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Pathfinder Adventure Card Game: Class Deck – Fighter thumbnail

Pathfinder Adventure Card Game: Class Deck – Fighter

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

Pathfinder Adventure Card Game: Class Deck – Fighter Rulebook

Table of Contents

Table of Contents

  • Spells
    • Obscure
    • Speed
    • Paralyze
    • Unearthly Aim
    • Dimension Leap
    • Masterwork
    • Resist Energy
    • Scrying
    • Disintegrate
    • Life Leech
    • Bewilder
    • Call Weapon
    • Strength
  • Allies
    • Master-at-Arms
    • Night Watch
    • Quartermaster
    • Standard Bearer
    • Soldier
    • Squire
    • Merchant
    • Rogue Ape
    • Evangelist
    • Clockwork Librarian
    • Charmed Red Dragon
    • Sacred Killer
    • Merren Unwin
  • Armor
    • Buckler
    • Chain Mail
    • Leather Armor
    • Elven Breastplate
    • Magic Wooden Armor
    • Hide Armor of Fire Resistance
    • Stanching Buckler
    • Magic Full Plate
    • Spiny Shield
    • Lesser Bolstering Armor
    • Fortified Breastplate
    • Winged Shield
  • Blessings
    • Blessing of Cayden Cailean (Blessing B)
    • Blessing of Gorum (Blessing B)
    • Blessing of the Gods
    • Blessing of Abadar
    • Blessing of Gorum (Blessing 1)
    • Blessing of Pharasma (Blessing 1)
    • Blessing of Gozreh (Blessing 2)
    • Blessing of Pharasma (Blessing 2)
    • Blessing of Achaekek
    • Blessing of Milani
    • Blessing of Torag
    • Blessing of Cayden Cailean (Blessing 4)
  • Items
    • Conch Shell
    • Crowbar
    • Signal Whistle
    • Topaz of Strength
    • Helpful Haversack
    • Staff of Minor Healing
    • Whetstone
    • Hat of Glamour
    • Belt of Giant Strength
    • Potion of Flying
    • Necklace of Fireballs
    • Magic Spyglass
  • Weapons
    • Spiked Chain +1
    • Warhammer
    • Cestus +1
    • Lucerne Hammer
    • Shock Glaive +1
    • Heavy Pick +1
    • Scythe +1
    • Warhammer +2
    • Longsword +2
    • Trident +2
    • Greatclub +3
    • Flaming Ranseur +3
    • Humanbane Gladius +2

Spells

Obscure

Spell 1 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of this turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Speed

Spell 1 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6

Powers: Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Paralyze

Spell 2 · Traits: Magic, Arcane, Divine, Mental · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 8

Powers: Discard this card to evade a non-villain monster; put it on the top or bottom of the location deck it came from.

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

Unearthly Aim

Spell 2 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 8

Powers: Banish this card to add 10 plus the adventure deck number of the current scenario, if any, to your combat check that has the Strength, Melee, or Ranged trait.

Dimension Leap

Spell 3 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 10

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

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

Masterwork

Spell 3 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10

Powers: When a character at your location attempts a combat check using a weapon, display this card next to the location. While displayed, when any character at this location attempts a combat check using a weapon, if any die rolled on the check is a 1, count it as 2. At the start of your turn, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Resist Energy

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

Powers: Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

Scrying

Spell 4 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane 10 or Wisdom, Divine 12

Powers: Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.

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

Disintegrate

Spell 5 · Traits: Magic, Arcane, Attack · Check to Acquire: Intelligence, Arcane 14

Powers: For your combat check, discard this card to use your Arcane skill + 4d6. If you defeat a non-villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.

Discard this card to defeat a barrier that has the Lock or Obstacle trait.

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

Life Leech

Spell 5 · Traits: Magic, Arcane, Attack, Healing · Check to Acquire: Intelligence, Arcane 12

Powers: For your combat check, discard this card to use your Arcane skill + 2d4. Shuffle 1d4+1 random cards from your discard pile into your deck.

After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 15 check to recharge this card instead of discarding it.

Bewilder

Spell 6 · Traits: Magic, Arcane, Attack, Mental · Check to Acquire: Intelligence, Arcane 14

Powers: Discard this card to evade a monster and put it on the bottom of the deck. If you are exploring, you may immediately explore again.

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

Call Weapon

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

Powers: Discard this card to search the deck of a character at your location for a weapon and add it to your hand.

Bury this card to search the deck of a character at your location for a weapon and give it to 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 6 check to recharge this card instead of discarding it.

Strength

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

Powers: Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Allies

Master-at-Arms

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

Powers: Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.

Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Night Watch

Ally B · Traits: Human, Basic · Check to Acquire: Wisdom, Perception 7 or Charisma, Diplomacy 6

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

Discard this card to explore your location.

Quartermaster

Ally 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. Add the Swashbuckling trait to your non-combat checks during this exploration.

Standard Bearer

Ally B · Traits: Human, Basic · Check to Acquire: Constitution 7 or Charisma, Diplomacy 6

Powers: Recharge this card to add 1d6 to your non-combat Strength or Constitution check.

Discard this card to explore your location.

Soldier

Ally 1 · Traits: Human, Elite · Check to Acquire: Strength, Melee 8 or Charisma, Diplomacy 6

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

Discard this card to explore your location.

Squire

Ally 1 · Traits: Human, Aristocrat · Check to Acquire: Charisma, Diplomacy 9

Powers: Recharge this card to add 2d4 to your Melee combat check.

Bury this card to reduce damage dealt to you by 2.

Merchant

Ally 2 · Traits: Human, Hireling · Check to Acquire: Charisma, Diplomacy 7

Powers: Discard this card to give a card to any character.

Discard this card to explore your location.

Rogue Ape

Ally 2 · Traits: Ape, Rogue · Check to Acquire: Charisma, Diplomacy 7

Powers: Discard this card to add 1d6 to your combat check, or 2d6 if you are the only character at your location.

Discard this card to explore your location.

Evangelist

Ally 3 · Traits: Half-Elf, Cleric · Check to Acquire: Divine, Charisma, Diplomacy 8

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

Recharge this card to add 1d6 to your Divine check or to add 1d4 to any check by a character at your location.

Discard this card to explore your location.

Clockwork Librarian

Ally 4 · Traits: Automaton · Check to Acquire: Intelligence, Knowledge 11

Powers: Recharge this card to add 2d8 to your Intelligence or Knowledge check.

Recharge this card to succeed at your check to acquire a spell.

Charmed Red Dragon

Ally 5 · Traits: Dragon · Check to Acquire: Arcane, Divine, Charisma, Diplomacy 12

Powers: Recharge this card to add 5 and the Fire trait to any combat check. Then roll 1d12. On a 1, banish this card, and each character at your location is dealt 1d4 Fire damage.

If you fail the check to acquire this card, each character at your location is dealt 1d4 Fire damage.

Sacred Killer

Ally 5 · Traits: Half-Orc, Rogue · Check to Acquire: Dexterity, Stealth 11 or Charisma, Diplomacy 13

Powers: Recharge this card to add 1d6+1 and the Poison trait to your Melee combat check.

Discard this card to explore your location.

Merren Unwin

Ally 6 · Traits: Human, Scout · Check to Acquire: Dexterity, Ranged, Acrobatics 10

Powers: Recharge this card to add 1d6+1 to your Acrobatics or Ranged check.

Discard this card to explore your location.

Armor

Buckler

Armor B · Traits: Shield, Basic · Check to Acquire: Constitution, Fortitude 3

Powers: Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Chain Mail

Armor B · Traits: Heavy Armor, Basic · 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 you are proficient with heavy armors, bury this card instead.

(Two identical copies of this card appear in the scans.)

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 you are proficient with light armors, bury this card instead.

Elven Breastplate

Armor 1 · Traits: Heavy Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 7

Powers: 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 you are proficient with heavy armors, bury this card instead.

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

Magic Wooden Armor

Armor 1 · Traits: Light Armor, Magic, Swashbuckling, Elite · Check to Acquire: Constitution, Fortitude 3

Powers: Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.

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

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

Hide Armor of Fire Resistance

Armor 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 you are proficient with light armors, bury this card instead.

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

Stanching Buckler

Armor 2 · Traits: Shield, Magic, Elite · Check to Acquire: Constitution, Fortitude 6

Powers: After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded as damage.

Magic Full Plate

Armor 3 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 6

Powers: 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 you are proficient with heavy armors, bury this card instead.

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

Spiny Shield

Armor 3 · Traits: Shield, Offhand, Magic · Check to Acquire: Constitution, Fortitude 8

Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.

Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Lesser Bolstering Armor

Armor 4 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 7

Powers: Recharge this card to reduce Combat damage dealt to you by 2. You may draw 1 card.

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

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

Fortified Breastplate

Armor 5 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 10

Powers: Reveal this card to add 3 to your Constitution or Fortitude check.

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

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

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

Winged Shield

Armor 5 · Traits: Shield, Offhand, Magic · Check to Acquire: Constitution, Fortitude 10

Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.

Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

At the end of your turn, discard this card to move to another location.

Demon Armor

Armor 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 you are proficient with heavy armors, discard this card instead.

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

Blessings

Blessing of Cayden Cailean (Blessing B)

Blessing B · 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 non-combat Strength or Constitution 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 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 combat Strength 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

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 Abadar

Blessing 1 · 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 1)

Blessing 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 combat Strength 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 (Blessing 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 Gozreh (Blessing 2)

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 Pharasma (Blessing 2)

Blessing 2 · 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 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 Milani

Blessing 3 · 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 non-combat Dexterity or Wisdom 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 Torag

Blessing 3 · 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 non-combat Strength 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 4)

Blessing 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 non-combat Strength or Constitution 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 Sivanah

Blessing 4 · Traits: Divine, Sivanah · Check to Acquire: Intelligence, Charisma 7 or Divine 5

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

Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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 5)

Blessing 5 · 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 Norgorber

Blessing 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 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 the 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.

Items

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, succeed at a Perception 7 check to recharge it instead of discarding it.

Crowbar

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

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

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

Signal Whistle

Item B · Traits: Object, Basic · Check to Acquire: Wisdom, Perception 4

Powers: Before you act, discard this card to move a character to your location.

Topaz of Strength

Item B · Traits: Object, Magic · Check to Acquire: Strength 7

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

Helpful Haversack

Item 1 · Traits: Accessory, Magic · Check to Acquire: Dexterity, Intelligence 6

Powers: At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

Staff of Minor Healing

Item 1 · Traits: Staff, Magic, Divine, Healing · Check to Acquire: Wisdom, Divine 7

Powers: Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Whetstone

Item 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 check that has the Slashing trait. At the end of your turn, discard this card.

Hat of Glamour

Item 2 · Traits: Accessory, Magic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 8

Powers: Display this card. While displayed, add 2d6 to your non-combat Charisma or Stealth check. At the end of your turn, discard this card.

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.

Potion of Flying

Item 3 · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft 10

Powers: Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Necklace of Fireballs

Item 4 · Traits: Accessory, Attack, Fire, Magic · Check to Acquire: Intelligence, Arcane 9

Powers: For your combat check, banish this card to roll 3d6+12.

After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Magic Spyglass

Item 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.

Wand of Treasure Finding

Item 5 · Traits: Wand, Magic, Arcane · Check to Acquire: Wisdom, Perception 7

Powers: On your turn, bury this card to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top.

After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Sihedron Ring

Item 6 · Traits: Accessory, Magic, Sihedron · Check to Acquire: Constitution, Fortitude 7 or Arcane 9

Powers: Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.

Weapons

Spiked Chain +1

Weapon B · Traits: Chain, Melee, Piercing, Finesse, Magic · Check to Acquire: Strength, Melee 9

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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Warhammer

Weapon B · Traits: Hammer, Melee, Bludgeoning, Elite · 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Cestus +1

Weapon 1 · Traits: Accessory, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee 7

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

You may use this card as if it has the Piercing trait instead of the Bludgeoning trait.

Lucerne Hammer

Weapon 1 · Traits: Polearm, Melee, Bludgeoning, 2-Handed, Elite · Check to Acquire: Strength, Melee 10

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d12; you may additionally discard this card to add your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Shock Glaive +1

Weapon 1 · 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 1d8 and the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Heavy Pick +1

Weapon 2 · Traits: Pick, Melee, Piercing, Magic · Check to Acquire: Strength, Melee 11

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. If any d6 rolled on this check is a 6, count it as 7.

Scythe +1

Weapon 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 you aren't 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.

Warhammer +2

Weapon 2 · Traits: Hammer, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee 9

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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Longsword +2

Weapon 3 · Traits: Sword, Melee, Slashing, Magic · Check to Acquire: Strength, Melee 10

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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Trident +2

Weapon 3 · Traits: Polearm, Melee, Piercing, Magic · Check to Acquire: Strength, Melee 10

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 1d8.

Greatclub +3

Weapon 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Flaming Ranseur +3

Weapon 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 you aren't proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Humanbane Gladius +2

Weapon 5 · Traits: Sword, Melee, Slashing, Finesse, Swashbuckling, Magic · Check to Acquire: Strength, Melee 11

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Adamantine Trident +3

Weapon 6 · Traits: Polearm, Melee, Piercing, Magic · Check to Acquire: Strength, Melee 13

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.

If a monster has a power that increases the difficulty of a combat check, ignore that power.

Dancing Mace +2

Weapon 6 · Traits: Mace, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee 11

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2.

When playing another weapon, you may discard this card to add 1d8+2 to that combat check.

Glaive

Weapon B · Traits: Polearm, 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 + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Greatclub

Weapon 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Greatsword

Weapon 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Longspear

Weapon 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 fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Longsword

Weapon 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.

Ranseur

Weapon B · Traits: Polearm, Melee, Slashing, 2-Handed, Elite · Check to Acquire: Strength, Melee 5

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must use the second result.

  • Demon Armor
  • Blessing of Sivanah
  • Blessing of Gozreh (Blessing 5)
  • Blessing of Norgorber
  • Blessing of Nethys
  • Wand of Treasure Finding
  • Sihedron Ring
  • Adamantine Trident +3
  • Dancing Mace +2
  • Glaive
  • Greatclub
  • Greatsword
  • Longspear
  • Longsword
  • Ranseur