Pathfinder Adventure Card Game: Class Deck – Oracle
Pathfinder Adventure Card Game: Class Deck – Oracle Rulebook
Table of Contents
Spells
Aqueous Orb
Spell, Elite, Adventure 2 · Magic, Arcane, Divine, Attack, Bludgeoning, Elite · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 9
Powers: Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.
Body of Flame
Spell, Adventure 2 · Magic, Divine, Attack, Fire · Check to acquire: Wisdom (Divine) 7
Powers: Display this card when you encounter a card. While displayed, for your combat check, you may use your Divine skill + 2d6. This counts as playing a spell. When you encounter a boon that does not have the Fire trait, banish that boon. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Breath of Life
Spell, Adventure 6 · Magic, Divine, Healing · Check to acquire: Wisdom (Divine) 13
Powers: Reveal this card and choose a character. If that character is alive, shuffle 1d4+1 random cards from her discard pile into his deck. If that character is dead, shuffle 10 of his buried cards at random into his character deck; he draws a new hand and is no longer dead.
After playing this card, discard it. If you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.
Burst Bonds
Spell, Basic, Adventure B · 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.
Cloak of Winds
Spell, Adventure 3 · Magic, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 8
Powers: Display this card at the start of any character's turn. While displayed, you may reduce Combat or Fire damage dealt to you by 4, and when you would be moved, you may choose not to move. At the end of your 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 10 to recharge it instead.
Cure
Spell, Basic, Adventure B · 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.
Detect Magic
Spell, Basic, Adventure B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 2
Powers: During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter 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 4 check to recharge this card instead of discarding it.
Divine Blaze
Spell, Adventure 4 · 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.
Eloquence
Spell, Basic, Adventure B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 6
Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Charisma 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.
Find Traps
Spell, Adventure B · Magic, Divine · Check to acquire: Wisdom (Divine) 6
Powers: Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Fireblade
Spell, Basic, Adventure B · Magic, Divine, Attack, Fire, Basic · Check to acquire: Wisdom (Divine) 6
Powers: For your combat check, discard this card to use your Divine skill + 2d4.
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.
Flames of the Faithful
Spell, Adventure 1 · 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 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Frigid Blast
Spell, Basic, Adventure B · Magic, Arcane, Divine, Attack, Cold, Basic · Check to acquire: Intelligence (Arcane) 4 or Wisdom (Divine) 6
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 6 or Divine 8 check to recharge this card instead of discarding it.
Heat Metal
Spell, Elite, Adventure 2 · 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.
Holy Light
Spell, Elite, Adventure B · Magic, Divine, Attack, Elite · Check to acquire: Wisdom (Divine) 8
Powers: For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Ice Strike
Spell, Adventure 3 · Magic, Arcane, Divine, Attack, Cold · Check to acquire: Intelligence (Arcane) 10 or Wisdom (Divine) 12
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
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.
Icy Prison
Spell, Adventure 5 · Magic, Arcane, Divine, Attack, Cold · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 12
Powers: For your combat check, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce all damage dealt to you by that monster by 2. 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 14 check to recharge it instead.
Inflict
Spell, Basic, Adventure B · 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 Drain
Spell, Elite, Adventure 1 · Magic, Arcane, Divine, Attack, Healing, Elite · Check to acquire: Intelligence (Arcane) 7 or Wisdom (Divine) 9
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your 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 11 check to recharge this card instead of discarding it.
Major Cure
Spell, Adventure 3 · 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.
Scrying
Spell, Adventure 4 · 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, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Sign of Wrath
Spell, Adventure 6 · Magic, Arcane, Divine, Attack, Force · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 14
Powers: For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Each other character at your location is dealt 1 Force damage. If you fail that check against a monster, you may evade 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 16 check to recharge this card instead of discarding it.
Sirocco
Spell, Adventure 5 · Magic, Arcane, Divine, Fire, Attack · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 11
Powers: For you combat check [sic], discard this card to use your Arcane or Divine skill + 3d8, or 3d12 against a bane that has the Aquatic trait. Each other character at your location is dealt 1 Fire damage, and you may examine the top 2 cards of your 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 Divine 13 check to recharge this card instead of discarding it.
Strength
Spell, Basic, Adventure B · Magic, Arcane, Divine, Basic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 6
Powers: Display this card next to a character's deck. While displayed, add 3 to that character's Strength checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Viper Strike
Spell, Basic, Adventure B · Magic, Arcane, Divine, Attack, Poison, Basic · Check to acquire: Intelligence (Arcane) or 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.
Armor
Benevolent Buckler
Armor, Adventure 1 · Shield, Magic · Check to acquire: Constitution (Fortitude) 5
Powers: Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal it card instead, and you may play another armor on this check.
Bolstering Armor
Armor, Adventure 5 · 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 proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Crocodile Skin Armor
Armor, Basic, Adventure B · 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.
Elven Chain Shirt
Armor, Elite, Adventure 1 · Light Armor, Magic, Elite · Check to acquire: Constitution (Fortitude) 6
Powers: Reveal this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if 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 4 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) or Acrobatics 9
Powers: Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Dexterity non-combat check.
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.
Hide Armor of Fire Resistance
Armor, Adventure 2 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) 7
Powers: Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Hide Armor
Armor, Basic, Adventure B · Light Armor, Basic · Check to acquire: Constitution (Fortitude) or Craft 3
Powers: Recharge this card to reduce Cold or 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.
Magic Leather Armor
Armor, Elite, Adventure B · 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 proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Reflecting Shield
Armor, Adventure 4 · Shield, Offhand, Magic · Check to acquire: Constitution (Fortitude) 7
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 Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Robe of Vision
Armor, Adventure 6 · Clothing, Light Armor, Magic · Check to acquire: Intelligence (Arcane) 12
Powers: Reveal this card to add 2d6 to your Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Shark Skin Armor
Armor, Adventure 2 · Light Armor, Magic · Check to acquire: Constitution (Fortitude) 7
Powers: Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
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.
Wilderness Studded Leather
Armor, Adventure 3 · Light Armor, Magic, Elite · Check to acquire: Constitution (Fortitude) or Survival 7
Powers: Recharge this card to reduce Combat damage to you by 2, or to add 2 to your Wisdom or Survival non-combat check.
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.
Wooden Shield
Armor, Basic, Adventure B · Shield, Offhand, Basic · Check to acquire: Constitution (Fortitude) 4
Powers: If you played a weapon with 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 proficient with light armors, you may play another armor on this check.
Items
Amulet of Life
Item, Basic, Adventure B · Accessory, Magic · Check to acquire: Intelligence (Arcane) 4
Powers: Discard this card to reduce all damage dealt to you by 3. After playing this card, you may succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Blindfold of the Night Sky
Item, Adventure 5 · Accessory, Magic · Check to acquire: Wisdom (Knowledge) 11
Powers: Bury this card to examine the top card of each location deck. If you have the Oracle trait, you may discard the top card of the blessings deck to discard this card instead of burying it.
Climber's Gloves
Item, Adventure 4 · Accessory, Magic · Check to acquire: Wisdom (Survival) 12 or Constitution (Fortitude) 10
Powers: Recharge this card to automatically succeed at a check to move, or to ignore an effect that would move you.
After you shuffle a location deck, reveal this card to examine its top card.
Crystal Ball
Item, Adventure 3 · Object, Magic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 9
Powers: Discard this card to examine the top 3 cards of your location deck and put them back in any order. If you have the Arcane or Divine skill, and it is your turn, you may then explore your location.
Flame Staff
Item, Basic, Adventure B · Staff, Attack, Fire, Magic, Basic · Check to acquire: Arcane or Divine 4
Powers: For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Helpful Haversack
Item, Adventure 2 · Accessory, Magic · Check to acquire: Dexterity or Intelligence 6
Powers: At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Mist Horn
Item, Adventure 3 · Object, Magic · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 9
Powers: Display this card next to a location. Reduce all damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Pearl of Magic
Item, Adventure 6 · Object, Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (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 the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
Ruby of Charisma
Item, Adventure 1 · Object, Magic · Check to acquire: Charisma 7
Powers: Recharge this card to roll your Charisma die instead of the normal die on your non-combat check.
Scrying Mirror
Item, Basic, Adventure B · Object, Magic, Basic · Check to acquire: Arcane or Divine 5
Powers: Discard this card to examine the top card of the location deck at an occupied location, or the top 2 cards if you have a role card. If you are not at that location, you may then shuffle that deck.
After playing this card, you may attempt an Arcane or Divine 13 check to recharge this card instead of discarding it.
Seer's Tea
Item, Adventure 1 · Liquid, Magic · Check to acquire: Intelligence or Wisdom 4
Powers: Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Smoked Glass Goggles
Item, Adventure B · Accessory · Check to acquire: Intelligence (Craft) or Wisdom (Survival) 6
Powers: Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Allies
Apprentice
Ally, Adventure B · Half-Elf · Check to acquire: Arcane, Divine, or Charisma (Diplomacy) 8
Powers: Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Boatswain
Ally, Basic, Adventure B · Dwarf, Pirate, Basic · Check to acquire: Charisma (Diplomacy) 9
Powers: Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. During this exploration, add the Swashbuckling trait to your non-combat checks.
Chevalier
Ally, Adventure 5 · 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 all damage dealt to you to 0.
Clockwork Butterfly
Ally, Basic, Adventure B · 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 Librarian
Ally, Adventure 5 · 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 Servant
Ally, Adventure 2 · 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.
Druid of the Flame
Ally, Adventure 1 · Human, Druid, Veteran · Check to acquire: Survival 7 or Charisma (Diplomacy) 9
Powers: Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
Fortune-Teller
Ally, Adventure 6 · 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.
Frog
Ally, Basic, Adventure B · Animal, Basic · Check to acquire: Wisdom (Survival) 6
Powers: Discard this card to explore your location. During this exploration, if you would encounter a bane that has the Obstacle or Trap trait, you may instead bury this card to put the bane on the bottom of its location deck.
Harbinger Disciple
Ally, Adventure 4 · Human, Oracle · Check to acquire: Divine or Charisma (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.
Imp
Ally, Elite, Adventure 3 · Outsider, Devil, Elite · Check to acquire: Charisma or Arcane 7
Powers: Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.
Lookout
Ally, Basic, Adventure B · Elf, Pirate, Basic · Check to acquire: Charisma (Diplomacy) 6
Powers: Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Mountaineer
Ally, Adventure 6 · Human, Hireling · Check to acquire: Wisdom (Survival) 10 or Charisma (Diplomacy) 13
Powers: Reveal this card to add 2d8 to any Survival check.
Recharge this card to reduce all damage dealt to you by 3.
Discard this card to explore your location.
Researcher
Ally, Basic, Adventure B · 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.
Reveler
Ally, Adventure 3 · Human, Bard · Check to acquire: Charisma (Diplomacy) 7
Powers: Recharge this card to add 2d6 to your check to acquire an ally.
Discard this card to explore your location.
Social Climber
Ally, Adventure 1 · 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.
Wayfarer
Ally, Adventure 4 · 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. During this exploration, add 2d6 to your checks.
Wolf
Ally, Adventure 2 · Animal · Check to acquire: Wisdom (Survival) 8
Powers: Recharge this card to examine the top card of your location deck.
Discard this card to explore your location.
Blessings
Blessing of Abadar
Blessing, Adventure 1 · 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, Adventure 5 · 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 Gorum
Blessing, Adventure 3 · Divine, Gorum · Check to acquire: Strength 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Strength combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
Blessing, Adventure 6 · Divine, Gorum · Check to acquire: Strength 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Strength combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
Blessing, Adventure 1 · Divine, Gorum · Check to acquire: Strength 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Strength combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
Blessing, Adventure 2 · 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 Milani
Blessing, Adventure 3 · Divine, Milani · Check to acquire: Dexterity or 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 Dexterity or 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 Nethys
Blessing, Adventure 5 · 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 Osiris
Blessing, Adventure 4 · 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, Adventure 2 · Divine, Pharasma · Check to acquire: Intelligence (Arcane) or 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, Adventure 6 · Divine, Pharasma · Check to acquire: Intelligence (Arcane) or 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, Adventure B · Divine, Pharasma · Check to acquire: Intelligence (Arcane) or 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 Sivanah
Blessing, Adventure 4 · Divine, Sivanah · Check to acquire: Intelligence or Charisma 7 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Intelligence or Charisma 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, Basic, Adventure B · 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.
Weapons
Bastard Sword +1
Weapon, Adventure 1 · Sword, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength (Melee) 9
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.
Battleaxe
Weapon, Elite, Adventure B · Axe, Melee, Slashing, Elite · Check to acquire: Strength (Melee) 8
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.
Disrupting Rapier +1
Weapon, Adventure 3 · 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.
Flaming Scimitar +1
Weapon, Elite, Adventure 2 · 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.
Heavy Pick +2
Weapon, Adventure 4 · Pick, Melee, Piercing, Magic · Check to acquire: Strength (Melee) 13
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. If any d6 rolled on this check is a 6, count it as 7.
Heavy Pick
Weapon, Basic, Adventure B · Pick, Melee, Piercing, 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 1d6. If any d6 rolled on this check is a 6, count it as 7.
Humanbane Gladius +2
Weapon, Adventure 5 · Sword, Melee, Slashing, Finesse, Swashbuckling, Magic · 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 1d6. If the bane has the Human trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Icy Hooked Hammer +1
Weapon, Adventure 3 · Hammer, Melee, Bludgeoning, 2-Handed, Magic · Check to acquire: Strength (Melee) 10
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8 and the Cold and Piercing traits. If not proficient with weapons, the difficulty of this check is increased by 4.
Khopesh
Weapon, Basic, Adventure B · Sword, Melee, Slashing, Basic · Check to acquire: Strength (Melee) 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled on your check and the Bludgeoning trait.
Quarterstaff
Weapon, Basic, Adventure B · Staff, Melee, Bludgeoning, 2-Handed, Basic · Check to acquire: Strength (Melee) 3
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.
Repelling Pike +1
Weapon, Elite, Adventure 1 · Polearm, Melee, Piercing, 2-Handed, Magic, Elite · Check to acquire: Strength (Melee) 9
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane.
Shock Greatsword +2
Weapon, Adventure 6 · Sword, Melee, Slashing, 2-Handed, Magic · Check to acquire: Strength (Melee) 11
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 2d6+2; you may additionally discard this card to add your Strength die and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Shortspear +3
Weapon, Adventure 4 · Spear, Melee, Piercing, Magic · Check to acquire: Strength (Melee) 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12.
Warhammer +2
Weapon, Adventure 2 · Hammer, Melee, Bludgeoning, Magic · Check to acquire: Strength (Melee) 9
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 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.