Pathfinder Adventure Card Game: Class Deck – Warpriest
Pathfinder Adventure Card Game: Class Deck – Warpriest Rulebook
Table of Contents
Table of Contents
- Card Key
- Weapons
- Acidic Greatsword +1
- Bastard Sword
- Cold Iron Greatsword
- Dancing Scimitar +2
- Disrupting Warhammer
- Dragonbane Greatsword +2
- Dwarven Longhammer +1
- Elven Curve Blade
- Falchion +3
- Flaming Scimitar +1
- Giantbane Curve Blade +3
- Glaive
- Golembane Hammer +2
- Greatclub +1
- Greatsword
- Hammer
- Heavy Pick
- Icy Hooked Hammer +1
- Longspear
- Longsword
- Lucerne Hammer
- Orcish Earthbreaker +2
- Scimitar
- Shock Greatsword +2
- Striking Wing Scimitar
- Warhammer
- Warhammer +2
- Wounding Spear-Axe +1
- Armor
- Allies
- Spells
- Items
- Blessings
Card Key
- Type: the card's category, shown in the top-right corner (Weapon, Armor, Ally, Spell, Item or Blessing).
- Set: the number in the top-right corner, which is the adventure the card belongs to; cards marked B are Basic.
- Traits: the trait list printed on the left of the card.
- Check to acquire: the skill check that acquires the card. Entries separated by "or" are alternatives; "None" means the card has no acquisition check.
Each distinct card is listed once. Repeated copies in the class deck are not separate entries.
Weapons
Acidic Greatsword +1
Weapon · Adventure 2 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength or Melee 11
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 2d6+1; you may additionally discard this card to add your Strength die and the Acid trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Bastard Sword
Weapon · Basic · Traits: Sword, Melee, Slashing, 2-Handed · Check to Acquire: Strength or Melee 8
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d10; you may additionally discard this card to add another 1d10. If not proficient with weapons, the difficulty of this check is increased by 4.
Cold Iron Greatsword
Weapon · Adventure 1 · Traits: Sword, Melee, Slashing, 2-Handed · Check to Acquire: Strength or Melee 11
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add your Strength die. 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.
Dancing Scimitar +2
Weapon · Adventure 4 · Traits: Sword, Melee, Slashing, Finesse, Magic · Check to Acquire: Strength or 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.
Disrupting Warhammer
Weapon · Adventure 5 · Traits: Hammer, Melee, Bludgeoning, Magic · Check to Acquire: Strength or Melee 12
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 1d6. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Dragonbane Greatsword +2
Weapon · Adventure 3 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength or Melee 12
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. If the bane has the Dragon trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Dwarven Longhammer +1
Weapon · Adventure 1 · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Magic, Elite · Check to Acquire: Strength or Melee 11; or Craft 8
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Recharge this card to add 1d8 to your Craft or Disable check.
Elven Curve Blade
Weapon · Adventure 1 · Traits: Sword, Melee, Slashing, 2-Handed, Finesse, Elite · Check to Acquire: Strength or Melee 8
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d10; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
Falchion +3
Weapon · Adventure 6 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength or Melee 12
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 2d4. 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.
Flaming Scimitar +1
Weapon · Adventure 2 · Traits: Sword, Melee, Slashing, Finesse, Magic, Elite · Check to Acquire: Strength or 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.
Giantbane Curve Blade +3
Weapon · Adventure 5 · Traits: Sword, Melee, Slashing, 2-Handed, Finesse, Magic · Check to Acquire: Strength or Melee 13
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+3; you may additionally discard this card to add another 2d4. If the bane has the Giant trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Glaive
Weapon · Basic · Traits: Polearm, Melee, Slashing, 2-Handed, Elite · Check to Acquire: Strength or Melee 9
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Golembane Hammer +2
Weapon · Adventure 4 · Traits: Hammer, Melee, Bludgeoning, Magic · Check to Acquire: Strength or Melee 12; or Craft 9
Powers:
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If the bane has the Construct trait, add another 1d8.
Recharge this card to add 1d8 to your Craft or Disable check.
Greatclub +1
Weapon · Adventure 2 · Traits: Club, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength or Melee 8
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 your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Greatsword
Weapon · Basic · Traits: Sword, Melee, Slashing, 2-Handed · Check to Acquire: Strength or Melee 11
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Hammer
Weapon · Basic · Traits: Hammer, Melee, Bludgeoning, Basic · Check to Acquire: Strength or Melee 5; or Craft 4
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.
Recharge this card to add 1d6 to your Craft or Disable check.
Heavy Pick
Weapon · Basic · Traits: Pick, Melee, Piercing, Basic · Check to Acquire: Strength or 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.
Icy Hooked Hammer +1
Weapon · Adventure 3 · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength or 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.
Longspear
Weapon · Basic · Traits: Spear, Melee, Piercing, 2-Handed, Basic · Check to Acquire: Strength or Melee 5
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Longsword
Weapon · Basic · Traits: Sword, Melee, Slashing, Basic · Check to Acquire: Strength or 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.
Lucerne Hammer
Weapon · Adventure 1 · Traits: Polearm, Melee, Bludgeoning, 2-Handed, Elite · Check to Acquire: Strength or Melee 10
Powers:
For your combat check, reveal this card to use your Strength or Melee skill + 1d12; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Orcish Earthbreaker +2
Weapon · Adventure 6 · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength or Melee 14; or Craft 10
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 another 1d6, or 2d6 if the bane has the Construct trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to add 1d10 to your check against a barrier.
Scimitar
Weapon · Basic · Traits: Sword, Melee, Slashing, Finesse, Elite · Check to Acquire: Strength or Melee 7
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+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Shock Greatsword +2
Weapon · Adventure 4 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength or 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.
Striking Wing Scimitar
Weapon · Adventure 5 · Traits: Sword, Melee, Slashing, Finesse, Magic · Check to Acquire: Strength or 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.
Warhammer
Weapon · Basic · Traits: Hammer, Melee, Bludgeoning, Elite · Check to Acquire: Strength or 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.
Warhammer +2
Weapon · Adventure 2 · Traits: Hammer, Melee, Bludgeoning, Magic · Check to Acquire: Strength or 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.
Wounding Spear-Axe +1
Weapon · Adventure 3 · Traits: Axe, Melee, Slashing, 2-Handed, Offhand, Magic · Check to Acquire: Strength or 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 and the Piercing trait. If the bane is a villain, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Armor
Black Dragonhide Breastplate
Armor · Adventure 2 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution or 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.
Bone Spikes
Armor · Basic · Traits: Light Armor, Piercing, Basic · Check to Acquire: Strength or Melee 6
Powers:
On your Melee combat check, recharge this card to add 1 and the Piercing trait. If the check has the 2-Handed trait, instead add 2 and the Piercing trait. Reduce Combat damage dealt to you on this check by the amount added.
Celestial Armor
Armor · Adventure 3 · Traits: Light Armor, Magic · Check to Acquire: Constitution or 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.
Chain Mail
Armor · Basic · Traits: Heavy Armor, Basic · Check to Acquire: Constitution or 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.
Demon Armor
Armor · Adventure 6 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution or Fortitude 11
Powers:
Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check.
Recharge this card to reduce Combat or Fire 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 4 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution or 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 it instead.
If proficient with heavy 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 or 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.
Metal Spikes
Armor · Adventure 5 · Traits: Light Armor, Piercing · Check to Acquire: Strength or Melee 9
Powers:
On your Melee combat check, recharge this card to add 2 and the Piercing trait. If the check has the 2-Handed trait, instead add 4 and the Piercing trait. Reduce Combat damage dealt to you on this check by the amount added.
Spiked Breastplate
Armor · Adventure 1 · Traits: Heavy Armor, Elite · Check to Acquire: Constitution or Fortitude 6
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 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Spiked Helm
Armor · Basic · Traits: Heavy Armor, Elite · Check to Acquire: Constitution, Fortitude, or Melee 6
Powers:
If proficient with heavy armors, recharge 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 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
Spiked Plate
Armor · Adventure 2 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution or 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.
Tussah Silk Coat
Armor · Basic · Traits: Light Armor, Clothing, Basic · Check to Acquire: Constitution or 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.
Allies
Camel
Ally · Basic · Traits: Animal, Mount, Basic · Check to Acquire: Wisdom or Survival 7
Powers:
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Caravan Guard
Ally · Adventure 1 · Traits: Human, Hireling, Elite · Check to Acquire: Bury an Armor; or Charisma or 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.
Evangelist
Ally · Adventure 3 · Traits: Half-Elf, Cleric · Check to Acquire: Divine, Charisma, Diplomacy 8
Powers:
Reveal this card to add 1 to your check.
Recharge this card to add 1d6 to your Divine check, or to add 1d4 to any check by a character at your location.
Discard this card to explore your location.
Grave Tender
Ally · Adventure 2 · Traits: Human, Hireling · Check to Acquire: Charisma or 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.
Hrilga Shield-Maiden
Ally · Adventure 4 · Traits: Outsider, Dwarf, Lycanthrope · Check to Acquire: Charisma or Diplomacy 8
Powers:
If the top card of the blessings discard pile has the Basic trait, the difficulty to acquire Hrilga Shield-Maiden is increased by 3.
Discard this card to add 1d8 to your combat check. If the top card of the blessings discard pile has the Basic trait, add an additional 1d8.
Discard this card to explore your location. During this exploration, add 1d6 to your combat checks.
Mountain Dog
Ally · Adventure 2 · Traits: Animal, Mount · Check to Acquire: Wisdom or 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. During this exploration, add 1d8 to your Survival checks.
Oathkeeper Moradan
Ally · Adventure 5 · Traits: Dwarf, Warpriest · Check to Acquire: Wisdom or Diplomacy 10
Powers:
Recharge this card to recharge a number of cards less than or equal to the number of your displayed cards.
Discard this card to explore your location. During this exploration, add 1d4 to your checks for each other character at your location.
Recruit
Ally · Basic · Traits: Human, Soldier, Basic · Check to Acquire: Charisma or 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.
Retriever
Ally · Adventure 1 · Traits: Animal, Mount · Check to Acquire: Wisdom or Survival 8
Powers:
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, when you attempt a check to acquire a weapon, an armor, or an item, add 1d6.
Riding Horse
Ally · Basic · Traits: Animal, Mount, Basic · Check to Acquire: Wisdom or 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.
Standard Bearer
Ally · Basic · Traits: Human, Basic · Check to Acquire: Constitution 7; or Charisma or Diplomacy 6
Powers:
Recharge this card to add 1d6 to your Strength or Constitution non-combat check.
Discard this card to explore your location.
Temperbrand
Ally · Adventure 3 · Traits: Outsider, Elemental, Fire · Check to Acquire: None
Powers:
You may automatically acquire this card; if you do, you are dealt 1d4 Fire damage.
Recharge this card to add 1d12 to your combat check. If the check does not have the Fire trait, add the Fire trait and after the check, you are dealt 1 Fire damage.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
Wagoneer of Light
Ally · Adventure 6 · Traits: Human, Rogue · Check to Acquire: Charisma or Diplomacy 10
Powers:
Discard this card to give any number of cards to another character.
Discard this card to explore your location. During this exploration, add 1d8 to your checks against banes that have the Undead trait.
Spells
Augury
Spell · Adventure 1 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6
Powers:
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, 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 8 check to recharge this card instead of discarding it.
Breath of Life
Spell · Adventure 6 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom or 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, he shuffles 10 of his buried cards at random into his deck and draws a new hand; he 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.
Consecrate
Spell · Adventure 3 · Traits: Magic, Divine · Check to Acquire: Wisdom or 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.
Cure
Spell · Basic · Traits: Magic, Divine, Healing, Basic · Check to Acquire: Wisdom or 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 Evil
Spell · Basic · Traits: Magic, Divine · Check to Acquire: Wisdom or 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.
Divine Favor
Spell · Basic · Traits: Magic, Divine, Basic · Check to Acquire: Wisdom or 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.
Divine Fortune
Spell · Adventure 3 · Traits: Magic, Divine · Check to Acquire: Wisdom or 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.
Find Traps
Spell · Basic · Traits: Magic, Divine · Check to Acquire: Wisdom or 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.
Hallow
Spell · Adventure 5 · Traits: Magic, Divine · Check to Acquire: Wisdom or Divine 14
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. After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it.
Instant Armor
Spell · Basic · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 3
Powers:
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing 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 5 check to recharge this card instead of discarding it.
Magic Weapon
Spell · Basic · Traits: Magic, Arcane, Divine, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, 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.
Major Cure
Spell · Adventure 4 · Traits: Magic, Divine, Healing · Check to Acquire: Wisdom or 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, 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 10 check to recharge this card instead of discarding it.
Protect
Spell · Adventure 2 · Traits: Magic, Divine · Check to Acquire: Wisdom or 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.
Renewal
Spell · Adventure 4 · Traits: Magic, Divine · Check to Acquire: Wisdom or 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, discard it, or you may attempt a Divine 11 check to recharge it instead.
Righteousness
Spell · Adventure 5 · Traits: Magic, Divine · Check to Acquire: Wisdom or 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.
Sagacity
Spell · Adventure 1 · Traits: Magic, Arcane, Divine, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6
Powers:
Display this card next to a character's deck. While displayed, add 3 to that character's Wisdom 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.
Strength
Spell · Basic · Traits: Magic, Arcane, Divine, Basic · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 6
Powers:
Display this card next to a character's deck. While displayed, add 3 to that character's Strength 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.
Weapon of Awe
Spell · Adventure 2 · Traits: Magic, Divine, Elite · Check to Acquire: Wisdom or 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.
Items
Belkzen Battle Standard
Item · Basic · Traits: Object · Check to Acquire: Strength or Melee 6; or Recharge a Weapon
Powers:
When a character at your location encounters a monster, display this card next to that location. While displayed, when a character at that location attempts a combat check to defeat a monster, add 1, or 2 if that character has the Half-Orc or Orc trait. If the character fails the check, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Belt of Giant Strength
Item · Adventure 3 · Traits: Accessory, Magic · Check to Acquire: Strength 5
Powers:
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Belt of Physical Might
Item · Adventure 5 · Traits: Accessory, Magic · Check to Acquire: Strength, Dexterity, Constitution 9
Powers:
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Blood Periapt
Item · Basic · Traits: Accessory, Magic, Basic · Check to Acquire: Constitution or 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.
Magic Spyglass
Item · Adventure 4 · Traits: Object, Magic · Check to Acquire: Intelligence, Arcane, Wisdom, 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.
Manual of War
Item · Adventure 2 · Traits: Book · Check to Acquire: Melee or 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.
Mattock
Item · Basic · Traits: Tool, Basic · Check to Acquire: Strength or Melee 6
Powers:
Reveal this card to add 1d8 to your Strength non-combat check.
Recharge this card to use Strength or Melee instead of the listed skill in a check to defeat a barrier you encounter that has the Lock or Obstacle trait.
Pearl of Magic
Item · Adventure 6 · Traits: Object, Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, 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 either the Arcane or Divine skill, after playing this card, you may bury another card to recharge this card instead of burying it.
Potion of Ruggedness
Item · Basic · Traits: Liquid, Alchemical, Elite · Check to Acquire: Intelligence or Craft 6
Powers:
Banish this card and choose a character at your location to automatically succeed at a Survival check.
Sage's Journal
Item · Basic · Traits: Book, Basic · Check to Acquire: Intelligence or Knowledge 8
Powers:
Reveal this card to add 1d4 to your check to defeat a villain or henchman.
Spyglass
Item · Adventure 1 · Traits: Object · Check to Acquire: Wisdom or 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.
War Drum
Item · Basic · Traits: Instrument · Check to Acquire: Constitution or Charisma 4
Powers:
Recharge this card to add 1d4 to a combat check by a character at your location. Each character at your location may discard an ally; for each ally discarded, add 1d4 to that check.
If you have the Warpriest trait, recharge this card to draw a weapon from your discard pile.
Blessings
Blessing of Abadar
Blessing · Adventure 2 · Traits: Divine, Abadar · Check to Acquire: Dexterity or 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 Gorum
Blessing · Basic · Traits: 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 Gozreh
Blessing · Adventure 1 · Traits: Divine, Gozreh · Check to Acquire: Wisdom or 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 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 Kols
Blessing · Basic · Traits: Divine, Kols · Check to Acquire: Strength 7; or Divine 5
Powers:
Discard this card to add 1 die to any combat check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Kols or Torag trait, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing · Adventure 1 · Traits: Divine, Pharasma · Check to Acquire: Intelligence, Arcane, 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 Sarenrae
Blessing · Basic · Traits: 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 Everlight
Blessing · Adventure 3 · Traits: Divine, Sarenrae · Check to Acquire: Constitution or Wisdom 12; or Divine 9
Powers:
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Constitution non-combat check, or, if you have the Cleric or Warpriest trait, to any Wisdom non-combat check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Sarenrae trait, recharge this card instead of discarding it.
Blessing of the Gods
Blessing · Basic · 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 the Lord in Iron
Blessing · Adventure 3 · Traits: Divine, Gorum · Check to Acquire: Strength 12; or Divine 9
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. During this exploration, add 1 die to your Strength combat checks.
After you play this card, if the top card of the blessings discard pile has the Gorum trait, recharge this card instead of discarding it.
Blessing of the Oathkeeper
Blessing · Adventure 4 · Traits: Divine, Kols · Check to Acquire: Strength 12; or Divine 9
Powers:
Discard this card to add 1 die to any combat check.
Discard this card to add 2 dice to any Strength check.
Discard this card to explore your location.
If you played this card on your Strength or combat check, recharge this card instead of discarding it.