Pathfinder Adventure Card Game: Class Deck – Ranger
Pathfinder Adventure Card Game: Class Deck – Ranger Rulebook
Table of Contents
Allies
Toad
Ally 1 · Traits: Animal, Arcane · Check to Acquire: Intelligence, Arcane, Wisdom, Survival 7
Powers: Bury this card to add a spell from your discard pile to your hand.
Discard this card to explore your location.
Dog
Ally 1 · 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.
Archer
Ally 2 · Traits: Human, Elite · Check to Acquire: Dexterity, Ranged 8 or Charisma, Diplomacy 6
Powers: Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
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.
Giant Badger
Ally 3 · Traits: Animal · Check to Acquire: Wisdom, Survival 8
Powers: Bury this card to move. You automatically succeed at any check required to move. You may not use this power during an encounter.
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 an item or a weapon.
Discard this card to explore your location.
Lizard
Ally 4 · Traits: Animal, Arcane · Check to Acquire: Intelligence, Arcane, Wisdom, Survival 8
Powers: Discard this card to succeed at your Stealth or Survival check.
Discard this card to explore your location.
Merchant Lord
Ally 4 · Traits: Human, Aristocrat · Check to Acquire: Charisma, Diplomacy 9
Powers: Discard this card to give any number of cards to another character.
Discard this card to explore your location.
Mountaineer
Ally 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 damage dealt to you by 3.
Discard this card to explore your location.
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.
Clockwork Owl
Ally 6 · Traits: Automaton · Check to Acquire: Intelligence, Wisdom 12
Powers: Recharge this card to add 2d8 to your non-combat Intelligence or Wisdom check.
Discard this card to succeed at your Perception or Survival check.
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.
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.
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.
Snow Leopard
Ally B · 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.
Soldier
Ally B · 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.
Armor
Fortified Leather Armor
Armor 1 · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 4
Powers: Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if 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.
Arrow Catching Studded Leather
Armor 2 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 7
Powers: Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Stanching Buckler
Armor 3 · 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.
Ophidian Armor
Armor 4 · Traits: Light Armor, Magic · Check to Acquire: Dexterity, Craft 10
Powers: Reveal this card to add 2 to your Dexterity check.
Recharge this card to reduce Combat or Poison damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if 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.
Reflecting Buckler
Armor 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 you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Entropy Shield
Armor 6 · Traits: Shield, Offhand, Magic, Arcane · 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.
Bury this card to defeat a barrier that has the Lock trait.
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.
Magic Leather Armor
Armor B · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 2
Powers: Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if 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.
Wooden Shield
Armor B · Traits: Shield, Offhand, Basic · Check to Acquire: Constitution, Fortitude 4
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 reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Blessings
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 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 Milani
Blessing 1 · Traits: Divine, Milani · Check to Acquire: Dexterity, Wisdom 7 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any 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 Cayden Cailean
Blessing 2 · 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 Milani
Blessing 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 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.
Note: two copies of Blessing of Milani are printed with different level badges (1 and 2) and identical text; both are transcribed.
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 Gozreh
Blessing 3 · Traits: Divine, Gozreh · Check to Acquire: Wisdom, Survival 7 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore a location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Achaekek
Blessing 4 · 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 Pharasma
Blessing 4 · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, Divine 5
Powers: Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 Sivanah
Blessing 5 · 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 Lamashtu
Blessing 6 · Traits: Divine, Lamashtu · Check to Acquire: Intelligence, Arcane, Divine 5
Powers: Discard this card to add 1 die to any check.
Bury this card to add 2 dice to any check to defeat a monster.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Erastil
Blessing B · 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 combat Dexterity 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.
Items
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.
Masterwork Tools
Item 1 · 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.
Staff of Minor Healing
Item 2 · 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.
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.
Belt of Incredible Dexterity
Item 3 · Traits: Accessory, Magic · Check to Acquire: Dexterity 5
Powers: Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Rabbit's Foot
Item 4 · Traits: Object, Gambling · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10
Powers: When a character at your location would fail a check, banish this card. The character may reroll 1 die and must take the second result.
Pure Holy Water
Item 5 · Traits: Liquid, Magic, Divine · Check to Acquire: Craft, Wisdom, Divine 12
Powers: Discard this card to evade a bane that has the Undead or Outsider trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
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.
Amulet of Life
Item B · Traits: Accessory, Magic, Basic · Check to Acquire: Intelligence, Arcane 4
Powers: Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Caltrops
Item B · Traits: Object, Basic · Check to Acquire: Dexterity 4
Powers: Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
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.
Emerald of Dexterity
Item B · Traits: Object, Magic · Check to Acquire: Dexterity 7
Powers: Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Spyglass
Item 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.
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.
Endurance
Spell 2 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 8
Powers: Display this card next to any character. While displayed, add 3 to that character's Constitution checks. 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 10 check. If you succeed, recharge this card; if you fail, discard it.
Divine Blaze
Spell 3 · Traits: Magic, Divine, Attack, Fire · Check to Acquire: Wisdom, Divine 12
Powers: For your combat check, discard this card to use your Divine skill + 3d8. Add another 1d8 if the bane has the Undead trait.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Forest Walk
Spell 4 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 12
Powers: When another character encounters a card, discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Venomous Bolt
Spell 5 · Traits: Magic, Divine, Attack, Poison · Check to Acquire: Wisdom, Divine 12
Powers: For your combat check to defeat a monster, display this card to use your Divine skill + 2d12. While displayed, damage dealt by that monster is reduced by 2. At the end of the encounter, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Holy Light
Spell B · Traits: Magic, Divine, Attack, Elite · Check to Acquire: Wisdom, Divine 8
Powers: For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not [have] the Divine skill, banish it; otherwise, succeed at a Divine 8 check to recharge this card instead of discarding it.
Note: the printed text reads "if you do not the Divine skill"; the word "[have]" is added in brackets to complete the sentence.
Beast Skin
Spell B · Traits: Magic, Divine, Basic · Check to Acquire: Wisdom, Divine 4
Powers: Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 4 check to recharge this card instead of discarding it.
Cure
Spell B · Traits: Magic, Divine, Healing, Basic · Check to Acquire: Wisdom, Divine 6
Powers: Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapons
Dogslicer
Weapon 1 · Traits: Sword, Melee, Piercing, Finesse, Basic · Check to Acquire: Strength, Melee 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 1, count it as 3, then discard this card.
Repelling Pike +1
Weapon 1 · Traits: Polearm, Melee, Piercing, 2-Handed, Magic, Elite · Check to Acquire: Strength, Melee 9
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.
Returning Throwing Axe +1
Weapon 1 · Traits: Axe, Ranged, Slashing, Magic · Check to Acquire: Dexterity, Ranged 8
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Deathbane Light Crossbow +1
Weapon 2 · Traits: Bow, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. Add 1d8 if the bane has the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is to defeat a bane that has the Undead trait.
Greatclub +1
Weapon 2 · Traits: Club, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength, Melee 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Main-Gauche +1
Weapon 2 · Traits: Knife, Melee, Piercing, Finesse, Offhand, Swashbuckling, Magic · Check to Acquire: Strength, Melee 8
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
Recharge this card to reduce Combat damage dealt to you by 2.
Disrupting Rapier +1
Weapon 3 · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Check to Acquire: Strength, Melee 10
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. Add 1d8 if the bane has the Undead trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Frost Longbow +1
Weapon 3 · 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 + your Strength die + 1; you may additionally discard this card to add another 1d6 and the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Cold trait to a combat check by a character at another location.
Wounding Spear-Axe +1
Weapon 3 · Traits: Axe, Melee, Slashing, 2-Handed, Offhand, Magic · Check to Acquire: Strength, Melee 11
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6 and the Piercing trait. Add 1d8 if the bane is a villain. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Giantbane Dagger +1
Weapon 4 · Traits: Knife, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 8
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4, or another 3d4 if the bane has the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Invigorating Kukri +1
Weapon 4 · Traits: Knife, Melee, Slashing, Healing, Finesse, Magic · Check to Acquire: Strength, Melee, Divine 9
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Runechill Hatchet +2
Weapon 4 · Traits: Axe, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 2d6 and the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Adamantine Poniard +1
Weapon 5 · Traits: Knife, Melee, Piercing, Finesse, Offhand, Magic · Check to Acquire: Strength, Melee 10
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If a monster has a power that increases the difficulty of the check, ignore that power.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Flaming Longbow +2
Weapon 5 · 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 + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check 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 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.
Vicious Double Axe +1
Weapon 5 · Traits: Axe, Melee, Slashing, 2-Handed, Offhand, Magic · Check to Acquire: Strength, Melee 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3; you may additionally discard this card to add another 1d8+3. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When you play this weapon, you are dealt 1 Force damage that may not be reduced.
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.
Shock Greatsword +2
Weapon 6 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 11
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d6+2; you may additionally discard this card to add your Strength die and the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bastard Sword
Weapon B · Traits: Sword, Melee, Slashing, 2-Handed · Check to Acquire: Strength, Melee 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Dagger
Weapon B · Traits: Knife, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 3
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
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 you are proficient with weapons, you may discard this card to add 1d4 to any combat check 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 + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
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.
Main-Gauche
Weapon B · Traits: Knife, Melee, Piercing, Finesse, Offhand, Swashbuckling, Elite · Check to Acquire: Strength, Melee 5
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.
Quarterstaff
Weapon B · Traits: Staff, Melee, Bludgeoning, 2-Handed, Basic · Check to Acquire: Strength, Melee 3
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
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.