Pathfinder Adventure Card Game: Class Deck – Hunter
Pathfinder Adventure Card Game: Class Deck – Hunter Rulebook
Table of Contents
Allies
Animal Tamer
Ally 3 · Traits: Human, Ranger · Check to Acquire: Wisdom, Survival, Charisma, Diplomacy 9
Powers: Reveal this card to add 1d6 to your check against a card that has the Animal trait.
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.
Dimorphodon
Ally B · Traits: Animal, Elite · Check to Acquire: Wisdom, Survival 7
Powers: Recharge this card to add 1d4 and the Poison trait to any combat check.
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.
Dwarf Allosaurus
Ally 6 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 13
Powers: Discard this card to explore your location; if it is the first exploration of your turn, you may recharge this card instead. During this exploration, on your combat checks, add 2d6; after the exploration, if you banished an ally or a monster you encountered, you may move, then explore your location.
Elk
Ally 3 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 9
Powers: Discard this card to evade your encounter, then you may move.
Discard this card to explore your location. During this exploration, on your Dexterity and Wisdom checks, add 1d6.
Fox
Ally B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 7
Powers: Recharge this card to add 1d4 to any Intelligence or Wisdom 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.
Giant Raven
Ally 4 · Traits: Animal · Check to Acquire: Wisdom, Survival 11
Powers: Recharge this card to add 1d6 to your check against a bane, or 1d10 if the bane has the Undead trait.
Discard this card to examine the top 2 cards of your location deck, then you may explore your location.
Hatchetbird
Ally 2 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 9
Powers: On your first combat check of your turn, recharge this card to add 1d6.
On your turn, discard this card to move, then explore your location. During this exploration, on your first combat check, add 1d6.
Hippopotamus
Ally 5 · Traits: Animal · Check to Acquire: Wisdom, Survival 12
Powers: Discard this card to add 1d10 to a combat check by a character at your location.
Discard this card to add 1d10 to a check to defeat a bane that has the Aquatic trait or a ship by a character at your location.
Discard this card to explore your location. During this exploration, on your combat checks, your checks to defeat banes that have the Aquatic trait, and your checks to defeat ships, add 1d10.
Menagerie Keeper
Ally 1 · Traits: Human, Ranger · Check to Acquire: Wisdom, Survival, Charisma, Diplomacy 7
Powers: Discard this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to explore your location.
Monkey
Ally 3 · Traits: Animal, Elite · Check to Acquire: Wisdom, Survival 9
Powers: Discard this card to succeed at your check to acquire a weapon or an item.
Discard this card to explore your location.
Polar Bear
Ally 6 · Traits: Animal · Check to Acquire: Wisdom, Survival 12
Powers: Recharge this card to add 2d4 to your combat check.
Recharge this card to reduce Cold or Combat damage dealt to you by 4.
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. During this exploration, you may then explore your location; add 1d6 to your combat checks.
Saber-Toothed Tiger
Ally 2 · Traits: Animal · Check to Acquire: Wisdom, Survival 8
Powers: Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
Snow Leopard
Ally 1 · 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.
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. During this exploration, add 1d8 to your Acrobatics and Perception checks.
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.
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.
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, 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.
Armor
Arboreal Armor
Armor 2 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Survival 9
Powers: Reveal this card to reduce Combat damage dealt to you by 1, or by 2 if the check has the Swashbuckling trait.
Discard this card to reduce all damage except Fire damage dealt to you to 0; if proficient with light armors, recharge 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.
Crocodile Skin Armor
Armor B · Traits: Light Armor, Basic · Check to Acquire: Constitution, Fortitude 4
Powers: Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
Klar
Armor B · Traits: Shield, Offhand, Piercing · Check to Acquire: Strength, Melee 6
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to add 1d4 and the Piercing trait to your combat check. If proficient with light armors and you fail this check, reduce all damage dealt to you by 2.
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.
Pelt of the Ulfen Wolf
Armor 6 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 9
Powers: Reveal this card to reduce Combat damage dealt to you by 2.
Recharge this card to add 1d4 and the Animal trait to your Melee or Ranged combat 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.
Totem Klar
Armor 4 · Traits: Shield, Offhand, Piercing, Magic · Check to Acquire: Strength, Melee 10 or Wisdom, Survival 12
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to add 1d6 and the Piercing trait to your combat check. If proficient with light armors and you fail this check, reduce all damage dealt to you by 3.
Recharge this card to examine the top card of your location deck.
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.
Blessings
Blessing of Abadar
Blessing 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 2 · 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 Calistria
Blessing 3 · 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
Blessing 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 Gorum
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 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 B · Traits: Divine, Gozreh · Check to Acquire: Wisdom, Survival 7 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Milani
Blessing 4 · 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 Old Deadeye
Blessing 5 · Traits: Divine, Erastil · Check to Acquire: Dexterity, Ranged 8 or Divine 10
Powers: Recharge this card to add 1 die to any Ranged check.
On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Blessing of the Ancients
Blessing B · Traits: Divine, Basic · Check to Acquire: Divine 3
Powers: Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B · Traits: Basic · Check to Acquire: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma 6
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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 treat this card as if it has the same powers as the top card of the blessings discard pile.
Blessing of the Savored Sting
Blessing 6 · Traits: Divine, Calistria · Check to Acquire: Dexterity 7 or Divine 5
Powers: On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to the check.
When you would fail a check, discard this card to reroll the dice, adding 2 dice to the roll; take the new result. If any other blessings were played on the check, banish them. You may use this power even if you played another blessing on the check.
After you play this card, if the top card of the blessings discard pile has the Calistria trait, draw a random blessing from another character's discard pile and recharge it.
Blessing of Wind and Waves
Blessing 5 · Traits: Divine, Gozreh · Check to Acquire: Wisdom, Survival 9 or Divine 10
Powers: Discard this card to add 1 die to any check.
Discard this card to explore your location.
Display this card next to a location deck. While displayed, add 2 dice to checks to close this location. When the location is closed, recharge this card and a random card from your discard pile.
After you play this card, if the top card of the blessings discard pile has the Gozreh trait, you may examine the top card of up to 2 location decks.
Cohorts
Giant Chameleon
Cohort B · Traits: Animal
Powers: Display this card. While displayed, you gain the skill Stealth: Dexterity +2.
While displayed, you may evade monsters you encounter.
While displayed, on any check during your first exploration of your turn, put this card on top of your deck to add 1d6, or 2d6 if you have a role card.
Leryn
Cohort B · Traits: Animal · Owner: Adowyn
Powers: Display this card. While displayed, you gain the skill Perception: Wisdom +2.
While displayed, at the start of your turn, you may examine the top card of your location deck.
While displayed, you may put this card on top of your deck to examine the top 2 cards of your location deck; if you have a role card, you may put them back in any order.
Pygmy Ankylosaur
Cohort B · Traits: Animal
Powers: Display this card. While displayed, you may reduce all damage dealt to you by 1.
While displayed, when you do not defeat a non-villain monster and would shuffle it into the deck it came from, you may instead put it on top of that location deck or under that deck's top card.
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.
Python
Cohort B · Traits: Animal
Powers: Display this card. While displayed, you gain the skill Fortitude: Constitution +2.
While displayed, after you attempt a combat check against a monster, you may use the result of that check for any subsequent combat checks against that monster during the encounter.
While displayed, you may put this card on top of your deck to ignore a power that happens after you act, or before you act if you have a role card.
White Tiger
Cohort B · Traits: Animal
Powers: Display this card. While displayed, you gain the skill Acrobatics: Dexterity +2.
While displayed, after you explore, if you did not encounter a monster, you may move.
While displayed, you may put this card on top of your deck to add 1d6 to your combat check, or 2d6 if you have a role card.
Items
Animal Call
Item B · Traits: Tool, Basic · Check to Acquire: Intelligence, Craft, Wisdom, Survival 3
Powers: Reveal this card to add 1d4 to your check to acquire a card that has the Animal trait.
Discard this card to search your deck for a card that has the Animal trait and draw it.
Archer's Bracers
Item 1 · Traits: Accessory, Magic, Elite · Check to Acquire: Dexterity, Ranged 7
Powers: Reveal this card to add 2 to your Ranged combat check.
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.
Belt of Physical Might
Item 6 · Traits: Accessory, Magic · Check to Acquire: Strength, Dexterity, Constitution 9
Powers: Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Boots of Teleportation
Item 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.
Climber's Gloves
Item 3 · Traits: Accessory, Magic · Check to Acquire: Wisdom, Survival 12 or Constitution, Fortitude 10
Powers: Recharge this card to succeed at your check to move, or to ignore an effect that would cause you to move.
After you shuffle a location deck, reveal this card to examine its top card. You may not use this power more than once per check or step.
Compass
Item B · Traits: Object, Basic · Check to Acquire: Wisdom, Survival 4
Powers: Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
Discard this card to explore your location.
Desna's Star
Item B · Traits: Liquid, Desna, Basic · Check to Acquire: Wisdom, Survival 4
Powers: When you encounter this card, you may reveal a blessing that has the Desna trait to automatically acquire it.
At the end of your turn, recharge this card to recharge a random card from your discard pile.
Dire Collar
Item 1 · Traits: Accessory, Magic · Check to Acquire: Wisdom, Survival 5
Powers: When you play a card that has the Animal trait on your combat check, reveal this card to add 1; you may additionally discard this card to add another 1d8.
Efficient Quiver
Item 2 · Traits: Accessory, Magic · Check to Acquire: Dexterity, Ranged 7
Powers: Discard this card to search your deck for a weapon that has the Ranged trait and either the Bow or Spear trait and add it to your hand.
After playing this card, you may succeed at a Ranged 9 check to recharge it instead of discarding it.
Headband of Inspired Wisdom
Item 5 · 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.
Headband of the Wolf
Item 2 · Traits: Accessory, Magic · Check to Acquire: Wisdom, Survival 8
Powers: At the start of your turn, reveal this card to recharge the spell Aspect of the Wolf from your discard pile.
Recharge this card to examine the top card of your location deck.
Recharge this card to add 1d8 to your Perception check.
Lasso
Item B · Traits: Tool, Elite · Check to Acquire: Wisdom, Melee, Survival 5
Powers: Recharge this card to add 1d8 to your check to acquire a card that has the Animal trait.
When a character at your location fails a check to defeat a non-villain monster, discard this card; that character evades the monster and puts it on top of the location deck it came from or under its top card.
Net of Snaring
Item 4 · Traits: Object, Magic · Check to Acquire: Dexterity, Ranged 12
Powers: Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of the location deck it came from.
Tree Fort
Item 3 · Traits: Object, Magic · Check to Acquire: Wisdom, Survival 9
Powers: Display this card next to a location deck. While displayed, reduce all damage dealt to each character at that location by 2 if it is not that character's turn.
While displayed, instead of the first exploration of his turn, a character at this location may recharge a random card from his discard pile.
When a bane at this location is undefeated, bury this card.
Spells
Aspect of the Bear
Spell 2 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 6
Powers: Display this card. While displayed, reduce all damage dealt to you by 1, or by 3 if it is Combat damage.
While displayed, add 1d6 to your checks that happen after you act.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 8 check to recharge it instead.
Aspect of the Falcon
Spell 1 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 5
Powers: Display this card. While displayed, add 1d6 to your Perception and Ranged checks.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 7 check to recharge it instead.
Aspect of the Stag
Spell 3 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 7
Powers: Display this card. While displayed, add 1d6 to your Acrobatics checks and your checks that happen before you act.
At the end of your turn, you may move. Then, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 9 check to recharge it instead.
Aspect of the Wolf
Spell 4 · Traits: Magic, Divine, Animal · Check to Acquire: Wisdom, Divine 8
Powers: Display this card. While displayed, add 1d6 to your Strength and Dexterity checks.
At the end of your turn, you may examine the top card of your location deck. Then, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 10 check to recharge it instead.
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.
Call Animal
Spell B · Traits: Magic, Divine, Basic · Check to Acquire: Wisdom, Divine 4
Powers: Discard this card to add 1d8 to any check to acquire a card that has the Animal trait.
Discard this card to search your deck for a card that has the Animal trait and draw it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 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, add 1d6 and the Poison trait to combat checks by characters at your location.
While displayed, reduce Combat damage dealt to you by 1d4.
At the end of the turn, you may move. Then, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 12 check to recharge it instead.
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.
After playing this card, if you do not have either the Arcane or Divine skill, banish 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 to 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.
Fiery Glare
Spell B · Traits: Magic, Arcane, Divine, Attack, Fire, Elite · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 8
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
During your exploration, when you encounter a weapon, a spell, or an item, discard this card to banish it; you may explore again.
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 10 check to recharge this card instead of discarding it.
Heat Metal
Spell 2 · Traits: Magic, Arcane, Divine, Attack, Fire, Elite · Check to Acquire: Intelligence, Arcane 9 or Wisdom, Divine 7
Powers: Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Major Cure
Spell 3 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom, Divine 8
Powers: Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck. Shuffle 1 random card from your discard pile into your 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 10 check to recharge this card instead of discarding it.
Raise Animal
Spell 5 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 10
Powers: Discard this card to draw a card that has the Animal trait from your discard pile or your buried cards.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.
Seek Quarry
Spell 6 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 13
Powers: Discard this card to examine the top 5 cards of any location deck. When you put them back, you may set aside 1 examined villain or henchman. Shuffle the remaining examined cards and put them on the bottom of the location deck; put any card you set aside on top of the deck.
After playing this card, 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.
Weapons
Animalbane Crossbow +2
Weapon 3 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 13
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. If the bane has the Animal trait, add another 1d8.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location; if the check is to defeat a bane that has the Animal trait, add 1d8+1 instead.
Atlatl
Weapon B · Traits: Sling, Ranged, Piercing, Basic · Check to Acquire: Ranged, Dexterity 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 2d6.
On your combat check, if proficient with weapons and you played a weapon that has the Spear trait, recharge this card to add 1d4.
Beaststrike Club
Weapon 2 · Traits: Club, Melee, Magic · Check to Acquire: Strength, Melee 9 or Survival 7
Powers: For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 1d4+1 and add the Bludgeoning, Piercing, or Slashing trait; you may additionally recharge this card or a card that has the Animal trait to add your Strength die.
Force Shortbow +1
Weapon 1 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic, Elite · Check to Acquire: Dexterity, Ranged 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Forest Quarterstaff
Weapon 6 · Traits: Staff, Melee, Bludgeoning, 2-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.
Frozen Crossbow
Weapon 6 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 13
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add 1d6 and the Cold trait. If the bane has the Aquatic trait, add another 1d8 and ignore its powers that happen after you act.
If proficient with weapons, discard this card to add 1d8 and the Cold trait to a combat check by a character at another location.
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 another 1d6. If the bane has the Human trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Improvised Club
Weapon 1 · Traits: Club, Bludgeoning · Check to Acquire: Strength, Survival 6
Powers: For your combat check, bury this card to use your Strength skill + 2d6. If this is not your first combat check of the turn, add 2d8 instead. After the check, you may succeed at a Strength or Survival 8 check to recharge this card instead of burying it.
When you defeat a barrier that has the Lock, Obstacle, or Trap trait, reveal this card to draw an item from your discard pile.
Improvised Greatclub
Weapon 2 · Traits: Club, Bludgeoning, 2-Handed · Check to Acquire: Strength, Survival 8
Powers: For your combat check, bury this card to use your Strength skill + 2d8. If this is not your first combat check of the turn, use your Strength skill + 2d10 instead. After the check, you may succeed at a Strength or Survival 10 check to recharge this card instead of burying it.
When you defeat a barrier that has the Lock, Obstacle, or Trap trait, reveal this card to draw a weapon or an item from your discard pile.
Javelin
Weapon B · Traits: Spear, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 4
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Light Crossbow
Weapon B · Traits: Bow, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 4
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Longbow
Weapon B · Traits: Bow, Ranged, Piercing, 2-Handed, Elite · Check to Acquire: Dexterity, Ranged 5
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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 would fail this check, you may discard this card to reroll the dice; take the new result.
Marksman's Bow
Weapon 2 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic, Veteran · Check to Acquire: Dexterity, Ranged 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; 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.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
Oaken Staff
Weapon 3 · Traits: Staff, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength, Melee 8 or Wisdom, Divine, Survival 6
Powers: For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 1d6+1; you may additionally recharge a spell to add another 1d6.
Reveal this card and discard a spell to reduce all damage dealt to a character at your location by 3.
When you would discard this card as damage, you may put it on top of your deck instead.
Oathbow
Weapon 4 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 11
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 2; you may additionally bury this card to add another 1d12. If the bane is a villain, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location. If the check is to defeat a villain, add another 1d8.
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.
Terbutje
Weapon B · Traits: Club, Melee, Slashing, Basic · Check to Acquire: Strength, Melee, Survival 5
Powers: For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 1, count it as 3, then discard this card.
Thorn Bow
Weapon 5 · Traits: Bow, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged, Survival 12
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die + 2. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to evade the bane and put it on top of its location deck.
If proficient with weapons, put this card on top of your deck to add 1d4+1 to a combat check by a character at another location.
Underwater Crossbow
Weapon 1 · Traits: Bow, Ranged, Piercing, Elite · Check to Acquire: Dexterity, Ranged 6
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. If the bane has the Aquatic trait, add another 1d8.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. If the check is against a bane that has the Aquatic trait, add 1d8 instead.
Wendifisa Spear
Weapon B · Traits: Spear, Melee, Piercing, Magic · Check to Acquire: Strength, Melee, Survival 6
Powers: For your combat check, reveal this card to use your Strength, Melee, or Survival skill + 1d12+1; you may additionally discard this card to add another 1d12. If you fail this check, discard the top card of your deck.