Pathfinder Adventure Card Game: Class Deck – Inquisitor
Pathfinder Adventure Card Game: Class Deck – Inquisitor Rulebook
Table of Contents
Allies
Athlete
Ally · Adventure B · Traits: Human, Hireling, Basic · Check to acquire: Dexterity Acrobatics 7 or Charisma Diplomacy 6
Powers:
Recharge this card to add 1d6 to your Strength or Dexterity non-combat check.
Discard this card to explore your location.
Grave Tender
Ally · Adventure B · Traits: Human, Hireling · Check to acquire: Charisma Diplomacy 7 or Divine 5
Powers:
Recharge this card to add 1d8 to your check against a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, the first time you defeat a monster, you may draw a card.
Night Watch
Ally · Adventure B · Traits: Human, Basic · Check to acquire: Wisdom Perception 7 or Charisma Diplomacy 6
Powers:
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Quartermaster
Ally · Adventure B · Traits: Human, Pirate, Basic · Check to acquire: Charisma Diplomacy 8
Powers:
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
Recruit
Ally · Adventure B · Traits: Human, Soldier, Basic · Check to acquire: Charisma Diplomacy 3
Powers:
Discard this card to add 1 to a combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.
Riding Horse
Ally · Adventure B · Traits: Animal, Mount, Basic · Check to acquire: Wisdom Survival 7
Powers:
At the end of your turn, discard this card to move; you may also move another character at your location to your new location.
Discard this card to explore your location.
Troubadour
Ally · Adventure B · Traits: Halfling, Basic · Check to acquire: Dexterity Acrobatics 7 or Charisma Diplomacy 6
Powers:
Recharge this card to add 1d6 to your Dexterity or Charisma non-combat check.
Discard this card to explore your location.
Court Knight
Ally · Adventure 1 · Traits: Half-Elf, Aristocrat, Soldier · Check to acquire: Charisma Diplomacy 9 or Divine 6
Powers:
Recharge this card to add 1d8 to your Charisma, Craft, or Diplomacy non-combat check.
Discard this card to explore your location. During this exploration, reduce all damage dealt to you by 2.
Surgeon
Ally · Adventure 2 · Traits: Human, Surgeon, Elite · Check to acquire: Charisma Diplomacy 6
Powers:
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.
Harbringer Disciple
Ally · Adventure 3 · Traits: Human, Oracle · Check to acquire: Divine, Charisma, or Diplomacy 10
Powers:
Recharge this card to add 1d6 to your Diplomacy or Divine check.
Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy and Divine checks.
Fortune-Teller
Ally · Adventure 4 · Traits: Human, Oracle · Check to acquire: Charisma Diplomacy 11
Powers:
At the end of your move step, reveal this card 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.
Phoenix Tail
Ally · Adventure 5 · Traits: Agathion, Bard, Shelyn · Check to acquire: Charisma Diplomacy 13 or Divine 10
Powers:
When you encounter this card, you may reveal a card that has the Shelyn trait to automatically acquire this card.
Recharge this card to add 1d4+3 to any check by a character at your location.
Bury this card to explore your location. During this exploration, add 1d4+3 to your checks. After playing this card, you may bury a card that has the Shelyn trait to recharge this card instead of burying it.
Echo of Lost Divinity
Ally · Adventure 6 · Traits: Undead, Warrior, Pharasma · Check to acquire: Charisma Diplomacy 13 or Divine 12
Powers:
When you encounter this card, you may reveal a card that has the Pharasma trait to automatically acquire this card.
Recharge this card to reduce all damage dealt by a bane to 1, or to 0 if you have the Divine skill.
Bury this card to explore your location. During this exploration, reduce damage dealt to you by banes to 1. After playing this card, you may bury a card that has the Pharasma trait to recharge this card instead of burying it.
Armor
Fortified Leather Armor
Armor · Adventure B · Traits: Light Armor, Magic, Elite · Check to acquire: Constitution Fortitude 4
Powers:
Recharge this card to add 1 to your Constitution or Fortitude check.
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 proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Stalking Armor
Armor · Adventure B · Traits: Light Armor, Basic · Check to acquire: Constitution Fortitude 4
Powers:
Reveal this card to add 2 to your Stealth or Perception check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Tussah Silk Coat
Armor · Adventure B · Traits: Light Armor, Clothing, 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.
Shark Skin Armor
Armor · Adventure 1 · Traits: Light Armor, Magic · Check to acquire: Constitution Fortitude 7
Powers:
Recharge this card to add 1 die to your Acrobatics check.
Recharge this card to reduce Combat damage 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.
Sniper's Studded Leather
Armor · Adventure 2 · Traits: Light Armor, Magic, Elite · Check to acquire: Constitution, Fortitude, or Stealth 8
Powers:
Recharge this card to add 2 to your Ranged combat or Perception check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Celestial Armor
Armor · Adventure 3 · Traits: Light Armor, Magic · Check to acquire: Constitution Fortitude 10
Powers:
At the end of your turn, bury this card to move.
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.
Lesser Bolstering Armor
Armor · Adventure 4 · Traits: Light Armor, Magic · Check to acquire: Constitution Fortitude 7
Powers:
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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.
Expeditious Chain Mail
Armor · Adventure 5 · Traits: Light Armor, Magic · Check to acquire: Constitution, Fortitude, or Acrobatics 9
Powers:
Recharge this card to add 2 to your Dexterity non-combat check.
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Mantle of Faith
Armor · Adventure 6 · Traits: Light Armor, Magic · Check to acquire: Constitution Fortitude 15
Powers:
Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
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 Pharasma
Blessing · Adventure B · Traits: Divine, Pharasma · Check to acquire: Intelligence, Arcane, or Divine 5
Powers:
Discard this card to add 1 die to any check.
When any character plays a spell on a check, discard this card to add 2 dice.
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 Shelyn
Blessing · Adventure B · Traits: Divine, Shelyn · Check to acquire: Wisdom 4 or Divine 5
Powers:
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Wisdom 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 the Gods
Blessing · Adventure 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 treat this card as if it has the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing · Adventure 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 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 Pharasma
Blessing · Adventure 1 · Traits: Divine, Pharasma · Check to acquire: Intelligence, Arcane, or Divine 5
Powers:
Discard this card to add 1 die to any check.
When any character plays a spell on a check, discard this card to add 2 dice.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
Blessing · Adventure 2 · 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 the Eternal Rose
Blessing · Adventure 3 · Traits: Divine, Shelyn · Check to acquire: Charisma (Diplomacy) 12 or Divine 9
Powers:
Discard this card to add 1 die to any check.
Recharge this card to add 2 dice to any Diplomacy check.
Discard this card to explore your location. During this exploration, add 2 dice to your Diplomacy checks.
After you play this card, if the top card of the blessings discard pile has the Shelyn trait, you may draw a card or you may recharge this card.
Blessing of the Lady of Graves
Blessing · Adventure 3 · Traits: Divine, Undead, Pharasma · Check to acquire: Divine 10
Powers:
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing of Pharasma
Blessing · Adventure 4 · Traits: Divine, Pharasma · Check to acquire: Intelligence, Arcane, or Divine 5
Powers:
Discard this card to add 1 die to any check.
When any character plays a spell on a check, discard this card to add 2 dice.
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 Shelyn
Blessing · Adventure 5 · Traits: Divine, Shelyn · Check to acquire: Wisdom 4 or Divine 5
Powers:
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Wisdom 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 the Lady of Graves
Blessing · Adventure 5 · Traits: Divine, Undead, Pharasma · Check to acquire: Divine 10
Powers:
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing of the Eternal Rose
Blessing · Adventure 6 · Traits: Divine, Shelyn · Check to acquire: Charisma Diplomacy 12 or Divine 9
Powers:
Discard this card to add 1 die to any check.
Recharge this card to add 2 dice to any Diplomacy check.
Discard this card to explore your location. During this exploration, add 2 dice to your Diplomacy checks.
After you play this card, if the top card of the blessings discard pile has the Shelyn trait, you may draw a card or you may recharge this card.
Items
Archer's Bracers
Item · Adventure B · Traits: Accessory, Magic, Elite · Check to acquire: Dexterity Ranged 7
Powers:
Reveal this card to add 2 to your Ranged combat check.
Blood Periapt
Item · Adventure 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.
Caltrop Bead
Item · Adventure B · Traits: Object, Magic, Basic · Check to acquire: Dexterity 6
Powers:
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Potion of Vision
Item · Adventure B · Traits: Liquid, Alchemical, Basic · Check to acquire: Intelligence Craft 4
Powers:
Banish this card and choose a character at your location to automatically succeed at a Perception check.
Sage's Journal
Item · Adventure B · Traits: Book, Basic · Check to acquire: Intelligence Knowledge 8
Powers:
Reveal this card to add 1d4 to your check to defeat a villain or henchman.
Spyglass
Item · Adventure B · Traits: Object · Check to acquire: Wisdom Perception 4
Powers:
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Shackles of Compliance
Item · Adventure 1 · Traits: Object, Magic · Check to acquire: Intelligence Craft 7 or Dexterity Disable 5
Powers:
When you defeat a monster on your turn and banish it, discard this card to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.
After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.
Efficient Quiver
Item · Adventure 2 · Traits: Accessory, Magic · Check to acquire: Dexterity Ranged 7
Powers:
Discard this card to search your deck for a weapon that has the Ranged trait and either the Bow or Spear trait and add it to your hand.
After playing this card, you may succeed at a Ranged 9 check to recharge it instead of discarding it.
Manual of War
Item · Adventure 3 · Traits: Book · Check to acquire: Melee, Ranged 8
Powers:
Display this card and choose an unchecked power feat or skill feat on your character card or role card; it must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.
Magic Spyglass
Item · Adventure 4 · Traits: Object, Magic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8
Powers:
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Gloves of Dueling
Item · Adventure 5 · Traits: Accessory, Magic, Swashbuckling · Check to acquire: Charisma or Diplomacy 13
Powers:
When you encounter a bane, discard this card to recharge any number of cards, then draw the same number of cards.
After playing this card, you may reveal a card that has the Finesse or Swashbuckling trait to recharge this card instead of discarding it.
Belt of Physical Might
Item · Adventure 6 · Traits: Accessory, Magic · Check to acquire: Strength, Dexterity, or Constitution 9
Powers:
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Pearl of Magic
Item · Adventure 6 · Traits: Object, Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 10
Powers:
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have either the Arcane or Divine skill, after playing this card, you may bury another card to recharge this card instead of burying it.
Spells
Agility
Spell · Adventure B · Traits: Magic, Arcane, Divine, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 6
Powers:
Display this card next to a character's deck. While displayed, add 3 to that character's Dexterity checks. 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 attempt an Arcane or Divine 8 check to recharge it instead.
Burst Bonds
Spell · Adventure B · Traits: Magic, Divine, Basic · Check to acquire: Wisdom Divine 5
Powers:
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Cure
Spell · Adventure 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.
Divine Favor
Spell · Adventure B · Traits: Magic, Divine, Basic · Check to acquire: Wisdom Divine 5
Powers:
Discard this card to add 1d4 to any combat check. If the character attempting the combat check has the Divine skill, add 1d4+1 and the Magic trait instead.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Flames of the Faithful
Spell · Adventure B · Traits: Magic, Divine, Fire, Veteran · Check to acquire: Wisdom Divine 5
Powers:
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add the scenario's adventure deck number + 1 and the Fire trait. 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 7 check to recharge it instead.
Magic Weapon
Spell · Adventure B · Traits: Magic, Arcane, Divine, Basic · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 4
Powers:
When any character plays a weapon on a combat check, discard this card to add 1d4 and the Magic 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 6 check to recharge this card instead of discarding it.
Weapon of Awe
Spell · Adventure 1 · Traits: Magic, Divine, Elite · Check to acquire: Wisdom Divine 6
Powers:
Display this card next to a character's deck. While displayed, when that character plays a weapon on a combat check, add 3 to the check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 8 check to recharge it instead.
Detect Thoughts
Spell · Adventure 2 · Traits: Magic, Arcane, Divine · Check to acquire: Intelligence, Arcane, Wisdom, or Divine 8
Powers:
Discard this card to examine the top 3 cards of your location deck. Set aside any monsters, and if you have a role card, you may also set aside any allies. Shuffle the location deck, then put the cards you set aside in any order on top of it.
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.
Divine Fortune
Spell · Adventure 3 · Traits: Magic, Divine · Check to acquire: Wisdom Divine 11
Powers:
Display this card. While displayed, add 1d6 to checks by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 13 check to recharge it instead.
Shield of Faith
Spell · Adventure 4 · Traits: Magic, Divine · Check to acquire: Wisdom Divine 9
Powers:
Display this card next to a character's deck. While displayed, when that character is dealt Combat damage, either you or that character may reveal a blessing to reduce that damage by 4. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard this card, or you may attempt a Divine 11 check to recharge it instead.
Righteousness
Spell · Adventure 5 · Traits: Magic, Divine · Check to acquire: Wisdom Divine 11
Powers:
Display this card. While displayed, add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 13 check to recharge it instead.
Divine Blaze
Spell · Adventure 6 · Traits: Magic, Divine, Attack, Fire · Check to acquire: Wisdom Divine 12
Powers:
For your combat check, discard this card to use your Divine skill + 3d8. If the check is against a bane that has the 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 14 check to recharge this card instead of discarding it.
Weapons
Cutlass
Weapon · Adventure B · Traits: Sword, Melee, Slashing, Finesse, Swashbuckling, Basic · Check to acquire: Strength Melee 6
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Dagger
Weapon · Adventure 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.
On your combat check, if you played another weapon, discard this card to add 1d4.
Dagger +1
Weapon · Adventure B · Traits: Knife, Ranged, Piercing, 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.
On your combat check, if you played another weapon, discard this card to add 1d4.
Hand Crossbow
Weapon · Adventure 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.
Heavy Crossbow
Weapon · Adventure B · Traits: Bow, Ranged, Piercing, 2-Handed · Check to acquire: Dexterity Ranged 7
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Javelin
Weapon · Adventure B · Traits: Spear, Ranged, Piercing, Basic · Check to acquire: Dexterity Ranged 4
Powers:
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6.
Light Crossbow
Weapon · Adventure 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 proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Longbow
Weapon · Adventure B · Traits: Bow, Ranged, Piercing, 2-Handed, Elite · Check to acquire: Dexterity Ranged 5
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Rapier
Weapon · Adventure 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 not proficient with weapons, the difficulty of this check is increased by 4.
Shortbow
Weapon · Adventure B · Traits: Bow, Ranged, Piercing, 2-Handed, Basic · Check to acquire: Dexterity Ranged 3
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Sickle
Weapon · Adventure B · Traits: Knife, Melee, Slashing, Finesse, Basic · Check to acquire: Strength Melee 5
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
The Melted Blade
Weapon · Adventure B · Owner: Salim · Traits: Sword, Melee, Piercing, Finesse, Veteran · 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 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If you have a role card, or if you are the owner of this card, you may additionally add the scenario's adventure deck number and the Magic trait, and you may additionally bury another card to add another 2d4. If the bane has the Undead trait, if any d4 rolled on this check is a 4, count it as 5.
Whip
Weapon · Adventure B · Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Basic · Check to acquire: Strength Melee 7
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Cat-O'-Nine-Tails
Weapon · Adventure 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.
Deathbane Light Crossbow +1
Weapon · Adventure 1 · Traits: Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity Ranged 10
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If the bane has the Undead trait, add another 1d8.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location; if the check is to defeat a bane that has the Undead trait, add 1d8 instead.
Dogslicer +1
Weapon · Adventure 1 · Traits: Sword, Melee, Piercing, Finesse, Magic · 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. If any d6 rolled on this check is a 1, count it as 3, then discard this card.
Force Shortbow +1
Weapon · Adventure 1 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic, Elite · Check to acquire: Dexterity Ranged 10
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Flaming Scimitar +1
Weapon · Adventure 2 · Traits: Sword, Melee, Slashing, Finesse, Magic, 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 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Javelin of Lightning
Weapon · Adventure 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.
Marksman's Bow
Weapon · Adventure 2 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic, Veteran · Check to acquire: Dexterity Ranged 10
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.
War Razor +1
Weapon · Adventure 2 · Traits: Knife, Melee, Slashing, Finesse, Magic · Check to acquire: Strength Melee 9
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Disrupting Rapier +1
Weapon · Adventure 3 · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Check to acquire: Strength Melee 10
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Frost Longbow +1
Weapon · Adventure 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 plus your Strength die + 1; you may additionally discard this card to add another 1d6 and the Cold trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4+1 and the Cold trait to a combat check by a character at another location.
Striking Wing Scimitar
Weapon · Adventure 3 · Traits: Sword, Melee, Slashing, Finesse, Magic · Check to acquire: Strength Melee 12
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move. You may not use this power during an encounter.
Venomous Dagger +2
Weapon · Adventure 3 · Traits: Knife, Ranged, Piercing, Magic · Check to acquire: Dexterity Ranged 11
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.
On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.
Allying Hand Crossbow +2
Weapon · Adventure 4 · Traits: Bow, Ranged, Piercing, Magic, Veteran · Check to acquire: Dexterity Ranged 11
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8 plus the recharged weapon's adventure deck number and 1 of its traits.
Recharge this card to add 1d6+2 to a combat check by another character at your location.
Invigorating Kukri +1
Weapon · Adventure 4 · Traits: Knife, Melee, Slashing, Healing, Finesse, Magic · Check to acquire: Strength, Melee, or Divine 9
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
When a character at your location defeats a monster, recharge this card to recharge a random card from your discard pile.
Sawtooth Sabre +2
Weapon · Adventure 4 · Traits: Sword, Melee, Slashing, Finesse, Magic, Veteran · Check to acquire: Strength Melee 11
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5.
Seeking Shortbow +2
Weapon · Adventure 4 · 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 + 1d6+2. If a monster has an effect that increases the difficulty of this check, ignore that effect. If a power would require you to reroll dice on this check, you may choose to not reroll.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Dancing Scimitar +2
Weapon · Adventure 5 · Traits: Sword, Melee, Slashing, Finesse, Magic · Check to acquire: Strength Melee 12
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. 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 1d6+2.
Keen Rapier +3
Weapon · Adventure 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 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.
Planar Crossbow +2
Weapon · Adventure 5 · Traits: Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity Ranged 11
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location. If the bane has the Outsider trait, ignore the bane's immunities.
Venomous Heavy Crossbow +2
Weapon · Adventure 5 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to acquire: Dexterity Ranged 10
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Old Salt's Rapier +2
Weapon · Adventure 6 · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Check to acquire: Strength Melee 12
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 3d4 and the Acid trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to add the Swashbuckling trait to or ignore it on your check; this does not count as playing a weapon.
Rapier of Puncturing
Weapon · Adventure 6 · Traits: Sword, Melee, Piercing, Finesse, Swashbuckling, Magic · Check to acquire: Strength Melee 12
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2. If not proficient with weapons, the difficulty of this check is increased by 4. After you roll the dice, you may additionally discard this card to add 2d4 to your result. If any d4 rolled on this check is a 4, count it as 5.
Returning Frost Spear +2
Weapon · Adventure 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 proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.
Shortbow of Speed
Weapon · Adventure 6 · Traits: Bow, Ranged, Piercing, Magic · Check to acquire: Dexterity Ranged 13
Powers:
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+4. If you would fail this check, you may put this card on top of your deck to reroll the dice; take the new result.
If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location.