Pathfinder Adventure Card Game: Class Deck – Paladin
Pathfinder Adventure Card Game: Class Deck – Paladin Rulebook
Table of Contents
Spells
Consecrate
Spell 3 · Magic, Divine · Check to acquire: Wisdom (Divine) 8
Powers: Bury any number of blessings from your hand and your discard pile; shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Then banish this card.
Refuge
Spell 3 · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) 13 or Wisdom (Divine) 9
Powers: Display this card next to another character's deck. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it.
Divine Fortune
Spell 4 · Magic, Divine · Check to acquire: Wisdom (Divine) 11
Powers: Display this card. While displayed, add 1d6 to all checks by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
Mass Cure
Spell 4 · Magic, Divine, Healing · Check to acquire: Wisdom (Divine) 12
Powers: Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and shuffle 1d4+1 random cards from your own discard pile into your deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Burst of Glory
Spell 5 · Magic, Divine · Check to acquire: Wisdom (Divine) 13
Powers: Display this card when a character at your location encounters a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 15 check. If you succeed, recharge this card; if you fail, discard it.
Righteousness
Spell 5 · 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, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Invoke
Spell 6 · Magic, Divine · Check to acquire: Wisdom (Divine) 12
Powers: Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
After playing this card, if you do not have the Divine skill, banish it.
Recast
Spell 6 · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) 12 or Wisdom (Divine) 12
Powers: Discard this card and choose a character to play a spell from his discard pile. You may do this during a check, and if you choose yourself, you may play the spell on this check.
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 14 check to recharge this card instead of discarding it.
Abeyance
Spell, Adventure B · Magic, Divine · Check to acquire: Wisdom (Divine) 5
Powers: Discard this card to banish a bane that has the Curse trait displayed next to the deck of a character at your location.
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.
If you have the Divine skill, you may recharge this card when you reset your hand.
Detect Evil
Spell, Adventure B · Magic, Divine · Check to acquire: Wisdom (Divine) 4
Powers: During your turn, discard this card to examine the top card of your location deck. If it is a non-villain, non-henchman monster, you may immediately encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Sagacity
Spell, Basic, Adventure B · Magic, Arcane, Divine · 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 Wisdom 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.
Sanctuary
Spell, Basic, Adventure B · Magic, Divine, Mental · Check to acquire: Wisdom (Divine) 6
Powers: Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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.
Strength
Spell, Basic, Adventure B · Magic, Arcane, Divine · Check to acquire: Intelligence (Arcane) or Wisdom (Divine) 6
Powers: Display this card next to a character's deck. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Protect
Spell, Adventure 1 · Magic, Divine · Check to acquire: Wisdom (Divine) 6
Powers: Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (round up).
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.
Weapon of Awe
Spell, Elite, Adventure 1 · Magic, Divine · 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, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Cure
Spell, Basic, Adventure 2 · Magic, Divine, Healing · 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.
Renewal
Spell, Adventure 2 · Magic, Divine · Check to acquire: Wisdom (Divine) 9
Powers: Display this card, and each character at your location may draw a card. You may not play this card during an encounter. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 11 check. If you succeed, recharge this card; if you fail, discard it.
Armor
Chain Mail
Armor, Basic · Heavy Armor · Check to acquire: Constitution (Fortitude) 3
Powers: 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 heavy armors, bury it instead.
Full Plate
Armor, Elite · Heavy Armor · Check to acquire: Constitution (Fortitude) 5
Powers: Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Helm
Armor, Basic · Heavy Armor · Check to acquire: Constitution (Fortitude) 3
Powers: Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Magic Scale Mail
Armor, Elite · Heavy Armor, Magic · Check to acquire: Constitution (Fortitude) 5
Powers: Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Scale Mail
Armor, Basic · Heavy Armor · Check to acquire: Constitution (Fortitude) 4
Powers: Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Wooden Shield
Armor, Basic · Shield, Offhand · Check to acquire: Constitution (Fortitude) 4
Powers: 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.
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Eagle Knight Dress Uniform
Armor, Veteran · Heavy Armor · Check to acquire: Constitution (Fortitude) 6
Powers: Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Helm of the Valkyrie
Armor, Magic · Heavy Armor · Check to acquire: Constitution (Fortitude) 6
Powers: At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Fortified Shell Armor
Armor, Elite, Adventure 2 · Heavy Armor, Magic, Aquatic · Check to acquire: Constitution (Fortitude) 8
Powers: Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Spiked Plate
Armor, Adventure 3 · Heavy Armor, Magic · Check to acquire: Constitution (Fortitude) 8
Powers: Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Black Dragonhide Breastplate
Armor, Adventure 4 · Heavy Armor, Magic · Check to acquire: Constitution (Fortitude) 9
Powers: Reveal this card to reduce Acid or Combat damage to you by 2, or to reduce damage dealt to you by a bane that has the Dragon trait by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Ebon Thorn
Armor, Adventure 4 · Heavy Armor, Magic · Check to acquire: Constitution (Fortitude) 12
Powers: Reveal this card to add 2 and the Piercing trait to your Melee combat or Diplomacy check.
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Adamantine Plate Armor
Armor, Adventure 5 · Heavy Armor, Magic · Check to acquire: Constitution (Fortitude) 14
Powers: Reveal this card to reduce all damage dealt to you by 1, or recharge it to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Fortified Breastplate
Armor, Adventure 5 · Heavy Armor, Magic · Check to acquire: Constitution (Fortitude) 10
Powers: Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Fortress Shield
Armor, Adventure 6 · Shield, Offhand, Magic · Check to acquire: Constitution (Fortitude) 9
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 damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if proficient with light armors, discard this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
Book of the Loremaster
Item, Basic, Adventure B · Book · Check to acquire: Intelligence (Knowledge) 5
Powers: Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.
Holy Water Grenade
Item, Basic, Adventure B · Liquid, Magic, Divine · Check to acquire: Wisdom (Divine) 6
Powers: Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
Horn of Battle Clarity
Item, Elite, Adventure B · Instrument, Magic · Check to acquire: Melee, Ranged, Charisma 7
Powers: Recharge this card to add 1d4 to a combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.
Portable Altar
Item, Elite, Adventure B · Object, Divine · Check to acquire: Wisdom (Divine) 7
Powers: Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine checks, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card.
Sage's Journal
Item, Basic, Adventure B · Book · Check to acquire: Intelligence (Knowledge) 8
Powers: Reveal this card to add 1d4 to your check to defeat a henchman or villain.
Almanac
Item, Elite, Adventure 1 · Book · Check to acquire: Intelligence (Knowledge) 7
Powers: Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.
Knight's Pennon
Item, Adventure 2 · Object · Check to acquire: Charisma (Diplomacy) 9
Powers: When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Whetstone
Item, Adventure 2 · Tool · Check to acquire: Strength (Craft) 7
Powers: At the start of your turn, display this card. While displayed, add 1d8 to your checks that have the Slashing trait. At the end of your turn, discard this card.
Demon Hunter's Handbook
Item, Adventure 3 · Book, Veteran · Check to acquire: Intelligence (Knowledge) 9
Powers: Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.
Boomcrown
Item, Adventure 4 · Accessory, Magic, Attack, Veteran · Check to acquire: Charisma (Divine) 13
Powers: For your combat check, bury this card to roll a number of d8s equal to the scenario's adventure deck number and add the scenario's adventure deck number. If the check is to defeat a bane that has the Undead trait, roll d12s instead.
After playing this card, you may succeed at a Divine 15 check to recharge this card instead of burying it.
Ring of Reflection
Item, Adventure 5 · Accessory, Magic · Check to acquire: Constitution (Fortitude) 12
Powers: When a monster deals an amount of damage to you before you act, recharge this card to reduce that damage to 0 and add that amount to your checks against the monster.
Iron Shackles
Item, Adventure 6 · Object, Magic · Check to acquire: Dexterity (Disable) 13
Powers: Recharge this card when an evaded or undefeated non-villain monster would be shuffled into your location deck; put it on top of that deck instead.
Recharge this card when a character at your location would be moved; that character does not move.
Allies
Athlete
Ally, Basic, Adventure B · 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.
Caravan Guard
Ally, Elite, Adventure B · Human, Hireling, Elite · Check to acquire: Bury an Armor, or Charisma (Diplomacy) 8
Powers: Recharge this card to add 1d4 to your Melee or Ranged combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Recruit
Ally, Basic, Adventure B · 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.
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.
Riding Horse
Ally, Basic, Adventure B · Animal, Mount, Basic · Check to acquire: Wisdom (Survival) 7
Powers: At the end of your turn, discard this card to move yourself and another character at your location to another location.
Discard this card to explore your location.
Teamster
Ally, Basic, Adventure B · Human, Hireling, Basic · Check to acquire: Constitution (Fortitude) 7 or Charisma (Diplomacy) 6
Powers: Recharge this card to add 1d6 to your Constitution or Wisdom non-combat check.
Discard this card to explore your location.
Grizzled Mercenary
Ally, Adventure 1 · Human, Hireling · Check to acquire: Charisma (Diplomacy) 6
Powers: Bury this card to add 1d8 to a combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Retriever
Ally, Adventure 1 · Animal, Mount · Check to acquire: Wisdom (Survival) 8
Powers: At the end of your turn, discard this card to move.
Discard this card to explore your location. When you attempt a check to acquire a weapon, an armor, or an item during this exploration, add 1d6.
Scribe
Ally, Adventure 2 · Human, Hireling · Check to acquire: Intelligence (Knowledge) or Charisma (Diplomacy) 9
Powers: Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Warhorse
Ally, Elite, Adventure 2 · Animal, Mount · Check to acquire: Wisdom (Survival) 7
Powers: At the end of your turn, discard this card to move.
Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn.
Mountain Dog
Ally, Adventure 3 · Animal, Mount · Check to acquire: Wisdom (Survival) 10
Powers: Recharge this card to add 1d8 to your Survival check.
At the end of your turn, discard this card to move.
Discard this card to explore your location. Add 1d8 to your Survival checks during this exploration.
Varisian Illusionist
Ally, Adventure 3 · Human, Wizard · Check to acquire: Arcane, Diplomacy, Charisma 7
Powers: Bury this card to automatically succeed at your check to acquire a non-blessing boon.
Discard this card to explore your location. Add 1d6 to your Stealth and Diplomacy checks during this exploration.
Merchant Lord
Ally, Adventure 4 · Human, Aristocrat · Check to acquire: Charisma (Diplomacy) 9
Powers: Discard this card to give any number of cards to another character.
Discard this card to explore your location.
Pit Gladiator
Ally, Adventure 4 · Human, Warrior · Check to acquire: Strength (Melee) 12, then Charisma (Diplomacy) 12
Powers: Bury this card to add 2d6 to your combat check. If you defeat the bane by 10 or more, recharge this card instead.
Discard this card to draw all the weapons from your discard pile, then explore your location.
Pegasus
Ally, Adventure 5 · Animal, Mount · Check to acquire: Wisdom (Survival) 11
Powers: At the start or end of your turn, discard this card to move; add 1d8 to any check required to move.
Discard this card to explore your location, or to move to another location and explore it.
Sacred Killer
Ally, Adventure 5 · 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.
Clockwork Dragonling
Ally, Adventure 6 · Automaton · Check to acquire: Intelligence or Wisdom 11
Powers: Recharge this card to add 2d8 to your Intelligence or Wisdom check.
Bury this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you to 0.
Griffon
Ally, Adventure 6 · Animal, Mount · Check to acquire: Wisdom (Survival) 11
Powers: At the start or end of your turn, discard this card to move yourself and another character at your location to another location.
Discard this card to explore your location. Add 2 to your combat checks during this exploration.
Blessings
Blessing of Iomedae
Blessing, Adventure B · Divine, Iomedae · Check to acquire: Charisma 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any 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 Sarenrae
Blessing, Adventure B · Divine, Sarenrae · Check to acquire: Constitution 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Constitution non-combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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 instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Iomedae (Adventure 1)
Blessing, Adventure 1 · Divine, Iomedae · Check to acquire: Charisma 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any 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 Pulura
Blessing, Adventure 1 · Divine, Pulura · Check to acquire: Charisma 7 or Divine 5
Powers: Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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 Sarenrae (Adventure 2)
Blessing, Adventure 2 · Divine, Sarenrae · Check to acquire: Constitution 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Constitution non-combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae (Adventure 3)
Blessing, Adventure 3 · Divine, Iomedae · Check to acquire: Charisma 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any 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 Sarenrae (Adventure 3)
Blessing, Adventure 3 · Divine, Sarenrae · Check to acquire: Constitution 4 or Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Constitution non-combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Norgorber
Blessing, Adventure 4 · 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 Gozreh
Blessing, Adventure 5 · 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 the Inheritor
Blessing, Adventure 6 · Divine, Iomedae · Check to acquire: Charisma 12 or Divine 9
Powers: Discard this card to add 1 die to any check.
Discard this card to add 3 dice to any check against a bane that has the Demon trait.
During a character's turn, discard this card to allow that character to explore her location.
If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Weapons
Mace of Smiting
Weapon, Adventure 6 · Mace, Melee, Bludgeoning, Magic · Check to acquire: Strength (Melee) 13
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Construct or Outsider trait, add another 2d8. If a monster has an effect that increases the difficulty of a combat check, ignore that effect.
Sunsword
Weapon, Adventure 6 · Sword, Melee, Slashing, Magic · Check to acquire: Strength (Melee) 14
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d10+4; you may additionally discard this card or a card that has the Divine trait to add another 1d10. If the check is against a bane that has the Demon, Devil, Fiend, or Undead trait, add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.
Battle Aspergillum
Weapon, Elite, Adventure B · Mace, Melee, Bludgeoning · Check to acquire: Strength (Melee) 6
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. If the check is against a bane that has the Outsider or Undead trait, you may additionally recharge a card that has the Divine trait to add another 1d8.
Heavy Pick
Weapon, Basic, Adventure B · Pick, Melee, Piercing · 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.
Lance
Weapon, Elite, Adventure B · Polearm, Melee, Piercing, 2-Handed · Check to acquire: Strength (Melee) 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8.
Longspear
Weapon, Basic, Adventure B · Spear, Melee, Piercing, 2-Handed · 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 reroll the dice; take the new result.
Longsword
Weapon, Basic, Adventure B · Sword, Melee, Slashing · Check to acquire: Strength (Melee) 6
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Mace
Weapon, Basic, Adventure B · Mace, Melee, Bludgeoning · Check to acquire: Strength (Melee) 4
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Quarterstaff
Weapon, Basic, Adventure B · Staff, Melee, Bludgeoning, 2-Handed · 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.
Cold Iron Longsword
Weapon, Elite, Adventure 1 · Sword, Melee, Slashing · Check to acquire: Strength (Melee) 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the check is against a bane that has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Lance +1
Weapon, Elite, Adventure 1 · Polearm, Melee, Piercing, 2-Handed, Magic · Check to acquire: Strength (Melee) 11
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.
Cold Iron Mace +1
Weapon, Elite, Adventure 2 · Mace, Melee, Bludgeoning, Magic · Check to acquire: Strength (Melee) 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally recharge this card to add another 1d4. If the check is against a bane that has the Demon or Fey trait, add another 1d4.
Lance of Jousting
Weapon, Adventure 2 · Polearm, Melee, Piercing, 2-Handed, Magic · Check to acquire: Strength (Melee) 8
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1. If you would fail this check, you may recharge this card to reroll the dice; take the new result.
Longsword +2
Weapon, Adventure 3 · Sword, Melee, Slashing, 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 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Shocking Lance +1
Weapon, Adventure 3 · Polearm, Melee, Piercing, 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+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+1.
Demonbane Longsword +2
Weapon, Adventure 4 · Sword, Melee, Slashing, Magic · Check to acquire: Strength (Melee) 12
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait. If the check is against a bane that has the Demon trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Spellsword +2
Weapon, Adventure 4 · Sword, Melee, Slashing, Magic · Check to acquire: Strength (Melee), Arcane, Divine 11
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.
Recharge this card to recharge a random spell from your discard pile.
Frost Lance +2
Weapon, Adventure 5 · Polearm, Melee, Piercing, 2-Handed, Magic · Check to acquire: Strength (Melee) 15
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 2d8 and the Cold trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8+2. If you would fail this check, you may recharge this card to reroll the dice; take the new result.
Spellbreaker
Weapon, Adventure 5 · Staff, Melee, Bludgeoning, 2-Handed, Magic, Mythic · Check to acquire: Strength (Melee), Arcane, Divine 16
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 1d6+3. If the check is against a bane that has the Mythic trait, add another 1d10, or 1d20 if you also expend a mythic charge.
Reveal this card when a bane deals Acid, Cold, Electricity, Fire, or Force damage to you before you act; reduce that damage to 0. This counts as playing a spell.