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Pathfinder Adventure Card Game: Ultimate Combat Add-On Deck thumbnail

Pathfinder Adventure Card Game: Ultimate Combat Add-On Deck

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

Pathfinder Adventure Card Game: Ultimate Combat Add-On Deck Rulebook

Table of Contents

Table of Contents

  • Card Notes
  • Allies
    • Camel
    • Dragoon
    • Emissary
    • Falcon
    • Falconer
    • Hatchetbird
    • Legionnaire Chaplain
    • Mighty Steed
    • Nightwalker Isra
    • Retriever
    • Surgeon
    • Swiftshooter
    • Viking Shieldmaster
    • Warhorse
  • Armor
    • Champion's Do-Maru
    • Dwarven Plate
    • Dwarven War Shield
    • Fireproof O-Yoroi
    • Fortified Breastplate
    • Four-Mirror Armor
    • Gambeson
    • Heavy Iron Shield
    • Heavy Wooden Shield
    • Impervious Fortress Plate
    • Iron Shield
    • Kabuto Helmet
  • Blessings
    • Blessing of Angradd
    • Blessing of Cayden Cailean
    • Blessing of Erastil
    • Blessing of Gorum
    • Blessing of Old Deadeye
    • Blessing of Shax
    • Blessing of Shizuru
    • Blessing of the Drunken Hero
    • Blessing of the Father of Creation
    • Blessing of the Inheritor
    • Blessing of the Lord in Iron
    • Blessing of the Oathkeeper
  • Cohort
    • Jinfu
  • Items
    • Banner
    • Belkzen Battle Standard
    • Belt of Charging
    • Belt of Physical Might
    • Beneficial Bandolier
    • Blood Periapt
    • Flight Arrows
    • Gem of Physical Prowess
    • Grappler's Mask
    • Mock Armor
    • Portable Ram
    • Ring of Stony Flesh
  • Spells
    • Aqueous Orb
    • Burst of Glory
    • Energy Bolt
    • Fiery Glare
    • Judgment Light
    • Stone Skin
    • Summon Infernal Host
    • Unerring Weapon
    • Whip of Centipedes
  • Weapons
    • Arquebus
    • Boarding Pike
    • Bombardier Bow
    • Breakaway Spear
    • Cat-O'-Nine-Tails
    • Celestial Crossbow +3
    • Chakram
    • Daikyu of Command
    • Defiant Nodachi +3
    • Dwarven Earthbreaker +1
    • Earthbreaker
    • Falcata
    • Flaming Longsword +3

Card Notes

  • Each card gives its type and level, its traits, its "Check to Acquire" skills and target numbers, and its powers. Where a card lists two skill options, they are printed with "or" and reproduced as printed.
  • Where a card's printed name differs from the module's card name, the printed name is used.
  • Cards that print no "Check to Acquire" box are given without one. The Jinfu cohort prints an owner rather than a check.
  • Printed typos are reproduced as printed (for example, "For you combat check" on the Razorglass Knife).

Allies

Camel

Ally Level B · Traits: Animal, Mount, Basic · Check to Acquire: Wisdom, Survival 7

Powers:

  • Bury this card to evade a monster you encounter.
  • At the end of your turn, discard this card to move.
  • Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Dragoon

Ally Level 5 · Traits: Human, Soldier · Check to Acquire: Charisma, Diplomacy 11

Powers:

  • Recharge this card to add 1d6 to your combat check, or 2d6 if this is your first combat check of your turn.
  • Discard this card to explore your location. During this exploration, reduce Combat damage dealt to you by 2.

Emissary

Ally Level B · Traits: Halfling, Aristocrat, Cavalier, Basic · Check to Acquire: Charisma, Diplomacy 6

Powers:

  • At the end of any turn, recharge this card to allow another character to draw a card.
  • Discard this card to explore your location.

Falcon

Ally Level B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 5

Powers:

  • Discard this card to examine the top card of any location deck.
  • Discard this card to explore your location.

Falconer

Ally Level B · Traits: Halfling, Ranger · Check to Acquire: Charisma, Diplomacy 5 or Survival 4

Powers:

  • At the start of your turn, reveal this card to recharge the ally Falcon from your discard pile.
  • Discard this card to examine the top card of your location deck, then you may explore your location.

Hatchetbird

Ally Level 3 · 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.

Legionnaire Chaplain

Ally Level 3 · Traits: Dwarf, Cleric · Check to Acquire: Charisma, Diplomacy 10 or Strength, Melee 7

Powers:

  • Recharge this card and choose a character at your location to shuffle a random card from her discard pile into her deck; you may instead reveal this card and recharge another card that has the Dwarf trait.
  • Discard this card to explore your location. During this exploration, reduce all damage dealt to you by 1.

Mighty Steed

Ally Level 4 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 8 or Banish a card that has the Animal or Goblin trait

Powers:

  • Reveal this card and discard another card to examine the top card of your location deck; you may succeed at a Constitution or Fortitude 9 check to recharge the other card instead of discarding it.
  • On your turn, discard this card to move; you may then explore your location. You may not use this power during an encounter.

Nightwalker Isra

Ally Level 6 · Traits: Human, Aristocrat, Assassin · Check to Acquire: Charisma, Diplomacy 10

Powers:

  • Discard this card to add 1d6 to your combat check. If you would fail the check, reroll the dice; take the new result.
  • On your turn, recharge this card to examine the top card of your location deck; if it is a monster, you may encounter it.

Retriever

Ally Level 1 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 8

Powers:

  • At the end of your turn, discard this card to move.
  • Discard this card to explore your location. During this exploration, when you attempt a check to acquire a weapon, an armor, or an item, add 1d6.

Surgeon

Ally Level 1 · Traits: Human, Surgeon, Elite · Check to Acquire: Charisma, Diplomacy 6

Powers:

  • Reveal this card and choose a character at your location to shuffle a random card from her discard pile into her deck, then recharge this card.
  • Discard this card to explore your location.

Swiftshooter

Ally Level 4 · Traits: Elf, Gunslinger · Check to Acquire: Charisma, Diplomacy 6, then Dexterity, Ranged 7

Powers:

  • On your combat check that has the Ranged trait, after the roll, recharge this card to reroll 1 die; take the new result.
  • Discard this card to draw a card, then explore your location.

Viking Shieldmaster

Ally Level 2 · Traits: Human, Soldier · Check to Acquire: Combat 10, then Charisma, Diplomacy 4

Powers:

  • Reveal this card to reduce Combat damage dealt to you by 1.
  • Discard this card to explore your location. During this exploration, add 1d4 to your combat checks that have the Melee trait.

Warhorse

Ally Level 2 · Traits: Animal, Mount, Elite · Check to Acquire: Wisdom, Survival 7

Powers:

  • At the end of your turn, discard this card to move.
  • Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.

Armor

Champion's Do-Maru

Armor Level 1 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 8

Powers:

  • If proficient with heavy armors, reveal this card to add 1 to your Constitution or Diplomacy non-combat check, or your check against a henchman or villain.
  • Recharge this card to reduce Combat damage dealt to you by 4.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
  • If proficient with heavy armors, you may recharge this card when you reset your hand.

Dwarven Plate

Armor Level 3 · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 7

Powers:

  • Display this card. While displayed, reduce Combat damage dealt to you by 1.
  • While displayed, you may recharge this card to reduce Combat damage dealt to you by 3.
  • While displayed, if proficient with heavy armors, you may bury this card to reduce all damage dealt to you to 0.

Dwarven War Shield

Armor Level 3 · Traits: Shield, Offhand · Check to Acquire: Constitution, Fortitude 9

Powers:

  • If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
  • Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor.
  • If proficient with heavy armors, on your combat check that has the Melee trait, after the roll, recharge this card to add 1d6. You may play another armor on this check.

Fireproof O-Yoroi

Armor Level B · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 7

Powers:

  • If proficient with heavy armors, reveal this card to add 1 to your Constitution or Diplomacy non-combat check.
  • Recharge this card to reduce Combat or Fire damage dealt to you by 2.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
  • If you have the Samurai trait, you may recharge this card when you reset your hand.

Fortified Breastplate

Armor Level 4 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 10

Powers:

  • Reveal this card to add 3 to your Constitution or Fortitude check.
  • Reveal this card to reduce Combat damage dealt to you by 3.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
  • If proficient with heavy armors, you may recharge this card when you reset your hand.

Four-Mirror Armor

Armor Level 2 · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 8

Powers:

  • Display this card. While displayed, you may recharge this card to reduce all damage dealt to you by 2, or by 4 if it is Combat damage.
  • While displayed, if proficient with heavy armors, you may bury this card to reduce all damage dealt to you to 0.

Gambeson

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

Powers:

  • Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
  • While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.

Heavy Iron Shield

Armor Level 1 · Traits: Shield, Offhand · Check to Acquire: Constitution, Fortitude 6 or Melee 7

Powers:

  • If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
  • If proficient with heavy armors, on your combat check, after the roll, recharge this card to reroll 1 die; take the new result. You may play another armor on this check.

Heavy Wooden Shield

Armor Level B · Traits: Shield, Offhand, Basic · Check to Acquire: Constitution, Fortitude 4

Powers:

  • If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
  • Reveal this card to reduce Combat damage dealt to you by 1. If proficient with light armors, you may play another armor.
  • If proficient with heavy armors, on your combat check that has the Melee trait, after the roll, recharge this card to add 2. If proficient with light armors, you may play another armor on this check.

Impervious Fortress Plate

Armor Level 5 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 11

Powers:

  • If proficient with heavy armors, reveal this card to add 1d8 to your Constitution non-combat check.
  • Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
  • If proficient with heavy armors, you may recharge this card when you reset your hand.

Iron Shield

Armor Level B · Traits: Shield, Offhand · Check to Acquire: Constitution, Fortitude 5 or Melee 7

Powers:

  • If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
  • If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4 or a d6; take the new result. You may play another armor on this check.

Kabuto Helmet

Armor Level 2 · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 7

Powers:

  • Reveal this card to add 1d4 to your Diplomacy check.
  • Recharge this card to reduce all damage dealt to you by 1; you may play another armor. If proficient with heavy armors, you may reveal this card instead of recharging it.

Kikko Armor

Armor Level B · Traits: Heavy Armor, Basic · Check to Acquire: Constitution, Fortitude 4

Powers:

  • Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 2.
  • While displayed, if proficient with heavy armors, you may bury this card to reduce all damage dealt to you to 0.

Mountain Pattern Armor

Armor Level 3 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 9

Powers:

  • If proficient with heavy armors, reveal this card to add 1d4 to your Constitution or Diplomacy non-combat check.
  • Recharge this card to reduce Combat damage dealt to you by 5.
  • Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
  • If proficient with heavy armors, you may recharge this card when you reset your hand.

Reflecting Buckler

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

Powers:

  • Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If proficient with light armors, you may reveal this card instead, and you may play another armor.

Rhino Hide Armor

Armor Level 6 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 12

Powers:

  • Reveal this card to reduce all damage dealt to you by 3.
  • Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
  • If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
  • Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.

Silken Ceremonial Armor

Armor Level 4 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Charisma 11

Powers:

  • On your Charisma or Diplomacy check, after the roll, reveal this card to add or subtract 1 from the result.
  • Reveal this card to reduce damage dealt to you by 1.
  • If proficient with light armors, recharge this card to add 1d8 to your check that invokes the Poison trait.
  • Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

Skyplate Armor

Armor Level 6 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Craft, Divine 12

Powers:

  • Reveal this card to reduce all damage dealt to you by 2.
  • Recharge this card to move.
  • Recharge this card to add 1 die to your check that invokes the Electricity trait.
  • If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

Tooled Crocodile Skin

Armor Level 2 · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 8

Powers:

  • Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
  • Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
  • If proficient with light armors, you may recharge this card when you reset your hand.

Wolfhide Armor

Armor Level 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 Angradd

Blessing Level 2 · Traits: Divine, Angradd · Check to Acquire: Constitution, Fortitude 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 that has the Fire trait.
  • Discard this card to add 2 dice to any check against a barrier encountered by a character at 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 Cayden Cailean

Blessing Level 1 · 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 Strength or Constitution 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 Level 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 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 Level B · Traits: Divine, Gorum · Check to Acquire: Strength 4 or Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any 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 Old Deadeye

Blessing Level 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 Shax

Blessing Level 1 · Traits: Divine, Shax, Corrupted · Check to Acquire: Combat 9 or Divine 5

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any Strength or Dexterity combat check.
  • Discard this card to explore your location.
  • After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessing of Shizuru

Blessing Level 3 · Traits: Divine, Shizuru · Check to Acquire: Strength, Melee 9 or Divine 7

Powers:

  • Discard this card to add 1 die to any check.
  • Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait, or 2 dice if it is your check.
  • Discard this card to explore your location.
  • After you play this card, if the top card of the blessings discard pile lists Strength in its check to acquire, recharge this card instead of discarding it.

Blessing of the Drunken Hero

Blessing Level 4 · Traits: Divine, Cayden Cailean · Check to Acquire: Strength, Constitution 9 or Divine 7

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any Strength or Constitution non-combat check.
  • Discard this card to explore your location. During this exploration, add 1 die to your Strength or Constitution non-combat checks.
  • After you play this card, if the top card of the blessings discard pile has the Cayden Cailean trait, shuffle this card into your deck instead of discarding it.

Blessing of the Father of Creation

Blessing Level 3 · Traits: Divine, Torag · Check to Acquire: Strength, Divine 6

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 2 dice to any non-combat Strength check.
  • Discard this card to explore your location. During this exploration, add 1 die to your Strength checks.
  • After you play this card, if the top card of the blessings discard pile has the Torag trait, recharge this card instead of discarding it.

Blessing of the Inheritor

Blessing Level 5 · Traits: Divine, Iomedae · Check to Acquire: Charisma 12 or Divine 9

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to add 3 dice to any check against a bane that has the Demon trait.
  • During a character's turn, discard this card to allow that character to explore her location.
  • When you play this card, if the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

Blessing of the Lord in Iron

Blessing Level 4 · Traits: Divine, Gorum · Check to Acquire: Strength 12 or Divine 9

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. During this exploration, add 1 die to your Strength combat checks.
  • After you play this card, if the top card of the blessings discard pile has the Gorum trait, recharge this card instead of discarding it.

Blessing of the Oathkeeper

Blessing Level 6 · Traits: Divine, Kols · Check to Acquire: Strength 12 or Divine 9

Powers:

  • Discard this card to add 1 die to any combat check.
  • Discard this card to add 2 dice to any Strength check.
  • Discard this card to explore your location.
  • If you played this card on your Strength or combat check, recharge this card instead of discarding it.

Blessing of the Samurai

Blessing Level B · Traits: Basic · Check to Acquire: Strength, Dexterity 7 or Melee, Ranged 5

Powers:

  • Discard this card to add 1 die to any check.
  • Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
  • Discard this card to explore your location.

Blessing of Tsukiyo

Blessing Level 2 · Traits: Divine, Tsukiyo · Check to Acquire: Charisma, Diplomacy 9 or Divine 7

Powers:

  • Discard this card to add 1 die to any check.
  • Discard this card to draw a weapon or an armor from your discard pile.
  • Discard this card to explore your location.
  • After you play this card, if the top card of the blessings discard pile lists Charisma in its check to acquire, recharge this card instead of discarding it.

Cohort

Jinfu

Cohort Level B · Traits: Animal, Mount · Owner: Hayato

Powers:

  • Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.
  • At the start of any turn, put this card on top of your deck to move.
  • Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.

Items

Banner

Item Level B · Traits: Object, Basic · Check to Acquire: Charisma, Diplomacy 6

Powers:

  • When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Belkzen Battle Standard

Item Level B · Traits: Object · Check to Acquire: Strength, Melee 6 or Recharge a weapon

Powers:

  • When a character at your location encounters a monster, display this card next to that location. While displayed, when a character at that location attempts a combat check to defeat a monster, add 1, or 2 if that character has the Half-Orc or Orc trait. If the character fails the check, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Belt of Charging

Item Level 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 Level 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.

Beneficial Bandolier

Item Level 4 · Traits: Accessory, Magic · Check to Acquire: Intelligence, Craft 11

Powers:

  • Discard this card to search your deck and discard pile for up to 3 cards that have the Ammunition trait and draw them.

Blood Periapt

Item Level B · Traits: Accessory, Magic, Basic · Check to Acquire: Constitution, Fortitude 4

Powers:

  • Discard this card to reduce damage dealt to you by 3.
  • After playing this card, you may succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.

Flight Arrows

Item Level B · Traits: Ammunition, Basic · Check to Acquire: Dexterity, Ranged, Craft 5

Powers:

  • Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
  • While displayed, when you play a weapon that has the Bow trait, if you would recharge, discard, or bury it, you may instead keep it and perform the required action with this card.

Gem of Physical Prowess

Item Level 2 · Traits: Object, Magic · Check to Acquire: Strength, Dexterity, Constitution 11

Powers:

  • On your non-combat check, recharge this card to roll your Strength, Dexterity, or Constitution die instead of the normal die.

Grappler's Mask

Item Level 3 · Traits: Accessory, Magic · Check to Acquire: Charisma, Melee, Fortitude 6

Powers:

  • Recharge this card to recharge a random weapon from your discard pile.
  • For your non-combat check, recharge this card to use your Melee or Fortitude skill instead of the normal skill.

Mock Armor

Item Level 1 · Traits: Accessory · Check to Acquire: Intelligence, Craft 7

Powers:

  • When you are dealt damage, discard this card to play an armor from your discard pile or your buried cards.

Portable Ram

Item Level B · Traits: Object, Basic · Check to Acquire: Strength, Melee 6

Powers:

  • When a character at your location encounters a barrier that has the Lock, Obstacle, or Trap trait, display this card. While displayed, add 1 to checks by characters at your location to defeat a barrier that has the Lock, Obstacle, or Trap trait. If any character fails a check to defeat a barrier, bury this card; if proficient with heavy armors, recharge this card instead of burying it.

Ring of Stony Flesh

Item Level 5 · Traits: Accessory, Magic · Check to Acquire: Strength, Melee 10 or Constitution, Fortitude 8

Powers:

  • Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
  • Put this card on top of your deck to add 1 die to your Constitution non-combat check.
  • Put this card on top of your deck to reduce all damage dealt to you by 2.

Searing Arrows

Item Level 5 · Traits: Ammunition, Magic · Check to Acquire: Dexterity, Ranged, Craft 11

Powers:

  • Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
  • While displayed, when you play a weapon that has the Bow trait on your combat check, you may recharge a card to add 1d10 and the Fire trait.

Slaying Bolts

Item Level 3 · Traits: Ammunition, Magic · Check to Acquire: Dexterity, Ranged, Craft 9

Powers:

  • Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
  • While displayed, when you defeat a monster and would banish it, you may display it next to this card instead. When you play a weapon that has the Bow trait on your check to defeat a monster, recharge a card to add 1d8 if that monster shares a trait other than Basic, Elite, or Veteran with a monster displayed next to this card.

Smoke Arrows

Item Level 2 · Traits: Ammunition, Alchemical · Check to Acquire: Dexterity, Ranged, Craft 7

Powers:

  • Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
  • While displayed, when you play a weapon that has the Bow trait, if you fail a check to defeat a bane and are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weaponrack Backpack

Item Level 1 · Traits: Accessory · Check to Acquire: Intelligence, Craft 7

Powers:

  • Display this card and put a weapon from your hand faceup on this card. While displayed, you may bury this card to draw the weapon; you may succeed at a Craft 9 check to recharge this card instead of burying it.

Spells

Aqueous Orb

Spell Level 2 · Traits: Magic, Arcane, Divine, Attack, Bludgeoning, Elite · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 9

Powers:

  • Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, or when you would discard this card when playing it, 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 11 check to recharge it instead.

Burst of Glory

Spell Level 5 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 13

Powers:

  • Display this card when a character at your location encounters a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.

Energy Bolt

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

Powers:

  • For your combat check, discard this card to use your Arcane skill + 3d6 and add the Acid, Cold, Electricity, Fire, or Force trait.
  • After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Fiery Glare

Spell Level 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 that card; 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.

Judgment Light

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

Powers:

  • When a character at your location attempts a combat check, discard this card to add 1d4 and the Magic trait. If the check is against a bane that has the Outsider or Undead trait, add another 1d8.
  • 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.

Stone Skin

Spell Level 1 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 7

Powers:

  • Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, 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 9 check to recharge it instead.

Summon Infernal Host

Spell Level 6 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 13

Powers:

  • For your combat check, discard this card to roll 6d6+6. Characters may not play other cards or use powers on this check. If you fail the check, the monster is undefeated but deals no damage.
  • 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 15 check to recharge this card instead of discarding it.

Unerring Weapon

Spell Level B · Traits: Magic, Arcane, Basic · Check to Acquire: Intelligence, Arcane 4

Powers:

  • Display this card next to the deck of a character at your location. While displayed, when that character plays a weapon on a combat check, add 1d4. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 6 check to recharge it instead.

Whip of Centipedes

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

Powers:

  • For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane deals no damage.
  • 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 12 check to recharge this card instead of discarding it.

Weapons

Arquebus

Weapon Level B · Traits: Firearm, Ranged, Piercing, 2-Handed, Basic · Check to Acquire: Dexterity, Ranged, Craft 5

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. You may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
  • Discard this card to add 1d4 to a combat check by a character at another location.

Boarding Pike

Weapon Level B · Traits: Polearm, Melee, Piercing, 2-Handed, Basic · Check to Acquire: Strength, Melee 6

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you are on a ship, add another 1d4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Bombardier Bow

Weapon Level 4 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 8

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If proficient with weapons, you may additionally recharge this card and any number of boons to add another 1d4 for each card recharged (including this one).

Breakaway Spear

Weapon Level 3 · Traits: Spear, Melee, Piercing, 2-Handed, Magic · Check to Acquire: Strength, Melee 12

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2. If proficient with weapons, you may additionally discard this card to add another 2d8+2 and the Force trait.

Cat-O'-Nine-Tails

Weapon Level 1 · Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite · Check to Acquire: Strength, Melee 11

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Celestial Crossbow +3

Weapon Level 5 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged, Divine 14

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3. If proficient with weapons, you may additionally discard this card to add another 1d8. If the check is against a bane that has the Demon, Devil, Fiend, or Undead trait, add another 2d6 and the Fire or Force trait.
  • If proficient with weapons, you may discard this card to add 1d4+2 and the Divine trait to a combat check by a character at another location.

Chakram

Weapon Level B · Traits: Knife, Ranged, Slashing, Elite · Check to Acquire: Dexterity, Ranged 6

Powers:

  • If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
  • On your combat check, if you played another weapon, discard this card to add 1d4.

Daikyu of Command

Weapon Level 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 plus your Strength skill + 2. If a monster has an effect that increases the difficulty of this check, ignore that effect. If not proficient with weapons, the difficulty of this check is increased by 4.
  • If proficient with weapons, you may discard this card to add 1d4+1 to a combat check by a character at another location. If you have the Samurai trait, you may reveal this card instead.

Defiant Nodachi +3

Weapon Level 6 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 16

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 1d10. If this is your first combat check of the turn, add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
  • After discarding or burying this card as damage, draw it.

Dwarven Earthbreaker +1

Weapon Level 3 · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength, Melee 10

Powers:

  • For your combat check or your check to defeat a barrier that has the Obstacle trait, reveal this card to use your Strength or Melee skill + 2d6+1. You may additionally discard this card to add another 1d6; if you have the Dwarf trait, you may recharge it instead. If not proficient with weapons, the difficulty of this check is increased by 4.

Earthbreaker

Weapon Level B · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Elite · Check to Acquire: Strength, Melee 8

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Falcata

Weapon Level B · Traits: Sword, Melee, Slashing, Elite · Check to Acquire: Strength, Melee 7

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 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

Flaming Longsword +3

Weapon Level 5 · Traits: Sword, Melee, Slashing, Magic · Check to Acquire: Strength, Melee 13

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 2d6 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
  • When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait.

Frost Lance +2

Weapon Level 4 · Traits: Polearm, Melee, Piercing, 2-Handed, Magic · Check to Acquire: Strength, Melee 15

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 2d8 and the Cold trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+2. If you would fail this check, you may recharge this card to reroll the dice; take the new result.

Hand Crossbow

Weapon Level B · Traits: Bow, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 5

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Humanbane Crossbow +2

Weapon Level 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 + 1d10+2. If the bane has the Human trait, add another 1d8.
  • If proficient with weapons, you may discard this card to add 1d4+1 to a combat check by a character at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Jorgenfist Spear

Weapon Level 5 · Traits: Spear, Melee, Piercing, 2-Handed, Magic · Check to Acquire: Strength, Melee 14

Powers:

  • For your combat check, if proficient with weapons, reveal this card to use your Strength or Melee skill + 2d6+3. If you fail this check, you may discard this card to reroll the dice and add 3; take the new result.
  • On a combat check by another character at your location, discard this card to add 1d6+1 and the Piercing trait.

Katana +1

Weapon Level 1 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 8

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add another 1d8. If any d8 rolled on this check is a 1, count it as 10.
  • If proficient with weapons, you may ignore the 2-Handed trait on this card.

Mace of Smiting

Weapon Level 6 · Traits: Mace, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee 13

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of this check, ignore that effect.

Naginata

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

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 2d8. If proficient with weapons, you may additionally discard this card to add another 2d4. After the roll, remove any d8; take the new result.

Nine-Ring Sword

Weapon Level B · Traits: Sword, Melee, Slashing, Finesse, Basic · Check to Acquire: Strength, Melee, Acrobatics 7

Powers:

  • For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6. If proficient with weapons, you may additionally discard this card to add another 1d8. If you have the Monk or Samurai trait, you may recharge this card instead of discarding it.

Pillaging Mace

Weapon Level 4 · Traits: Mace, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee 12

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 1d4. If proficient with weapons and you succeed at the check, after the encounter you may examine the top card of your location deck; if it is a boon, draw it.

Razorglass Knife

Weapon Level 6 · Traits: Knife, Ranged, Slashing, Magic · Check to Acquire: Dexterity, Ranged 13

Printed-face note: this card's frame reads "Ultimate Equipment Add-On Deck", not "Ultimate Combat". It was recovered from this deck's scans and is transcribed here as found; it may belong to another set. See the Table of Contents note.

Powers:

  • For you combat check, reveal this card to use your Dexterity or Ranged skill + 2d4+2. If proficient with weapons and the check is against a non-villain monster, you may bury any number of cards from your discard pile to add 2d4 for each card buried.
  • When a character at your location plays another weapon on a combat check, recharge this card to add 2d4.

Returning Throwing Axe +1

Weapon Level 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 not proficient with weapons, the difficulty of this check is increased by 4.

Shieldsplitter Lance

Weapon Level 1 · Traits: Polearm, Melee, Piercing, 2-Handed, Magic · Check to Acquire: Strength, Melee 10

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. If not proficient with weapons, the difficulty of this check is increased by 4. If a monster has an effect that increases the difficulty of this check, ignore that effect. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.

Shock Glaive +1

Weapon Level 2 · Traits: Polearm, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 11

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add another 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spirit Sword

Weapon Level 3 · Traits: Sword, Melee, Slashing, Finesse, Magic · Check to Acquire: Strength, Melee, Acrobatics 11

Powers:

  • For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6+1. If proficient with weapons, you may additionally discard this card to add another 1d8. If you have the Monk or Samurai trait, you may recharge this card instead. If the bane has the Undead trait, add another 1d8.
  • When you encounter a non-henchman, non-villain monster that has the Undead trait, recharge this card to defeat the monster.

Starknife +2

Weapon Level 2 · Traits: Knife, Melee, Piercing, Finesse, Magic · Check to Acquire: Strength, Acrobatics, Melee 8

Powers:

  • For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
  • On your combat check, if you played another weapon, discard this card to add 1d4+1.

Tripartite Spear +2

Weapon Level 2 · Traits: Spear, Melee, Piercing, 2-Handed, Magic · Check to Acquire: Strength, Melee 8

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8. If any d8 rolled on this check is a 3, count it as 8.

Venomous Hand Crossbow +1

Weapon Level 2 · Traits: Bow, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 9

Powers:

  • For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally recharge another weapon that has the Ranged trait to add another 1d8+1 and the Poison trait.

Wakizashi

Weapon Level B · Traits: Sword, Melee, Slashing, Finesse, Offhand, Basic · Check to Acquire: Strength, Melee 7

Powers:

  • For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons, you may additionally discard this card to add another 2d4.
  • On your combat check, if you played another weapon that has the Melee trait, after the roll you may discard this card to add 1.
  • After playing this card, you may not play a card that has the Shield trait.
  • Kikko Armor
  • Mountain Pattern Armor
  • Reflecting Buckler
  • Rhino Hide Armor
  • Silken Ceremonial Armor
  • Skyplate Armor
  • Tooled Crocodile Skin
  • Wolfhide Armor
  • Blessing of the Samurai
  • Blessing of Tsukiyo
  • Searing Arrows
  • Slaying Bolts
  • Smoke Arrows
  • Weaponrack Backpack
  • Frost Lance +2
  • Hand Crossbow
  • Humanbane Crossbow +2
  • Jorgenfist Spear
  • Katana +1
  • Mace of Smiting
  • Naginata
  • Nine-Ring Sword
  • Pillaging Mace
  • Razorglass Knife
  • Returning Throwing Axe +1
  • Shieldsplitter Lance
  • Shock Glaive +1
  • Spirit Sword
  • Starknife +2
  • Tripartite Spear +2
  • Venomous Hand Crossbow +1
  • Wakizashi