Pathfinder Adventure Card Game: Class Deck – Alchemist
Pathfinder Adventure Card Game: Class Deck – Alchemist Rulebook
Table of Contents
Spells
Bloodscent
Spell B · Traits: Magic, Arcane, Divine, Elite · Check to Acquire: Intelligence, Arcane 7 or Wisdom, Divine 6
Powers: Discard this card to add 1d10 to your Knowledge, Perception, or Survival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Brilliance
Spell B · Traits: Magic, Arcane, Divine, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6
Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.
Cape of Wasps
Spell 4 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10
Powers: Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. 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 12 check to recharge it instead.
Corrosion
Spell 1 · Traits: Magic, Arcane, Divine, Acid · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 7
Powers: Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 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.
Death's Touch
Spell 5 · Traits: Magic, Arcane, Divine, Attack · Check to Acquire: Intelligence, Arcane 10 or Wisdom, Divine 12
Powers: For your combat check against a monster, discard this card to use your Arcane or Divine skill + 3d6+3. If that monster is not a villain and has an adventure deck number of 4 or lower, the monster is defeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.
Dragon's Breath
Spell 5 · Traits: Magic, Arcane, Attack · Check to Acquire: Intelligence, Arcane 11
Powers: For your combat check, discard this card to use your Arcane skill + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 13 check to recharge this card instead of discarding it.
Heat Metal
Spell 2 · Traits: Magic, Arcane, Divine, Attack, Fire, Elite · Check to Acquire: Intelligence, Arcane 9 or Wisdom, Divine 7
Powers: Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Lab Accident
Spell 6 · Traits: Magic, Arcane, Divine, Attack · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 14
Powers: Display this card when you encounter a monster. While displayed, for your combat check, you may recharge any number of boons that have the Alchemical trait to use your Arcane or Divine skill; for each boon recharged, add 1d8+1 and the Acid, Electricity, Fire, or Poison trait. If you fail a combat check against a monster, it is undefeated and deals no damage. At the end of the encounter, 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 16 check to display or recharge it instead.
Lightning Bolt
Spell 3 · Traits: Magic, Arcane, Attack, Electricity · Check to Acquire: Intelligence, Arcane 8
Powers: For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
Lightning Touch
Spell B · Traits: Magic, Arcane, Attack, Electricity, Basic · Check to Acquire: Intelligence, Arcane 4
Powers: For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Major Cure
Spell 3 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom, Divine 8
Powers: Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 10 check to recharge this card instead of discarding it.
Paralyze
Spell 2 · Traits: Magic, Arcane, Divine, Attack, Mental · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 8
Powers: Discard this card to evade a non-villain monster; put it on the top or bottom of its location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or a Divine 10 check to recharge this card instead of discarding it.
Restoration
Spell 4 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 12
Powers: Display this card and choose a character at your location to draw 2 cards from his deck. You may not play this card during an encounter. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 14 check to recharge it instead.
Stone Skin
Spell 1 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 7
Powers: Display this card next to a character. 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.
Viper Strike
Spell B · Traits: Magic, Arcane, Divine, Attack, Poison, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 4
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 6 check to recharge this card instead of discarding it.
Allies
Anesthetizing Slime
Ally B · Traits: Ooze, Acid, Alchemical, Basic · Check to Acquire: Intelligence, Craft 7 or Survival 9
Powers: Banish this card to ignore a non-villain bane's power that happens before or after you act.
Banish this card to explore your location.
After playing this card, you may succeed at a Craft 7 check then discard a card that has the Alchemical trait to recharge this card instead of banishing it.
Apprentice
Ally 2 · Traits: Half-Elf · Check to Acquire: Arcane, Divine, Charisma, Diplomacy 8
Powers: Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Archer
Ally 1 · 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.
Clockwork Butterfly
Ally B · Traits: Automaton, Gambling, Basic · Check to Acquire: Intelligence, Craft 6
Powers: On your non-combat check, after you roll, bury this card to reroll 1 die; take the new result. If you fail the check, you may recharge this card instead of burying it.
On your turn, recharge this card to examine the top card of your location deck; if it is an ally or a blessing, you may explore your location.
Clockwork Dragonling
Ally 6 · Traits: Automaton · Check to Acquire: Intelligence, Wisdom 11
Powers: Recharge this card to add 2d8 to your Intelligence or Wisdom check.
Bury this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you to 0.
Clockwork Librarian
Ally 5 · Traits: Automaton · Check to Acquire: Intelligence, Knowledge 11
Powers: Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.
Clockwork Owl
Ally 4 · Traits: Automaton · Check to Acquire: Intelligence, Wisdom 12
Powers: Recharge this card to add 2d8 to your Intelligence or Wisdom non-combat check.
Discard this card to succeed at your Perception or Survival check.
Clockwork Servant
Ally 1 · Traits: Automaton · Check to Acquire: Intelligence, Craft 8
Powers: Display this card. While displayed, you may put a card on this card. Recharge this card to draw that card.
Discard this card to explore your location.
Clockwork Spy
Ally B · Traits: Automaton, Basic · Check to Acquire: Intelligence, Craft 5
Powers: Display this card to examine the top card of your location deck. Then you may explore your location.
While displayed, you may banish this card to add 1d6 to your combat check.
Crystalline Carnivore
Ally 4 · Traits: Ooze, Acid, Alchemical · Check to Acquire: Intelligence, Craft 11 or Survival 13
Powers: Banish this card to add 1 die to a combat check by a character at your location, or to evade a bane you encounter, or to ignore a non-villain bane's powers that happen before or after you act.
Banish this card to explore your location. During this exploration, add 1 die to your combat checks.
After playing this card, you may succeed at a Craft 11 check; then discard a card that has the Alchemical trait to recharge this card instead of banishing it.
Deathtrap in a Jar
Ally 3 · Traits: Ooze, Acid, Automaton, Alchemical · Check to Acquire: Intelligence, Craft 10 or Survival 12
Powers: Banish this card to add 1d6 and the Piercing or Slashing trait to a combat check by a character at your location, or to add 1 die to a Disable check by a character at your location.
Banish this card to explore your location. During this exploration, add 1 die to your Disable checks.
After playing this card, you may succeed at a Craft 10 check; then discard a card that has the Alchemical trait to recharge this card instead of banishing it.
Embalmer
Ally B · Traits: Human, Hireling, Basic · Check to Acquire: Charisma, Diplomacy 5
Powers: Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.
Flensing Jelly
Ally 2 · Traits: Ooze, Acid, Alchemical · Check to Acquire: Intelligence, Craft 9 or Survival 11
Powers: Recharge this card to add 1d6 and the Acid or Poison trait to a combat check by a character at your location.
Banish this card to explore your location. During this exploration, add 1d4 and the Acid or Poison trait to your combat checks. You may succeed at a Craft 9 check; then discard a card that has the Alchemical trait to recharge this card instead of banishing it.
Giant Slug
Ally B · Traits: Animal, Acid · Check to Acquire: Wisdom, Survival 6
Powers: Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.
Recharge this card to add 1d4 and the Acid trait to your combat check.
Researcher
Ally B · Traits: Human, Hireling, Basic · Check to Acquire: Intelligence, Knowledge 7 or Charisma, Diplomacy 6
Powers: Recharge this card to add 1d6 to your Intelligence or Charisma non-combat check.
Discard this card to explore your location.
Scribe
Ally 3 · Traits: Human, Hireling · Check to Acquire: Intelligence, Knowledge, Charisma, Diplomacy 9
Powers: Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Stained Glass Elemental
Ally 1 · Traits: Elemental, Electricity, Veteran · Check to Acquire: Charisma, Survival, Arcane 9
Powers: Reveal this card to add 1d8 and the Electricity trait to your combat check. If you defeat a bane by 3 or more on the check, discard this card and the top card of the blessings deck.
Recharge this card to add 1 plus the adventure deck number to the result of your check.
Blessings
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 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 Isis (Blessing 3)
Blessing 3 · Traits: Divine, Isis, Acid · Check to Acquire: Divine 7 or Intelligence, Craft 11
Powers: Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Nethys (Blessing 1)
Blessing 1 · Traits: Divine, Nethys · Check to Acquire: Wisdom, Perception 8 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, and explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber (Blessing 5)
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 Osiris (Blessing 4)
Blessing 4 · Traits: Divine, Osiris, Healing · Check to Acquire: Divine 8
Powers: Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Blessing of Pharasma (Blessing 1)
Blessing 1 · 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 Pharasma (Blessing 2)
Blessing 2 · 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 Ptah (Blessing 6)
Blessing 6 · Traits: Divine, Ptah · Check to Acquire: Divine 11
Powers: Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against barriers and against cards that have the Construct trait.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Blessing of the Elements (Blessing B)
Blessing B · Traits: Basic · Check to Acquire: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma 6
Powers: Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Items
Acid Flask
Item B · Traits: Liquid, Attack, Acid, Alchemical, Basic · Check to Acquire: Intelligence, Craft 5
Powers: For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Alchemist's Fire
Item B · Traits: Liquid, Attack, Fire, Ranged, Alchemical, Basic · Check to Acquire: Intelligence, Craft 5
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Alchemist's Kit
Item 1 · Traits: Tool, Alchemical · Check to Acquire: Intelligence, Craft 6
Powers: Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Alkali Flask
Item 4 · Traits: Liquid, Attack, Acid, Ranged, Alchemical · Check to Acquire: Intelligence, Craft 11
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Bladeguard
Item B · Traits: Liquid, Acid, Alchemical, Basic · Check to Acquire: Intelligence, Craft 6
Powers: Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that invokes the Acid trait.
Bottled Lightning
Item 5 · Traits: Liquid, Attack, Electricity, Ranged, Alchemical · Check to Acquire: Intelligence, Craft 12
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, you may succeed at a Craft 16 check to recharge that card instead of discarding it.
Burglar's Bracers
Item 1 · Traits: Accessory, Tool · Check to Acquire: Intelligence, Craft, Disable 6
Powers: Recharge this card to add 1d8 to your Craft or Disable check.
Canteen
Item 1 · Traits: Object, Alchemical · Check to Acquire: Intelligence, Craft 6
Powers: Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
Chest of Keeping
Item 5 · Traits: Object, Magic · Check to Acquire: Intelligence, Craft, Knowledge, Wisdom 9
Powers: Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
Deliquescent Gloves
Item 3 · Traits: Accessory, Acid, Alchemical · Check to Acquire: Dexterity, Intelligence, Craft 8
Powers: Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
Embalming Fluid
Item 1 · Traits: Liquid, Cold, Poison, Alchemical · Check to Acquire: Intelligence, Craft, Knowledge 7
Powers: Banish this card to reduce Cold or Poison damage dealt to you to 0, then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. Succeed at a Craft or Disable 7 check or bury the top card of your deck.
Flash Freeze
Item B · Traits: Liquid, Cold, Alchemical, Basic · Check to Acquire: Intelligence, Craft 5
Powers: Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire trait.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Fuse Grenade
Item 6 · Traits: Liquid, Attack, Bludgeoning, Fire, Ranged, Alchemical · Check to Acquire: Intelligence, Craft 13
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Kohl of Uncanny Discernment
Item 2 · Traits: Accessory, Alchemical · Check to Acquire: Intelligence, Perception 6
Powers: Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Liquid Ice
Item 2 · Traits: Liquid, Attack, Cold, Ranged, Alchemical, Elite · Check to Acquire: Intelligence, Craft 9
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Liquid Persuasion
Item 3 · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft 9
Powers: Banish this card to add your Intelligence or Craft skill to a Charisma or Wisdom check by a character at your location.
Noxious Bomb
Item B · Traits: Liquid, Attack, Poison, Ranged, Alchemical, Basic · Check to Acquire: Intelligence, Craft 5
Powers: For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
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.
Potion of Focus
Item 2 · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft 8
Powers: Banish this card to allow a character at your location to add her Intelligence or Craft skill to her non-combat check.
Potion of Healing
Item B · Traits: Liquid, Alchemical, Healing · Check to Acquire: Intelligence, Craft 5
Powers: Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Potion of Heroism
Item 4 · Traits: Liquid, Alchemical · Check to Acquire: Intelligence, Craft 7
Powers: Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Potion of Nightvision
Item B · Traits: Liquid, Alchemical, Elite · Check to Acquire: Intelligence, Craft 5
Powers: Banish this card and choose a character at your location. That character may examine the top 3 cards of the location deck, then shuffle it.
Potion of Restoration
Item 2 · Traits: Liquid, Alchemical, Elite · Check to Acquire: Intelligence, Craft 7
Powers: You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.
Smoked Glass Goggles
Item 1 · Traits: Accessory · Check to Acquire: Intelligence, Craft, Wisdom, Survival 6
Powers: Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Spellbottle
Item 3 · Traits: Object, Magic, Arcane, Divine · Check to Acquire: Arcane, Divine 10
Powers: Display this card and put a spell from your hand faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
Sunrod
Item 4 · Traits: Staff, Attack, Alchemical · Check to Acquire: Strength, Melee 10 or Intelligence, Craft 12
Powers: For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
Tears of Death
Item 6 · Traits: Liquid, Poison, Alchemical · Check to Acquire: Intelligence, Craft 13
Powers: If you used a weapon on your combat check, reveal this card to add 2d8 and the Acid, Cold, or Poison trait. After the check, succeed at a Craft or Disable 12 check or Tears of Death deals 1d4+1 Poison damage to you, then bury your discard pile.
Twitch Tonic
Item 3 · Traits: Liquid, Alchemical, Healing · Check to Acquire: Intelligence, Craft 6
Powers: Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Weapons
Aklys
Weapon B · Traits: Club, Ranged, Bludgeoning, Basic · Check to Acquire: Dexterity, Ranged 5
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, or discard it to add another 2d4 and the Piercing trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Blowgun
Weapon B · Traits: Blowgun, Dart, Ranged, Piercing, Poison, Basic · Check to Acquire: Dexterity, Ranged, Knowledge 5
Powers: For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Corrosive Dagger +1
Weapon B · Traits: Knife, Ranged, Piercing, Magic, Elite · 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 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
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 your combat check.
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 would fail this check, you may discard this card to reroll the dice; take the new result.
Fire Lance
Weapon 1 · Traits: Firearm, Ranged, Piercing, 2-Handed, Alchemical, Elite · Check to Acquire: Dexterity, Ranged, Craft 5
Powers: For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Flame Cannon
Weapon 4 · Traits: Firearm, Ranged, Bludgeoning, 2-Handed, Fire, Alchemical · Check to Acquire: Dexterity, Ranged, Craft 10
Powers: For your combat check, banish this card to use your Ranged skill + 4d8.
If proficient with weapons, you may banish this card to add 2d8 and the Fire trait to any combat check.
Flask Thrower
Weapon 3 · Traits: Sling, Ranged, Bludgeoning, Elite · Check to Acquire: Dexterity, Ranged 8
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill +1d6. You may additionally recharge an item that has the Alchemical trait to add another 2d6 and that item's traits to the check.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Galvanic Chakram +1
Weapon 1 · Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite · 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 discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Galvanic Kopis +2
Weapon 5 · Traits: Knife, Ranged, Slashing, Electricity, Magic · Check to Acquire: Dexterity, Ranged 10
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 2 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4+2 and the Electricity trait to your combat check.
Hand Crossbow
Weapon 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.
Javelin of Lightning
Weapon 2 · Traits: Spear, Ranged, Piercing, Magic, Elite · Check to Acquire: Dexterity, Ranged 10
Powers: For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Poisoned Sand Tube
Weapon B · Traits: Blowgun, Ranged, Poison, Alchemical, Elite · Check to Acquire: Intelligence, Craft, Knowledge, Ranged 6
Powers: For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Sling Staff
Weapon B · Traits: Sling, Staff, Ranged, Bludgeoning, 2-Handed, Elite · Check to Acquire: Dexterity, Ranged 8
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Sling Staff +2
Weapon 6 · Traits: Sling, Staff, Ranged, Bludgeoning, Magic, 2-Handed · Check to Acquire: Dexterity, Ranged 12
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
Armor
Alchemist's Shield
Armor 1 · Traits: Shield, Offhand, Alchemical · Check to Acquire: Constitution, Fortitude 6
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, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor on this check.
Alchemist's Suit
Armor 2 · Traits: Clothing, Light Armor, Alchemical · Check to Acquire: Constitution, Fortitude, Intelligence, Craft 7
Powers: Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and add it to your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge it instead.
Bone Lamellar
Armor 2 · Traits: Light Armor · Check to Acquire: Constitution, Fortitude 6 or Intelligence, Craft 8
Powers: Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Brass Sentinel
Armor 4 · Traits: Heavy Armor, Construct, Magic · Check to Acquire: Constitution, Fortitude 10 or Intelligence, Craft 11
Powers: Display this card to explore your location. While displayed, reduce all damage dealt to you to 0, and add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors. At the end of your exploration, succeed at a Craft 13 check to bury this card; otherwise, banish it instead.
Crocodile Skin Armor
Armor B · Traits: Light Armor, Basic · Check to Acquire: Constitution, Fortitude 4
Powers: Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
Horn Lamellar
Armor 6 · Traits: Light Armor · Check to Acquire: Constitution, Fortitude 10 or Intelligence, Craft 11
Powers: Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.
Laboratory Coat
Armor 1 · Traits: Clothing, Light Armor, Alchemical · Check to Acquire: Constitution, Fortitude 5
Powers: Reveal this card to reduce all damage dealt to you by 1.
When you have a card that has the Alchemical trait in your hand and you are dealt a type of damage that matches a trait on that card, recharge that card and recharge this card to reduce that damage by 5.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, you may bury it instead.
Parade Armor
Armor 5 · Traits: Light Armor, Alchemical · Check to Acquire: Constitution, Fortitude, Charisma, Diplomacy 12
Powers: Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage, and if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card. If proficient with light armors, you may bury it instead.
Steel Ibis Lamellar
Armor 3 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 9 or Intelligence, Craft 10
Powers: Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Tussah Silk Coat
Armor B · Traits: Clothing, Light Armor, Basic · Check to Acquire: Constitution, Fortitude 4
Powers: Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.