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Pathfinder Adventure Card Game: Class Deck – Rogue thumbnail

Pathfinder Adventure Card Game: Class Deck – Rogue

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

Pathfinder Adventure Card Game: Class Deck – Rogue Rulebook

Table of Contents

Table of Contents

  • Weapons
    • Light Crossbow +1
    • Main-Gauche +1
    • Disrupting Rapier +1
    • Frost Longbow +1
    • Venomous Dagger +2
    • Giantbane Dagger +1
    • Invigorating Kukri +1
    • Keen Rapier +3
    • Venomous Heavy Crossbow +2
    • Acidic Sling +3
    • Returning Frost Spear +2
    • Acidic Whip +1
    • Animalbane Dagger +1
    • Deathbane Light Crossbow +1
    • Dagger
    • Cutlass
    • Dart
    • Rapier
    • Shock Longbow +1
    • Shortbow
    • Whip
  • Spells
    • Unearthly Aim
    • Swipe
    • Speed
    • Invoke
    • Find Traps
    • Cure
  • Armor
    • Arrow Catching Studded Leather
    • Magic Studded Leather Armor
    • Sniper's Studded Leather
    • Bolstering Armor
    • Ophidian Armor
    • Elven Chain Shirt
    • Buckler
    • Leather Armor
    • Magic Leather Armor
  • Items
    • Black Marsh Spider Venom
    • Chime of Unlocking
    • Cloak of Elvenkind
    • Belt of Incredible Dexterity
    • Bloodroot Poison
    • Pole
    • Magic Spyglass
    • Rabbit's Foot
    • Boots of Teleportation
    • Wyvern Poison
    • Belt of Physical Might
    • Ring of Energy Resistance
  • Allies
    • Archer
    • Merchant
    • Black Arrow Ranger
    • Monkey
    • Ataxian
    • Eagle
    • Chevalier
    • Elven Sharpshooter
    • Merren Unwin
    • Grizzled Mercenary
    • Raconteur
    • Archer (Basic)
    • Burglar
  • Blessings
    • Blessing of Gozreh
    • Blessing of Norgorber
    • Blessing of Milani (Blessing 4)
    • Blessing of Lamashtu
    • Blessing of Achaekek
    • Blessing of Abadar
    • Blessing of Erastil (Blessing 1)
    • Blessing of Erastil (Blessing B)
    • Blessing of Milani (Blessing B)
    • Blessing of the Gods

Weapons

Light Crossbow +1

Weapon 2 · Traits: Bow, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 8

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

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.

Venomous Dagger +2

Weapon 3 · Traits: Knife, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 11

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.

When playing another weapon, you may discard this card to add 1d4+2 and the Poison trait to your combat check.

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.

Keen Rapier +3

Weapon 5 · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Check to Acquire: Strength, Melee 13

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as 5.

Venomous Heavy Crossbow +2

Weapon 5 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 10

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 another 1d12 and the Poison 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+2 and the Poison trait to a combat check by a character at another location.

Acidic Sling +3

Weapon 6 · Traits: Sling, Ranged, Bludgeoning, Magic · Check to Acquire: Dexterity, Ranged 10

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+3; you may additionally discard this card to add another 3d4 and the Acid trait.

Returning Frost Spear +2

Weapon 6 · Traits: Spear, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 12

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+2; you may additionally recharge this card to add another 2d6 and the Cold trait.

If you are proficient with weapons, you may discard this card to add 1d4+2 to a combat check by a character at another location.

Acidic Whip +1

Weapon 1 · Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Magic, Acid · Check to Acquire: Strength, Melee 7

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. If you would fail this check and you are proficient with weapons, you may discard this card to ignore the result and evade the encounter.

Animalbane Dagger +1

Weapon 1 · Traits: Knife, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 7

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. Add another 1d8 if the bane has the Animal trait.

When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Deathbane Light Crossbow +1

Weapon 1 · 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.

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.

Cutlass

Weapon B · Traits: Sword, Melee, Slashing, Finesse, Swashbuckling · Check to Acquire: Strength, Melee 6

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

Dart

Weapon B · Traits: Dart, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 4

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Rapier

Weapon B · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Basic · Check to Acquire: Strength, Melee 5

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Shock Longbow +1

Weapon B · 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 + 1d8+1; 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.

If you are proficient with weapons, you may discard this card to add 1d4 and the Electricity trait to a combat check by a character at another location.

Shortbow

Weapon B · Traits: Bow, Ranged, Piercing, 2-Handed, Basic · Check to Acquire: Dexterity, Ranged 3

Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.

If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Whip

Weapon B · Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Basic · Check to Acquire: Strength, Melee 7

Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spells

Unearthly Aim

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

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

Swipe

Spell 3 · Traits: Magic, Arcane, Divine, Attack · Check to Acquire: Intelligence, Arcane 8 or Wisdom, Divine 6

Powers: Discard this card to decrease the difficulty of any combat check by 3. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check.

Discard this card to succeed at your check to acquire a weapon, an armor, or an item.

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

Speed

Spell 4 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane 6

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

Invoke

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

Powers: Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

After playing this card, if you do not have the Divine skill, banish it.

Find Traps

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

Powers: Discard this card to add 2 dice to any check to defeat a barrier.

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.

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.

Armor

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.

Magic Studded Leather Armor

Armor 3 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 5

Powers: Recharge this card to reduce Combat damage dealt to you by 2.

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

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

Sniper's Studded Leather

Armor 4 · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude or Stealth 8

Powers: Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception 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.

Bolstering Armor

Armor 5 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 9

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

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.

Ophidian Armor

Armor 6 · 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.

Elven Chain Shirt

Armor 1 · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 6

Powers: Reveal 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.

Buckler

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

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

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.

Items

Black Marsh Spider Venom

Item 2 · Traits: Liquid, Poison · Check to Acquire: Intelligence, Craft 8

Powers: Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Chime of Unlocking

Item 2 · Traits: Object, Magic · Check to Acquire: Dexterity, Disable 8

Powers: Reveal this card to defeat a barrier that has the Lock trait.

Cloak of Elvenkind

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

Powers: Reveal this card to add 1d6 to your Stealth check. Recharge this card to succeed at your Stealth 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.

Bloodroot Poison

Item 3 · Traits: Liquid, Poison · Check to Acquire: Intelligence, Craft 9

Powers: Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 10 check or bury the top card of your deck.

Pole

Item 3 · Traits: Tool · Check to Acquire: Dexterity, Disable 8

Powers: Discard this card to add 2 dice to any Disable check.

Discard this card to add 2 dice to any check to defeat a barrier that has the Trap trait by a character at another location.

Magic Spyglass

Item 4 · 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.

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.

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.

Wyvern Poison

Item 5 · Traits: Liquid, Poison · Check to Acquire: Intelligence, Craft 11

Powers: Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. Succeed at a Craft or Disable 14 check or bury the top card of your deck.

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.

Ring of Energy Resistance

Item 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.

Centipede Venom

Item 1 · Traits: Liquid, Poison, Elite · Check to Acquire: Intelligence, Craft 7

Powers: Reveal this card to add 2 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 7 check or bury the top card of your deck.

Helpful Haversack

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

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

Spyglass

Item 1 · 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.

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.

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.

Ivory Dice

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

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.

Masterwork Tools

Item B · 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.

Potion of Energy Resistance

Item B · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft 4

Powers: Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Sage's Journal

Item B · Traits: Book, Basic · Check to Acquire: Intelligence, Knowledge 8

Powers: Reveal this card to add 1d4 to your check to defeat a henchman or villain.

Thieves' Tools

Item 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, succeed at a Disable 8 check to recharge it instead of discarding it.

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.

Allies

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.

Merchant

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

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

Discard this card to explore your location.

Black Arrow Ranger

Ally 3 · Traits: Human, Ranger · Check to Acquire: Wisdom, Survival or Charisma, Diplomacy 7

Powers: Recharge this card to add 1d6+1 to your Dexterity, Perception, or Ranged combat check.

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.

Ataxian

Ally 4 · Traits: Pixie · Check to Acquire: Charisma, Diplomacy 4

Powers: Reveal this card to add 1 to your Constitution or Fortitude check.

Discard this card and succeed at a Charisma or Diplomacy 10 check to evade a monster whose highest difficulty to defeat is 22 or lower.

Discard this card to explore your location.

Eagle

Ally 4 · 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.

Chevalier

Ally 5 · Traits: Halfling, Aristocrat · Check to Acquire: Charisma, Diplomacy 9

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

Bury this card to reduce damage dealt to you to 0.

Elven Sharpshooter

Ally 5 · Traits: Elf, Ranger · Check to Acquire: Dexterity, Ranged or 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.

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.

Grizzled Mercenary

Ally 1 · Traits: Human, Hireling · Check to Acquire: Charisma, Diplomacy 6

Powers: Bury this card to add 1d8 to any combat check by a character at your location.

Discard this card to explore your location. If you encounter a boon, banish it.

Raconteur

Ally 1 · Traits: Gnome, Bard · Check to Acquire: Charisma, Diplomacy 5

Powers: Recharge this card to add 1d6 to your Diplomacy or Knowledge check.

Discard this card to explore your location.

Archer (Basic)

Ally B · 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.

Burglar

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

Powers: Recharge this card to add 1d10 to your Disable or Stealth check or your check to defeat a barrier.

If you fail the check to acquire this card, discard 1 weapon or item.

Carver

Ally B · Traits: Elf, Pirate, Basic · Check to Acquire: Charisma, Diplomacy 6

Powers: Discard this card to add 1d8 to your Craft check.

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

Guard

Ally B · Traits: Human, Basic · Check to Acquire: Constitution, Fortitude 4 or Charisma, Diplomacy 6

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

Banish this card to reduce damage dealt to any character by 3.

Old Salt

Ally B · 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.

Standard Bearer

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

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

Discard this card to explore your location.

Troubadour

Ally B · Traits: Halfling, Basic · Check to Acquire: Dexterity, Acrobatics 7 or Charisma, Diplomacy 6

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

Discard this card to explore your location.

Blessings

Blessing of Gozreh

Blessing 2 · Traits: Divine, Gozreh · Check to Acquire: Wisdom, Survival 7 or Divine 5

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

Discard this card to add 2 dice to any check to close a location.

Discard this card to explore a location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Norgorber

Blessing 3 · 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 Milani (Blessing 4)

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 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 Lamashtu

Blessing 5 · 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 Achaekek

Blessing 6 · 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 Abadar

Blessing 1 · Traits: Divine, Abadar · Check to Acquire: Dexterity, Disable 6 or Divine 5

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

Discard this card to add 2 dice to any check to defeat a barrier.

Discard this card to explore your location.

After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Erastil (Blessing 1)

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 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 Erastil (Blessing B)

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 Milani (Blessing B)

Blessing B · 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 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.

  • Centipede Venom
  • Helpful Haversack
  • Spyglass
  • Caltrops
  • Emerald of Dexterity
  • Ivory Dice
  • Masterwork Tools
  • Potion of Energy Resistance
  • Sage's Journal
  • Thieves' Tools
  • Amulet of Life
  • Carver
  • Guard
  • Old Salt
  • Standard Bearer
  • Troubadour