · Traits: Human, Druid, Veteran · Check to Acquire: Divine 7 — or — Charisma, Diplomacy 9

Powers: Discard this card to add 1d4 and the Electricity trait to your combat check.

Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Wolf

Ally 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.

Snow Leopard

Ally 3 · Traits: Animal, Elite · Check to Acquire: Wisdom, Survival 6

Powers: Recharge this card to add 1d4 to any combat check.

Discard this card to explore your location.

Druid of the Leaf

Ally 3 · Traits: Human, Druid, Veteran · Check to Acquire: Perception 7 — or — Charisma, Diplomacy 9

Powers: Discard this card to ignore a bane's immunity to the Poison trait until the end of the encounter.

Discard this card to explore your location. During this exploration, ignore banes' immunity to the Poison trait; add 2 plus the scenario's adventure deck number and the Poison trait to your combat checks.

Bear

Ally 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.

Pteranodon

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

Powers: On your turn, discard this card to move. You may then explore your location; add 1d6 to your combat checks during this exploration.

Stag

Ally 5 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 9

Powers: At the start or end of your turn, discard this card to move; add 1d6 to any check required to move.

Discard this card to explore your location. Add 1d8 to your Perception and Acrobatics checks during this exploration.

Velociraptor

Ally 5 · Traits: Animal · Check to Acquire: Wisdom, Survival 14

Powers: Discard this card to explore your location; add 2d6 to your combat checks during this exploration.

Baby Triceratops

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

Powers: Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.

Thylacine

Ally 6 · Traits: Animal · Check to Acquire: Wisdom, Survival 10

Powers: Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck.

Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration.

Weapons

Quarterstaff

Weapon B · Traits: Staff, Melee, Bludgeoning, Two-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.

Scimitar

Weapon B · Traits: Sword, Melee, Slashing, Finesse, Elite · Check to Acquire: Strength, Melee 7

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+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Scythe

Weapon B · Traits: Scythe, Melee, Slashing, Two-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.

Sickle

Weapon B · Traits: Knife, Melee, Slashing, Finesse, Basic · Check to Acquire: Strength, Melee 5

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.

Sickle +1

Weapon 1 · Traits: Knife, Melee, Slashing, Finesse, Magic · Check to Acquire: Strength, Melee 10

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

Flaming Scimitar +1

Weapon 2 · Traits: Sword, Melee, Slashing, Finesse, Magic, Elite · Check to Acquire: Strength, Melee 9

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

Scythe +1

Weapon 2 · Traits: Scythe, Melee, Slashing, Two-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.

Greatclub +1

Weapon 3 · Traits: Club, Melee, Bludgeoning, Two-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.

Seaborne Trident +1

Weapon 3 · Traits: Polearm, Melee, Piercing, Magic · Check to Acquire: Strength, Melee, Survival 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 1d8.

Reveal this card to add 1d4 to your Constitution, Fortitude, Wisdom, or Survival non-combat check.

Shortspear +3

Weapon 4 · Traits: Spear, Melee, Piercing, Magic · Check to Acquire: Strength, Melee 13

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12.

Keen Scythe +2

Weapon 5 · Traits: Scythe, Melee, Slashing, Two-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.

Forest Quarterstaff

Weapon 6 · Traits: Staff, Melee, Bludgeoning, Two-Handed, Magic · Check to Acquire: Strength, Melee 11

Powers: For your combat check, you may reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d6+3.

If you play an ally that has the Animal trait on this check, you may reveal the ally instead of recharging, discarding, or burying it.

Spells

Bloodscent

Spell B · Traits: Magic, Arcane, Divine, Elite · Check to Acquire: Intelligence, Arcane 7 — or — Wisdom, Divine 6

Powers: Discard this card to add 1d10 to your Knowledge, Perception, or Survival check; if you succeed at the check, you may examine the top card of any location deck.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.

Burst Bonds

Spell B · Traits: Magic, Divine, Basic · Check to Acquire: Wisdom, Divine 5

Powers: Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Cure

Spell B · Traits: Magic, Divine, Healing, Basic · Check to Acquire: Wisdom, Divine 6

Powers: Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Enchanted Fang

Spell B · Traits: Magic, Arcane, Divine, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 5

Powers: When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Fireblade

Spell B · Traits: Magic, Divine, Attack, Fire, Basic · Check to Acquire: Wisdom, Divine 6

Powers: For your combat check, discard this card to use your Divine skill + 2d4.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Frigid Blast

Spell B · Traits: Magic, Arcane, Divine, Attack, Cold, Basic · Check to Acquire: Intelligence, Arcane 4 — or — Wisdom, Divine 6

Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 6 or Divine 8 check to recharge this card instead of discarding it.

Hide from Animals

Spell B · Traits: Magic, Divine, Mental, Basic · Check to Acquire: Wisdom, Divine 6

Powers: When any character encounters an ally that has the Animal trait, discard this card; she evades the encounter. Put the ally under the top card of its location deck. That character may explore again.

When any character encounters a non-henchman, non-villain monster that has the Animal trait, discard this card; he evades the encounter and puts the monster on the bottom of its location deck.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sanctuary

Spell B · Traits: Magic, Divine, Mental, Basic · Check to Acquire: Wisdom, Divine 6

Powers: Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Viper Strike

Spell B · Traits: Magic, Arcane, Divine, Attack, Poison, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 4

Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Charm Animal

Spell 1 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 7

Powers: Bury this card to draw a random ally that has the Animal trait from the box.

If you do not have either the Arcane or Divine skill, banish this card after playing it.

Holy Stone

Spell 1 · Traits: Magic, Divine, Attack, Ranged, Elite · Check to Acquire: Wisdom, Divine 6

Powers: For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Fruit of Life

Spell 2 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom, Divine 8

Powers: Discard this card and choose a character at your location. That character draws a card and recharges a card.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 10 check to recharge this card instead of discarding it.

Renewal

Spell 2 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 9

Powers: Display this card, and each character at your location may draw a card. You may not play this card during an encounter.

At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

Divine Blaze

Spell 3 · Traits: Magic, Divine, Attack, Fire · Check to Acquire: Wisdom, Divine 12

Powers: For your combat check, discard this card to use your Divine skill + 3d8. If the check is against a bane that has the Undead trait, add another 1d8.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Ice Strike

Spell 3 · Traits: Magic, Arcane, Divine, Attack, Cold · Check to Acquire: Intelligence, Arcane 10 — or — Wisdom, Divine 12

Powers: For your combat check, discard this card to use your Arcane or Divine skill + 3d6.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

Cape of Wasps

Spell 4 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location.

At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Control Weather

Spell 4 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 11

Powers: Discard this card to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed card that has the Weather trait.

At the end of the turn, discard this card to move any character.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Breath of Life

Spell 5 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom, Divine 13

Powers: Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into her deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.

After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.

Venomous Bolt

Spell 5 · Traits: Magic, Divine, Attack, Poison · Check to Acquire: Wisdom, Divine 12

Powers: For your combat check to defeat a monster, display this card to use your Divine skill + 2d12. While displayed, damage dealt by that monster is reduced by 2.

At the end of the encounter, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Forest Walk

Spell 6 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 12

Powers: When another character encounters a card, discard this card to move to or from that character's location.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Vengeful Storm

Spell 6 · Traits: Magic, Divine, Attack, Acid, Cold, Electricity · Check to Acquire: Wisdom, Divine 14

Powers: For your combat check, discard this card to use your Divine skill + 1d8 + 1d10 + 1d12.

After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.

Armor

Hide Armor

Armor 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.

Leather Armor

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

Powers: Recharge this card to reduce 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 Leather Armor

Armor B · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 2

Powers: Recharge this card to reduce 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.

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

Stalking Armor

Armor 1 · 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.

Wolfhide Armor

Armor 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.

Shark Skin Armor

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

Powers: Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics 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 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.

Ophidian Armor

Armor 4 · Traits: Light Armor, Magic · Check to Acquire: Dexterity, Craft 10

Powers: Reveal this card to add 2 to your Dexterity check.

Recharge this card to reduce Combat or Poison 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.

Bearskin Armor

Armor 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.

Primal Hide Armor

Armor 6 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 12

Powers: Display this card when you play an ally. While displayed, treat that ally as if it has the Animal trait. At the end of the turn, discard this card.

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.

Items

Belt of Giant Strength

Item 3 · 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.

Spellbottle

Item 3 · Traits: Object, Magic, Arcane, Divine · Check to Acquire: Arcane, Divine 10

Powers: Display this card and put a spell from your hand faceup on this card. You may bury this card to put the spell in your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Belt of Charging

Item 4 · Traits: Accessory, Magic · Check to Acquire: Strength, Melee 11

Powers: If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

Headband of Inspired Wisdom

Item 4 · Traits: Accessory, Magic · Check to Acquire: Wisdom 7

Powers: Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

Rabbit's Foot

Item 5 · Traits: Object, Gambling · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: When a character at your location would fail a check, banish this card. The character may reroll 1 die; take the new result.

Ring of Regeneration

Item 5 · Traits: Accessory, Magic, Healing · Check to Acquire: Constitution, Fortitude, Divine 11

Powers: At the start of your turn, reveal this card to recharge a random card from your discard pile.

At the end of your turn, reveal this card to recharge a random card from your discard pile.

Bountiful Bottle

Item 6 · Traits: Object, Magic, Mythic · Check to Acquire: Intelligence, Craft 13

Powers: Reveal this card to draw a loot that has an adventure deck number less than the scenario's adventure deck number from the box. You may add the loot to your hand or give it to another character.

After playing this card, banish it, or expend a mythic charge to bury it instead of banishing it.

Pearl of Magic

Item 6 · Traits: Object, Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.

Amulet of Mighty Fists

Item B · Traits: Accessory, Magic, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 4

Powers: Reveal this card to add 1d4 and the Magic trait to your combat check; you may not play a spell that has the Attack trait or a weapon on this check.

Clockwork Magpie

Item B · Traits: Automaton, Gambling, Magic · Check to Acquire: See below

Powers: You may use any skill in your check to acquire this item; roll 1d12 to determine the difficulty of the check. If you fail to acquire this card, bury a card.

Shuffle this card into your deck to add 1d12 to your check; the difficulty of the check is increased by 1d12. If you fail the check, banish this card.

Conch Shell

Item B · Traits: Object, Aquatic, Basic · Check to Acquire: Wisdom, Perception 5

Powers: Reveal this card to add 1d6 to your Perception check.

Discard this card to examine the top card of another location deck. After playing this card, you may succeed at a Perception 7 check to recharge it instead of discarding it.

Feather of Maat

Item B · Traits: Object, Magic, Maat · Check to Acquire: Constitution, Knowledge, Divine 5

Powers: Recharge this card to add 1 die to your Constitution non-combat check.

After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

Potion of Beast Skin

Item 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.

Pearl of Wisdom

Item 1 · Traits: Object, Magic · Check to Acquire: Wisdom 7

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

Topaz of Strength

Item 1 · 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.

Boots of Elvenkind

Item 2 · Traits: Clothing, Magic · Check to Acquire: Dexterity, Acrobatics 5

Powers: Reveal this card to add 1 die to your Acrobatics check.

Recharge this card to automatically succeed at your Stealth check.

  • Snow Leopard
  • Druid of the Leaf
  • Bear
  • Pteranodon
  • Stag
  • Velociraptor
  • Baby Triceratops
  • Thylacine
  • Divine Blaze
  • Ice Strike
  • Cape of Wasps
  • Control Weather
  • Breath of Life
  • Venomous Bolt
  • Forest Walk
  • Vengeful Storm
  • Potion of Beast Skin
  • Pearl of Wisdom
  • Topaz of Strength
  • Boots of Elvenkind