Pathfinder Adventure Card Game: Class Deck – Gunslinger
Pathfinder Adventure Card Game: Class Deck – Gunslinger Rulebook
Table of Contents
Table of Contents
- Allies
- Armor
- Blessings
- Blessing of Abadar
- Blessing of Achaekek
- Blessing of Alkenstar (Adventure 3)
- Blessing of Alkenstar (Adventure 6)
- Blessing of Alkenstar (Adventure B)
- Blessing of Calistria
- Blessing of Erastil (Adventure 1)
- Blessing of Erastil (Adventure 5)
- Blessing of Milani
- Blessing of Nethys
- Blessing of Norgorber
- Blessing of Sivanah
- Items
- Weapons
Allies
Black Arrow Ranger
Ally · Adventure 3 · Traits: Human, Ranger · Check to acquire: Wisdom Survival Charisma Diplomacy 7
Powers:
Recharge this card to add 1d6+1 to your Ranged combat, Dexterity, or Perception check.
Discard this card to explore your location.
Cannon Master
Ally · Adventure 4 · Traits: Dwarf, Soldier · Check to acquire: Ranged Craft 10 or Charisma Diplomacy 12
Powers:
Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0.
During your explore step, recharge this card to examine the top card of your location deck; if it is a monster, you may additionally bury this card to explore your location. During this exploration, add 2d6 to your combat checks and reduce all damage dealt to you by 1.
Clockwork Owl
Ally · Adventure 4 · Traits: Automaton · Check to acquire: Intelligence Wisdom 12
Powers:
Recharge this card to add 2d8 to your Intelligence or Wisdom non-combat check.
Discard this card to succeed at your Perception or Survival check.
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.
Elven Sharpshooter
Ally · Adventure 5 · Traits: Elf, Ranger · Check to acquire: Dexterity Ranged Charisma Diplomacy 12
Powers:
Recharge this card to add 1d6+1 and the Magic trait to your Ranged combat check.
Discard this card to explore your location.
Gunner Squire
Ally · Adventure B · Traits: Gnome, Hireling, Basic · Check to acquire: Ranged 4 or Charisma Diplomacy 5
Powers:
Recharge this card to add 1d6 to your check to acquire or recharge a card that has the Ammunition or Firearm trait.
Bury this card to draw a card that has the Ammunition or Firearm trait from your discard pile.
Discard this card to explore your location.
Jinx Eater
Ally · Adventure B · Traits: Tengu, Assassin, Basic · Check to acquire: Charisma Diplomacy 8
Powers:
Discard this card to explore your location. During this exploration, add 1 to your combat checks.
If you would fail a combat check by 1, bury this card to succeed.
Master Gunner
Ally · Adventure B · Traits: Human, Pirate, Basic · Check to acquire: Charisma Diplomacy 8
Powers:
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
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.
Old Salt
Ally · Adventure 2 · Traits: Human, Veteran · Check to acquire: Charisma Diplomacy 7
Powers:
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Parrot
Ally · Adventure B · Traits: Animal, Elite · Check to acquire: Wisdom Survival 7
Powers:
If you would fail a check by 4 or less, bury this card to reroll the dice; take the new result.
Discard this card to explore your location.
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.
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.
Rosie Cusswell
Ally · Adventure 1 · Traits: Halfling, Fighter, Pirate · Check to acquire: Charisma Diplomacy 6
Powers:
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your combat checks.
Surgeon
Ally · Adventure 1 · Traits: Human, Surgeon, Elite · Check to acquire: Charisma Diplomacy 6
Powers:
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Armor
Alchemist's Suit
Armor · Adventure 2 · Traits: Light Armor, Clothing, Alchemical · Check to acquire: Constitution Fortitude Intelligence Craft 7
Powers:
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and add it to your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge it instead.
Benevolent Buckler
Armor · Adventure 1 · Traits: Shield, Magic · Check to acquire: Constitution Fortitude 5
Powers:
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Buckler
Armor · Adventure B · Traits: Shield, Basic · Check to acquire: Constitution Fortitude 3
Powers:
Recharge this card to reduce Combat damage dealt to you by 1. If proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Buckler Gun
Armor · Adventure B · Traits: Shield, Firearm, Elite · Check to acquire: Dexterity Ranged 5, then Constitution Fortitude 5
Powers:
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Commander's Field Plate
Armor · Adventure 2 · Traits: Heavy Armor, Magic · Check to acquire: Constitution Fortitude Charisma 8
Powers:
When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
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.
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.
Expeditious Chain Mail
Armor · Adventure 4 · Traits: Light Armor, Magic · Check to acquire: Constitution Fortitude Acrobatics 9
Powers:
Recharge this card to add 2 to your Dexterity non-combat 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.
Flaming Buckler Gun
Armor · Adventure 6 · Traits: Shield, Firearm, Magic · Check to acquire: Dexterity Ranged 10, then Constitution Fortitude 10
Powers:
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Fortified Breastplate
Armor · Adventure 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 proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Greater Bolstering Armor
Armor · Adventure 6 · Traits: Light Armor, Magic · Check to acquire: Constitution Fortitude 12
Powers:
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards.
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.
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.
Laboratory Coat
Armor · Adventure 1 · Traits: Light Armor, Clothing, Alchemical · Check to acquire: Constitution Fortitude 5
Powers:
Reveal this card to reduce all damage dealt to you by 1.
When you have a card that has the Alchemical trait in your hand and you are dealt a type of damage that matches a trait on that card, recharge that card and recharge this card to reduce that damage by 5.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, you may bury it instead.
Reflecting Buckler
Armor · Adventure 5 · Traits: Shield, Magic · Check to acquire: Constitution Fortitude 10
Powers:
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Scale Mail
Armor · Adventure B · Traits: Heavy Armor, Basic · Check to acquire: Constitution Fortitude 4
Powers:
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Sniper's Studded Leather
Armor · Adventure 3 · Traits: Light Armor, Magic, Elite · Check to acquire: Constitution Fortitude Stealth 8
Powers:
Recharge this card to add 2 to your Ranged combat or Perception 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.
Tower Shield
Armor · Adventure B · Traits: Shield, Basic · Check to acquire: Constitution Fortitude 6
Powers:
At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, and the difficulty of your checks to defeat is increased by 1d8, or by 1d4 if proficient with heavy armors.
At the end of any turn, you may recharge this card. If you do not, succeed at a Strength or Melee 6 check or discard this card.
Venomous Buckler Gun
Armor · Adventure 3 · Traits: Shield, Firearm, Magic · Check to acquire: Dexterity Ranged 9, then Constitution Fortitude 9
Powers:
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8+1d12+2 and add the Poison and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Poison damage dealt to you by 3. If proficient with light armors, you may play another armor on this check.
Blessings
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 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 Alkenstar (Adventure 3)
Blessing · Adventure 3 · Traits: Alkenstar · Check to acquire: Intelligence Craft 9 or Dexterity Ranged 13
Powers:
Discard this card to add 1d4, 1d6, 1d8, 1d10, or 1d12 to any check. If the result is equal to the difficulty, you may put this card on top of your deck instead of discarding it; if the result exceeds the difficulty by less than 6, you may recharge this card instead of discarding it.
Discard this card to explore your location. Once during this exploration, you may reroll 1 die; take the new result.
Blessing of Alkenstar (Adventure 6)
Blessing · Adventure 6 · Traits: Alkenstar · Check to acquire: Intelligence Craft 9 or Dexterity Ranged 13
Powers:
Discard this card to add 1d4, 1d6, 1d8, 1d10, or 1d12 to any check. If the result is equal to the difficulty, you may put this card on top of your deck instead of discarding it; if the result exceeds the difficulty by less than 6, you may recharge this card instead of discarding it.
Discard this card to explore your location. Once during this exploration, you may reroll 1 die; take the new result.
Blessing of Alkenstar (Adventure B)
Blessing · Adventure B · Traits: Alkenstar · Check to acquire: Intelligence Craft 9 or Dexterity Ranged 13
Powers:
Discard this card to add 1d4, 1d6, 1d8, 1d10, or 1d12 to any check. If the result is equal to the difficulty, you may put this card on top of your deck instead of discarding it; if the result exceeds the difficulty by less than 6, you may recharge this card instead of discarding it.
Discard this card to explore your location. Once during this exploration, you may reroll 1 die; take the new result.
Blessing of Calistria
Blessing · Adventure B · Traits: Divine, Calistria · Check to acquire: Dexterity 4 or Divine 5
Powers:
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Dexterity 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 Erastil (Adventure 1)
Blessing · Adventure 1 · Traits: Divine, Erastil · Check to acquire: Dexterity 4 or Divine 5
Powers:
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Dexterity 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 Erastil (Adventure 5)
Blessing · Adventure 5 · Traits: Divine, Erastil · Check to acquire: Dexterity 4 or Divine 5
Powers:
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Dexterity 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 Milani
Blessing · Adventure 2 · 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 Nethys
Blessing · Adventure 5 · 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.
Blessing of Norgorber
Blessing · Adventure 4 · 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 Sivanah
Blessing · Adventure 2 · 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 Intelligence or Charisma 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 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.
Items
Adamantine Bullets
Item · Adventure 3 · Traits: Ammunition, Alchemical · Check to acquire: Intelligence Ranged Craft 9
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, when you play a weapon that has the Firearm trait on your combat check against a monster that has an effect that increases the difficulty of that check, you may discard this card to ignore that effect. You may succeed at a Craft 9 check to recharge this card instead of discarding it.
Alchemical Cartridges
Item · Adventure B · Traits: Ammunition, Alchemical, Basic · Check to acquire: Intelligence Ranged Craft 5
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, when you play a weapon that has the Firearm trait, if you would bury it or shuffle it into your deck, you may instead keep it and perform the required action with this card.
Alchemist's Fire
Item · Adventure B · Traits: Liquid, Attack, Fire, Ranged, Alchemical, Basic · Check to acquire: Intelligence Craft 5
Powers:
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Blessed Bullet
Item · Adventure 6 · Traits: Ammunition, Alchemical, Divine · Check to acquire: Intelligence Ranged Craft Divine 15
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, when you play a card that has the Firearm trait on your combat check and you would fail that check, you may bury this card to to reroll the dice and add another 1d12 and the Divine and Magic traits; take the new result. You may succeed at a Craft 15 check to discard this card instead of burying it.
Boots of Teleportation
Item · Adventure 5 · Traits: Clothing, Magic · Check to acquire: Dexterity Stealth 9
Powers:
Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.
Chest of Keeping
Item · Adventure 5 · Traits: Object, Magic · Check to acquire: Intelligence Craft Knowledge Wisdom 9
Powers:
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
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.
Dragonbreath Shot
Item · Adventure 4 · Traits: Ammunition, Alchemical, Fire · Check to acquire: Intelligence Ranged Craft 11
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, when you play a weapon that has the Firearm trait on your combat check, you may bury this card to add 2d6 and the Fire trait. You may succeed at a Craft 11 check to discard this card instead of burying it.
Emerald of Dexterity
Item · Adventure 1 · Traits: Object, Magic · Check to acquire: Dexterity 7
Powers:
Recharge this card to roll your Dexterity die instead of the normal die on your non-combat check.
Entangling Shot
Item · Adventure 1 · Traits: Ammunition, Alchemical · Check to acquire: Intelligence Ranged Craft 7
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, when a monster would be shuffled into your location deck, you may reveal a card that has the Firearm trait and discard this card to put the monster on top of your location deck instead. You may succeed at a Craft 7 check to recharge this card instead of discarding it.
Flare Shot
Item · Adventure B · Traits: Ammunition, Alchemical, Fire · Check to acquire: Intelligence Ranged Craft 6
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, you may reveal a card that has the Firearm trait and discard this card to evade a monster. You may succeed at a Craft 6 check to recharge this card instead of discarding it.
Greater Luckstone
Item · Adventure 4 · Traits: Object, Magic · Check to acquire: Wisdom Survival 5
Powers:
Discard this card to add 2 to your check. After playing this card, you may succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
If you would fail a check by less than 3, bury this card to succeed.
Ivory Dice
Item · Adventure 2 · Traits: Object, Gambling, Magic · Check to acquire: None
Powers:
When you encounter this card, roll 1d6. On 1–3, shuffle it into a random open location; on 4–6, acquire it.
When you would fail a check, reveal this card and choose odd or even. Then roll 1d6. If the roll matches your choice, recharge this card to succeed at the check. If the roll does not match, bury 3 cards from your hand.
Luckstone
Item · Adventure B · Traits: Object, Magic · Check to acquire: Wisdom Survival 5
Powers:
Discard this card to add 1 to your check.
If you would fail a check by 1, bury this card to succeed.
After playing this card, you may succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Magic Spyglass
Item · Adventure 3 · 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.
Masterwork Tools
Item · Adventure 2 · Traits: Tool, Elite · Check to acquire: Dexterity Disable 7
Powers:
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Poisoned Bullets
Item · Adventure 2 · Traits: Ammunition, Alchemical, Poison · Check to acquire: Intelligence Ranged Stealth Craft 6
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, when you play a weapon that has the Firearm trait on your combat check, you may bury this card to add 1d12 and the Poison trait. You may succeed at a Craft or Stealth 8 check to recharge this card instead of discarding it.
Powder Horn
Item · Adventure B · Traits: Tool, Alchemical, Basic · Check to acquire: Ranged Intelligence Craft 6
Powers:
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, you may succeed at a Craft 8 check to recharge it instead of discarding it.
Ring of Energy Resistance
Item · Adventure 6 · Traits: Accessory, Magic · Check to acquire: Constitution Fortitude 8 or Intelligence Arcane 9
Powers:
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Shock Bullets
Item · Adventure 5 · Traits: Ammunition, Alchemical, Arcane, Electricity · Check to acquire: Intelligence Ranged Arcane Craft 13
Powers:
Display this card; you may not play this card during an encounter. After playing this card, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
While displayed, when you play a card that has the Firearm trait on your combat check, you may add the Electricity and Magic traits. If you do so against a non-villain monster that has an effect that happens after you act, you may additionally discard this card to ignore that effect. You may succeed at a Craft 13 check to recharge this card instead of discarding it.
Sniper Goggles
Item · Adventure 4 · Traits: Accessory, Magic · Check to acquire: Dexterity Ranged Perception 13
Powers:
Reveal this card to add 4 to your Ranged combat or Perception check.
Spyglass
Item · Adventure B · Traits: Object · Check to acquire: Wisdom Perception 4
Powers:
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Thieves' Tools
Item · Adventure B · Traits: Tool, Basic · Check to acquire: Dexterity Disable 4
Powers:
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, you may succeed at a Disable 8 check to recharge it instead of discarding it.
Weapons
Arquebus
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, 2-Handed, Basic · Check to acquire: Dexterity Ranged Craft 5
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. You may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
Discard this card to add 1d4 to a combat check by a character at another location.
Bayonet
Weapon · Adventure B · Traits: Knife, Melee, Piercing, 2-Handed, Basic · Check to acquire: Strength Melee Ranged 4
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. You may additionally reveal a card that has the Firearm trait to add another 1d4.
Recharge this card to add 1d4 to your combat check that has the Firearm trait. You may play this card even if you have already played another weapon on this check.
Blasting Pistol +2
Weapon · Adventure 5 · Traits: Firearm, Ranged, Piercing, Swashbuckling, Magic · Check to acquire: Dexterity Ranged Craft 13
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
If proficient with weapons, discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
Blunderbuss
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, 2-Handed, Elite · Check to acquire: Dexterity Ranged Craft 8
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
Dagger Pistol +1
Weapon · Adventure 2 · Traits: Knife, Firearm, Ranged, Piercing, Swashbuckling, Magic · Check to acquire: Dexterity Ranged Craft 9
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, discard this card to add 1d4 to your combat check.
Deadeye Pistol +1
Weapon · Adventure 4 · Traits: Firearm, Ranged, Piercing, Reliable, Magic · Check to acquire: Dexterity Ranged Craft 12
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. You may additionally shuffle this card into your deck to add another 1d6.
Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
If proficient with weapons, when you play this card, you may put this card on top of your deck instead of shuffling it into your deck. If the bane requires subsequent combat checks, add another 1d6 to each of those checks.
Distance Musket +1
Weapon · Adventure 6 · Traits: Firearm, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity Ranged Craft 12
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
If proficient with weapons, discard this card to add 2d4 to any combat check by a character at another location.
Double-Barreled Musket
Weapon · Adventure 1 · Traits: Firearm, Ranged, Piercing, 2-Handed, Elite · Check to acquire: Dexterity Ranged Craft 9
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 2d4. You may additionally bury this card to add another 2d4. If you did not bury this card and would fail this check, you may discard this card to reroll the dice; take the new result. If you did not bury or discard this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
Dragon Pistol
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, Elite · Check to acquire: Dexterity Ranged Craft 9
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
Dragon Pistol +1
Weapon · Adventure 2 · Traits: Firearm, Ranged, Piercing, Magic, Elite · Check to acquire: Dexterity Ranged Craft 12
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
Enervating Pistol +3
Weapon · Adventure 6 · Traits: Firearm, Ranged, Piercing, Reliable, Swashbuckling, Magic · Check to acquire: Dexterity Ranged Craft 15
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Flaming Musket +2
Weapon · Adventure 6 · Traits: Firearm, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity Ranged Craft 13
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Ghostbane Shotgun +2
Weapon · Adventure 4 · Traits: Firearm, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity Ranged Craft 13
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 2d4+2. You may additionally bury this card to add another 2d4. If the bane has the Incorporeal trait, add another 1d8. If any die rolled on this check is a 1, count it as 2. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Shuffle this card into your deck to add 2d4 to a combat check by another character at your location; if the bane has the Incorporeal trait, add another 1d8. After the check, that character is dealt 2 Ranged Combat damage.
Hand Cannon
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, 2-Handed, Elite · Check to acquire: Dexterity Ranged Craft 4
Powers:
For your combat check, discard this card to use your Dexterity or Ranged skill + 2d6. Then roll 1d6, or 1d12 if proficient with weapons. On 1–2, bury this card; on 5 or more, shuffle it into your deck.
Bury this card to add 2d6 to a combat check by a character at another location.
Lifesurge Bayonet +1
Weapon · Adventure 5 · Traits: Knife, Melee, Piercing, 2-Handed, Magic, Healing · Check to acquire: Strength Melee Ranged 13
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. You may additionally reveal a card that has the Firearm trait to add another 1d4+1. If the bane has the Undead trait, add another 1d8.
Recharge this card to add 1d4+1 to your combat check that has the Firearm trait, or 1d8+1 if the bane has the Undead trait. You may play this card even if you have already played another weapon on this check.
Recharge this card to recharge a random card from your discard pile.
Lucky Rifle +2
Weapon · Adventure 5 · Traits: Firearm, Ranged, Piercing, 2-Handed, Reliable, Magic · Check to acquire: Dexterity Ranged Craft 14
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d12+2. If proficient with weapons and you would fail this check, you may bury this card to add 1d12 to the result.
If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
Matchlock Hackbut
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, 2-Handed, Basic · Check to acquire: Dexterity Ranged Craft 4
Powers:
You may not play this card on a check against a bane that has a power that happens before you act.
For your combat check, shuffle this card into your deck to use your Dexterity or Ranged skill + 1d12. You may additionally bury this card to add another 1d12.
Discard this card to add 1d6 to a combat check by a character at another location.
Musket
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, 2-Handed, Elite · Check to acquire: Dexterity Ranged Craft 7
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
Musket +2
Weapon · Adventure 3 · Traits: Firearm, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity Ranged Craft 11
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Navigator Musket +1
Weapon · Adventure 3 · Traits: Firearm, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity Ranged Craft 9
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your Wisdom or Perception non-combat check.
Pepperbox
Weapon · Adventure 1 · Traits: Firearm, Ranged, Piercing, Elite · Check to acquire: Dexterity Craft Ranged 9
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
Pistol
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, Swashbuckling, Basic · Check to acquire: Dexterity Ranged Craft 6
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
Pistol +1
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, Swashbuckling, Magic, Elite · Check to acquire: Dexterity Ranged Craft 8
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Saltbox
Weapon · Adventure 4 · Traits: Firearm, Ranged, Piercing, Magic · Check to acquire: Dexterity Ranged Craft 11
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Sharpshooter's Blade
Weapon · Adventure 3 · Traits: Knife, Melee, Piercing, Magic, Elite · Check to acquire: Strength Melee 8
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
When playing another weapon, if it has the Firearm trait, reveal this card to add 1d4 and the Magic trait to your combat check.
Shock Musket +1
Weapon · Adventure 1 · Traits: Firearm, Ranged, Piercing, 2-Handed, Magic, Elite · Check to acquire: Dexterity Ranged Craft 11
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Toxic Blunderbuss +1
Weapon · Adventure 2 · Traits: Firearm, Ranged, Piercing, 2-Handed, Magic, Elite · Check to acquire: Dexterity Ranged Craft 11
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on a 1, shuffle this card into your deck.
Wheellock Pistol
Weapon · Adventure B · Traits: Firearm, Ranged, Piercing, Basic · Check to acquire: Dexterity Ranged Craft 7
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–3, shuffle this card into your deck.
Recharge this card to add 1d4 to a combat check by another character at your location.