Pathfinder Adventure Card Game: Class Deck – Bard
Pathfinder Adventure Card Game: Class Deck – Bard Rulebook
Table of Contents
Table of Contents
- Spells
- Allies
- Armor
- Blessings
- Blessing of Abadar
- Blessing of Achaekek (Blessing 5)
- Blessing of Achaekek (Blessing 6)
- Blessing of Erastil (Blessing 2)
- Blessing of Erastil (Blessing 1)
- Blessing of Erastil (Blessing B)
- Blessing of Gozreh
- Blessing of Lamashtu (Blessing 4)
- Blessing of Lamashtu (Blessing 5)
- Blessing of Milani (Blessing 4)
- Blessing of Milani (Blessing B)
- Items
- Weapons
Spells
Arcane Armor
Spell B · Traits: Magic, Arcane, Basic · Check to Acquire: Intelligence, Arcane 4
Powers: Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Bewilder
Spell 6 · Traits: Magic, Arcane, Attack, Mental · Check to Acquire: Intelligence, Arcane 14
Powers: Discard this card to evade a monster and put it on the bottom of the deck. If you are exploring, you may immediately explore again.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 16 check to recharge this card instead of discarding it.
Black Spot
Spell B · Traits: Magic, Arcane, Divine, Basic · Check to Acquire: Intelligence, Arcane 4 or Wisdom, Divine 4
Powers: Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
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.
Blizzard
Spell 5 · Traits: Magic, Arcane, Attack, Cold · Check to Acquire: Intelligence, Arcane 12
Powers: Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 and the Cold trait to her combat check. At the end of this turn, each other character takes 1 Cold damage, and if you do not have the Arcane skill, you must banish this card; otherwise, attempt an Arcane 14 check. If you succeed, recharge this card; if you fail, discard it.
Charm Person
Spell B · Traits: Magic, Arcane, Mental · Check to Acquire: Intelligence, Arcane 4
Powers: Bury this card to draw 1 random ally that has the Human trait from the box and add it to your hand.
After playing this card, if you do not have the Arcane skill, banish it.
Cure
Spell 1 · 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.
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.
Note: two copies of Cure are printed with different level badges (1 and B) and identical text; both are transcribed.
Dominate
Spell 6 · Traits: Magic, Arcane, Divine, Attack, Mental · Check to Acquire: Intelligence, Arcane 12 or Wisdom, Divine 12
Powers: Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Fear
Spell 1 · Traits: Magic, Arcane, Divine, Attack, Mental, Elite · Check to Acquire: Intelligence, Arcane 6 or Wisdom, Divine 6
Powers: Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Glibness
Spell B · Traits: Magic, Arcane, Divine, Elite · Check to Acquire: Intelligence, Arcane 6 or Wisdom, Divine 6
Powers: Display this card and choose a character. For the rest of the turn, add 3 to that character's checks that use her Charisma skill. At the end of the turn; attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Holy Feast
Spell 4 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom, Divine 13
Powers: Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
Incendiary Cloud
Spell 3 · Traits: Magic, Arcane, Attack, Fire · Check to Acquire: Intelligence, Arcane 8
Powers: Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 and the Fire trait to her combat check. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Inflict
Spell B · Traits: Magic, Divine, Attack, Basic · Check to Acquire: Wisdom, Divine 6
Powers: For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Life Leech
Spell 5 · Traits: Magic, Arcane, Attack, Healing · Check to Acquire: Intelligence, Arcane 12
Powers: For your combat check, discard this card to use your Arcane skill + 2d4. Shuffle 1d4+1 random cards from your discard pile into your deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 15 check to recharge this card instead of discarding it.
Lightning Bolt
Spell 2 · 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, 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, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Major Cure
Spell 4 · 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, succeed at a Divine 10 check to recharge this card instead of discarding it.
Paralyze
Spell 2 · Traits: Magic, Arcane, Divine, Mental · Check to Acquire: Intelligence, Arcane 8 or Wisdom, Divine 8
Powers: Discard this card to evade a non-villain monster; put it on the top or bottom of the location deck it came from.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or a Divine 10 check to recharge this card instead of discarding it.
Poison Blast
Spell 4 · Traits: Magic, Arcane, Attack, Poison · Check to Acquire: Intelligence, Arcane 12
Powers: For your combat check, discard this card to use your Arcane skill + 2d12.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
Rage
Spell 1 · Traits: Magic, Arcane · Check to Acquire: Intelligence, Arcane 6
Powers: Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.
Raise Dead
Spell 5 · Traits: Magic, Divine · Check to Acquire: Wisdom, Divine 12
Powers: Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Safe Harbor
Spell 2 · Traits: Magic, Arcane, Healing · Check to Acquire: Intelligence, Arcane 8
Powers: Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Scrying
Spell 3 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane 10 or Wisdom, Divine 12
Powers: Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
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.
Allies
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.
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.
Cook
Ally 2 · Traits: Human, Hireling · Check to Acquire: Charisma, Diplomacy 6
Powers: At the start of your turn, display this card. While displayed, add 1d4 to any Constitution or Fortitude check by a character at your location. At the end of your turn, recharge this card.
Discard this card to explore your location.
Dilettante
Ally B · Traits: Half-Elf, Aristocrat, Basic · Check to Acquire: Charisma, Diplomacy 4
Powers: Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location.
Duelist
Ally 3 · Traits: Human, Swashbuckler · Check to Acquire: Dexterity, Charisma, Diplomacy 8
Powers: Recharge this card to add 1d6 to your check that has the Finesse trait.
Discard this card to explore your location.
Fortune-Teller
Ally 6 · Traits: Human, Oracle · Check to Acquire: Charisma, Diplomacy 11
Powers: Reveal this card on your turn and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Fox
Ally B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 7
Powers: Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
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.
Noble Brat
Ally B · Traits: Human, Aristocrat, Elite · Check to Acquire: Charisma, Diplomacy 4
Powers: Recharge this card to add 1d6 to your Diplomacy check.
Discard this card to explore your location.
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.
Princeling
Ally 6 · Traits: Human, Aristocrat · Check to Acquire: Charisma, Diplomacy 11
Powers: Reveal this card to add 2 to any Diplomacy check by a character at your location.
Recharge this card to automatically succeed at your Diplomacy check.
Bury this card to automatically succeed at your check to acquire a weapon, an armor, or an item.
Pyromaniac Mage
Ally 5 · Traits: Human, Wizard · Check to Acquire: Intelligence, Arcane, Charisma, Diplomacy 13
Powers: Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
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.
Retainer
Ally B · Traits: Elf, Hireling · Check to Acquire: Charisma, Diplomacy 4
Powers: Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.
Sacred Killer
Ally 5 · Traits: Half-Orc, Rogue · Check to Acquire: Dexterity, Stealth 11 or Charisma, Diplomacy 13
Powers: Recharge this card to add 1d6+1 and the Poison trait to your Melee combat check.
Discard this card to explore your location.
Social Climber
Ally 1 · Traits: Human, Aristocrat · Check to Acquire: Charisma, Diplomacy 5
Powers: Recharge this card to automatically acquire an ally that does not have the Animal trait. Then roll 1d6. On a 1, banish this card.
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.
Valet
Ally 3 · Traits: Human, Hireling · Check to Acquire: Charisma, Diplomacy 7
Powers: Reveal this card to add 2 to your Diplomacy check.
Discard this card to explore your location. Add 1d6 to your non-combat checks during this exploration.
Wayfarer
Ally 4 · Traits: Half-Elf, Scout · Check to Acquire: Charisma, Diplomacy 9
Powers: Bury this card to move. You automatically succeed at any check required to move. You may not use this power during an encounter.
Discard this card to explore your location. Add 2d6 to your checks during this exploration.
Yap the Pixie
Ally 4 · Traits: Pixie · Check to Acquire: Charisma, Diplomacy 2
Powers: Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower.
Discard this card to explore your location.
Armor
Bolstering Armor
Armor 4 · 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.
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 1 · 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.
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.
Reflecting Buckler
Armor 5 · Traits: Shield, Magic · Check to Acquire: Constitution, Fortitude 10
Powers: Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Shield of Fire Resistance
Armor 2 · Traits: Shield, Offhand, Magic · Check to Acquire: Constitution, Fortitude 6
Powers: If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Spiny Shield
Armor 3 · Traits: Shield, Offhand, Magic · Check to Acquire: Constitution, Fortitude 8
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Wooden Shield
Armor B · Traits: Shield, Offhand, Basic · Check to Acquire: Constitution, Fortitude 4
Powers: If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Blessings
Blessing of 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 Achaekek (Blessing 5)
Blessing 5 · 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 Achaekek (Blessing 6)
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 Erastil (Blessing 2)
Blessing 2 · 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 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 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 Lamashtu (Blessing 4)
Blessing 4 · 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 Lamashtu (Blessing 5)
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 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 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 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 the Gods
Blessing B · Traits: Divine, Basic · Check to Acquire: None
Powers: When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Items
Bracers of Protection
Item B · Traits: Accessory, Magic, Basic · Check to Acquire: Intelligence, Arcane 3
Powers: Recharge this card to reduce Combat damage dealt to you by 1.
Codex
Item B · Traits: Book, Basic · Check to Acquire: Intelligence, Knowledge 8
Powers: Discard this card to add 1 die to your check to acquire a boon.
After playing this card, succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Headband of Alluring Charisma
Item 4 · Traits: Accessory, Magic · Check to Acquire: Charisma 5
Powers: Reveal this card to add 1 to your Charisma check. You may play another item on this 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.
Marked Cards
Item 5 · Traits: Tool, Gambling, Magic · Check to Acquire: Disable, Intelligence, Craft 10
Powers: Bury this card and choose a location deck or a character deck. Examine the bottom 3 cards of that deck, then put the cards back in any order.
Potion of Glibness
Item B · Traits: Liquid, Alchemical, Basic · Check to Acquire: Intelligence, Craft 4
Powers: Banish this card and choose a character at your location to succeed at a Diplomacy check.
Ruby of Charisma
Item 1 · Traits: Object, Magic · Check to Acquire: Charisma 7
Powers: Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Sihedron Ring
Item 6 · Traits: Accessory, Magic, Sihedron · Check to Acquire: Constitution, Fortitude 7 or Arcane 9
Powers: Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
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.
Weapons
Dagger +1
Weapon 1 · Traits: Knife, Ranged, Piercing, Finesse, Magic · Check to Acquire: Dexterity, Ranged 6
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.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Deathbane Light Crossbow +1
Weapon 2 · Traits: Bow, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 10
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. Add 1d8 if the bane has the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location, or 1d8 if the check is to defeat a bane that has the Undead trait.
Flaming Scimitar +1
Weapon 2 · Traits: Sword, Melee, Slashing, Finesse, Elite · Check to Acquire: Strength, Melee 9
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1 with the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Light Crossbow
Weapon B · Traits: Bow, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 4
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Longspear
Weapon B · Traits: Spear, Melee, Piercing, 2-Handed, Basic · Check to Acquire: Strength, Melee 5
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you 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.
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.
Runechill Hatchet +2
Weapon 4 · Traits: Axe, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 2d6 and the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Short Sword +1
Weapon 1 · Traits: Sword, Melee, Piercing, Finesse, Magic · Check to Acquire: Strength, Melee 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Trident +2
Weapon 3 · Traits: Polearm, Melee, Piercing, Magic · Check to Acquire: Strength, Melee 10
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.