Pathfinder Adventure Card Game: Ultimate Combat Add-On Deck
Pathfinder Adventure Card Game: Ultimate Combat Add-On Deck Rulebook
Table of Contents
Card Notes
- Each card gives its type and level, its traits, its "Check to Acquire" skills and target numbers, and its powers. Where a card lists two skill options, they are printed with "or" and reproduced as printed.
- Where a card's printed name differs from the module's card name, the printed name is used.
- Cards that print no "Check to Acquire" box are given without one. The Jinfu cohort prints an owner rather than a check.
- Printed typos are reproduced as printed (for example, "For you combat check" on the Razorglass Knife).
Allies
Camel
Ally Level B · Traits: Animal, Mount, Basic · Check to Acquire: Wisdom, 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.
Dragoon
Ally Level 5 · Traits: Human, Soldier · Check to Acquire: Charisma, Diplomacy 11
Powers:
- Recharge this card to add 1d6 to your combat check, or 2d6 if this is your first combat check of your turn.
- Discard this card to explore your location. During this exploration, reduce Combat damage dealt to you by 2.
Emissary
Ally Level B · Traits: Halfling, Aristocrat, Cavalier, Basic · Check to Acquire: Charisma, Diplomacy 6
Powers:
- At the end of any turn, recharge this card to allow another character to draw a card.
- Discard this card to explore your location.
Falcon
Ally Level B · Traits: Animal, Basic · Check to Acquire: Wisdom, Survival 5
Powers:
- Discard this card to examine the top card of any location deck.
- Discard this card to explore your location.
Falconer
Ally Level B · Traits: Halfling, Ranger · Check to Acquire: Charisma, Diplomacy 5 or Survival 4
Powers:
- At the start of your turn, reveal this card to recharge the ally Falcon from your discard pile.
- Discard this card to examine the top card of your location deck, then you may explore your location.
Hatchetbird
Ally Level 3 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 9
Powers:
- On your first combat check of your turn, recharge this card to add 1d6.
- On your turn, discard this card to move, then explore your location. During this exploration, on your first combat check, add 1d6.
Legionnaire Chaplain
Ally Level 3 · Traits: Dwarf, Cleric · Check to Acquire: Charisma, Diplomacy 10 or Strength, Melee 7
Powers:
- Recharge this card and choose a character at your location to shuffle a random card from her discard pile into her deck; you may instead reveal this card and recharge another card that has the Dwarf trait.
- Discard this card to explore your location. During this exploration, reduce all damage dealt to you by 1.
Mighty Steed
Ally Level 4 · Traits: Animal, Mount · Check to Acquire: Wisdom, Survival 8 or Banish a card that has the Animal or Goblin trait
Powers:
- Reveal this card and discard another card to examine the top card of your location deck; you may succeed at a Constitution or Fortitude 9 check to recharge the other card instead of discarding it.
- On your turn, discard this card to move; you may then explore your location. You may not use this power during an encounter.
Nightwalker Isra
Ally Level 6 · Traits: Human, Aristocrat, Assassin · Check to Acquire: Charisma, Diplomacy 10
Powers:
- Discard this card to add 1d6 to your combat check. If you would fail the check, reroll the dice; take the new result.
- On your turn, recharge this card to examine the top card of your location deck; if it is a monster, you may encounter it.
Retriever
Ally Level 1 · Traits: 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. During this exploration, when you attempt a check to acquire a weapon, an armor, or an item, add 1d6.
Surgeon
Ally Level 1 · Traits: Human, Surgeon, Elite · Check to Acquire: Charisma, Diplomacy 6
Powers:
- Reveal this card and choose a character at your location to shuffle a random card from her discard pile into her deck, then recharge this card.
- Discard this card to explore your location.
Swiftshooter
Ally Level 4 · Traits: Elf, Gunslinger · Check to Acquire: Charisma, Diplomacy 6, then Dexterity, Ranged 7
Powers:
- On your combat check that has the Ranged trait, after the roll, recharge this card to reroll 1 die; take the new result.
- Discard this card to draw a card, then explore your location.
Viking Shieldmaster
Ally Level 2 · Traits: Human, Soldier · Check to Acquire: Combat 10, then Charisma, Diplomacy 4
Powers:
- Reveal this card to reduce Combat damage dealt to you by 1.
- Discard this card to explore your location. During this exploration, add 1d4 to your combat checks that have the Melee trait.
Warhorse
Ally Level 2 · Traits: Animal, Mount, Elite · 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.
Armor
Champion's Do-Maru
Armor Level 1 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 8
Powers:
- If proficient with heavy armors, reveal this card to add 1 to your Constitution or Diplomacy non-combat check, or your check against a henchman or villain.
- 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.
Dwarven Plate
Armor Level 3 · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 7
Powers:
- Display this card. While displayed, reduce Combat damage dealt to you by 1.
- While displayed, you may recharge this card to reduce Combat damage dealt to you by 3.
- While displayed, if proficient with heavy armors, you may bury this card to reduce all damage dealt to you to 0.
Dwarven War Shield
Armor Level 3 · Traits: Shield, Offhand · Check to Acquire: Constitution, Fortitude 9
Powers:
- If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
- Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor.
- If proficient with heavy armors, on your combat check that has the Melee trait, after the roll, recharge this card to add 1d6. You may play another armor on this check.
Fireproof O-Yoroi
Armor Level B · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 7
Powers:
- If proficient with heavy armors, reveal this card to add 1 to your Constitution or Diplomacy non-combat check.
- 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 heavy armors, bury it instead.
- If you have the Samurai trait, you may recharge this card when you reset your hand.
Fortified Breastplate
Armor Level 4 · Traits: 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 it instead.
- If proficient with heavy armors, you may recharge this card when you reset your hand.
Four-Mirror Armor
Armor Level 2 · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 8
Powers:
- Display this card. While displayed, you may recharge this card to reduce all damage dealt to you by 2, or by 4 if it is Combat damage.
- While displayed, if proficient with heavy armors, you may bury this card to reduce all damage dealt to you to 0.
Gambeson
Armor Level B · Traits: Light Armor, Basic · Check to Acquire: Constitution, Fortitude 3
Powers:
- Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
- While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Heavy Iron Shield
Armor Level 1 · Traits: Shield, Offhand · Check to Acquire: Constitution, Fortitude 6 or Melee 7
Powers:
- If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
- If proficient with heavy armors, on your combat check, after the roll, recharge this card to reroll 1 die; take the new result. You may play another armor on this check.
Heavy Wooden Shield
Armor Level B · Traits: Shield, Offhand, Basic · Check to Acquire: Constitution, Fortitude 4
Powers:
- If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
- Reveal this card to reduce Combat damage dealt to you by 1. If proficient with light armors, you may play another armor.
- If proficient with heavy armors, on your combat check that has the Melee trait, after the roll, recharge this card to add 2. If proficient with light armors, you may play another armor on this check.
Impervious Fortress Plate
Armor Level 5 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 11
Powers:
- If proficient with heavy armors, reveal this card to add 1d8 to your Constitution non-combat check.
- Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
- If proficient with heavy armors, you may recharge this card when you reset your hand.
Iron Shield
Armor Level B · Traits: Shield, Offhand · Check to Acquire: Constitution, Fortitude 5 or Melee 7
Powers:
- If you played a card that has the 2-Handed or Shield trait on this check, you may not play this card.
- If proficient with light armors, on your combat check, after the roll, recharge this card to reroll a d4 or a d6; take the new result. You may play another armor on this check.
Kabuto Helmet
Armor Level 2 · Traits: Heavy Armor · Check to Acquire: Constitution, Fortitude 7
Powers:
- Reveal this card to add 1d4 to your Diplomacy check.
- Recharge this card to reduce all damage dealt to you by 1; you may play another armor. If proficient with heavy armors, you may reveal this card instead of recharging it.
Kikko Armor
Armor Level B · Traits: Heavy Armor, Basic · Check to Acquire: Constitution, Fortitude 4
Powers:
- Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 2.
- While displayed, if proficient with heavy armors, you may bury this card to reduce all damage dealt to you to 0.
Mountain Pattern Armor
Armor Level 3 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 9
Powers:
- If proficient with heavy armors, reveal this card to add 1d4 to your Constitution or Diplomacy non-combat check.
- Recharge this card to reduce Combat damage dealt to you by 5.
- 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.
Reflecting Buckler
Armor Level 5 · Traits: Shield, Magic · Check to Acquire: Constitution, Fortitude 10
Powers:
- Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If proficient with light armors, you may reveal this card instead, and you may play another armor.
Rhino Hide Armor
Armor Level 6 · Traits: Heavy Armor, Magic · Check to Acquire: Constitution, Fortitude 12
Powers:
- Reveal this card to reduce all damage dealt to you by 3.
- Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
- If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
- Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
Silken Ceremonial Armor
Armor Level 4 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Charisma 11
Powers:
- On your Charisma or Diplomacy check, after the roll, reveal this card to add or subtract 1 from the result.
- Reveal this card to reduce damage dealt to you by 1.
- If proficient with light armors, recharge this card to add 1d8 to your check that invokes the Poison trait.
- Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Skyplate Armor
Armor Level 6 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude, Craft, Divine 12
Powers:
- Reveal this card to reduce all damage dealt to you by 2.
- Recharge this card to move.
- Recharge this card to add 1 die to your check that invokes the Electricity trait.
- If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Tooled Crocodile Skin
Armor Level 2 · Traits: Light Armor, Magic, Elite · Check to Acquire: Constitution, Fortitude 8
Powers:
- Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
- Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
- If proficient with light armors, you may recharge this card when you reset your hand.
Wolfhide Armor
Armor Level 1 · Traits: Light Armor, Magic · Check to Acquire: Constitution, Fortitude 5
Powers:
- Discard this card to roll d10 instead of your Dexterity die.
- 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.
Blessings
Blessing of Angradd
Blessing Level 2 · Traits: Divine, Angradd · Check to Acquire: Constitution, Fortitude 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 that has the Fire trait.
- Discard this card to add 2 dice to any check against a barrier encountered by a character at your location.
- After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Cayden Cailean
Blessing Level 1 · Traits: Divine, Cayden Cailean · Check to Acquire: Strength, Constitution 7 or Divine 5
Powers:
- Discard this card to add 1 die to any check.
- Discard this card to add 2 dice to any Strength or 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 Erastil
Blessing Level B · Traits: Divine, Erastil · Check to Acquire: Dexterity 4 or Divine 5
Powers:
- Discard this card to add 1 die to any check.
- Discard this card to add 2 dice to any Dexterity combat check.
- Discard this card to explore your location.
- After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Gorum
Blessing Level B · 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 Old Deadeye
Blessing Level 5 · Traits: Divine, Erastil · Check to Acquire: Dexterity, Ranged 8 or Divine 10
Powers:
- Recharge this card to add 1 die to any Ranged check.
- On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
- Discard this card to explore your location. During this exploration, on your Perception and Ranged checks, add 1d8.
- After you play this card, if the top card of the blessings discard pile has the Erastil trait, you may draw a card.
Blessing of Shax
Blessing Level 1 · Traits: Divine, Shax, Corrupted · Check to Acquire: Combat 9 or Divine 5
Powers:
- Discard this card to add 1 die to any check.
- Discard this card to add 2 dice to any Strength or Dexterity 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 Corrupted trait, discard a card.
Blessing of Shizuru
Blessing Level 3 · Traits: Divine, Shizuru · Check to Acquire: Strength, Melee 9 or Divine 7
Powers:
- Discard this card to add 1 die to any check.
- Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait, or 2 dice if it is your check.
- Discard this card to explore your location.
- After you play this card, if the top card of the blessings discard pile lists Strength in its check to acquire, recharge this card instead of discarding it.
Blessing of the Drunken Hero
Blessing Level 4 · Traits: Divine, Cayden Cailean · Check to Acquire: Strength, Constitution 9 or Divine 7
Powers:
- Discard this card to add 1 die to any check.
- Discard this card to add 2 dice to any Strength or Constitution non-combat check.
- Discard this card to explore your location. During this exploration, add 1 die to your Strength or Constitution non-combat checks.
- After you play this card, if the top card of the blessings discard pile has the Cayden Cailean trait, shuffle this card into your deck instead of discarding it.
Blessing of the Father of Creation
Blessing Level 3 · Traits: Divine, Torag · Check to Acquire: Strength, Divine 6
Powers:
- Discard this card to add 1 die to any check.
- Discard this card to add 2 dice to any non-combat Strength check.
- Discard this card to explore your location. During this exploration, add 1 die to your Strength checks.
- After you play this card, if the top card of the blessings discard pile has the Torag trait, recharge this card instead of discarding it.
Blessing of the Inheritor
Blessing Level 5 · Traits: 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.
- When you play this card, if the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.
Blessing of the Lord in Iron
Blessing Level 4 · 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 Level 6 · 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.
Blessing of the Samurai
Blessing Level B · Traits: Basic · Check to Acquire: Strength, Dexterity 7 or Melee, Ranged 5
Powers:
- Discard this card to add 1 die to any check.
- Recharge this card to add 1 die to any check that invokes the Melee or Ranged trait.
- Discard this card to explore your location.
Blessing of Tsukiyo
Blessing Level 2 · Traits: Divine, Tsukiyo · Check to Acquire: Charisma, Diplomacy 9 or Divine 7
Powers:
- Discard this card to add 1 die to any check.
- Discard this card to draw a weapon or an armor from your discard pile.
- Discard this card to explore your location.
- After you play this card, if the top card of the blessings discard pile lists Charisma in its check to acquire, recharge this card instead of discarding it.
Cohort
Jinfu
Cohort Level B · Traits: Animal, Mount · Owner: Hayato
Powers:
- Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.
- At the start of any turn, put this card on top of your deck to move.
- Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.
Items
Banner
Item Level B · Traits: Object, Basic · Check to Acquire: Charisma, Diplomacy 6
Powers:
- When any character encounters a monster, display this card. While displayed, add 1 to all combat checks. 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.
Belkzen Battle Standard
Item Level B · Traits: Object · Check to Acquire: Strength, 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 Charging
Item Level 4 · Traits: Accessory, Magic · Check to Acquire: Strength, Melee 11
Powers:
- If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.
Belt of Physical Might
Item Level 6 · 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.
Beneficial Bandolier
Item Level 4 · Traits: Accessory, Magic · Check to Acquire: Intelligence, Craft 11
Powers:
- Discard this card to search your deck and discard pile for up to 3 cards that have the Ammunition trait and draw them.
Blood Periapt
Item Level B · Traits: Accessory, Magic, Basic · Check to Acquire: Constitution, Fortitude 4
Powers:
- Discard this card to reduce damage dealt to you by 3.
- After playing this card, you may succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Flight Arrows
Item Level B · Traits: Ammunition, Basic · Check to Acquire: Dexterity, Ranged, Craft 5
Powers:
- Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
- While displayed, when you play a weapon that has the Bow trait, if you would recharge, discard, or bury it, you may instead keep it and perform the required action with this card.
Gem of Physical Prowess
Item Level 2 · Traits: Object, Magic · Check to Acquire: Strength, Dexterity, Constitution 11
Powers:
- On your non-combat check, recharge this card to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Grappler's Mask
Item Level 3 · Traits: Accessory, Magic · Check to Acquire: Charisma, Melee, Fortitude 6
Powers:
- Recharge this card to recharge a random weapon from your discard pile.
- For your non-combat check, recharge this card to use your Melee or Fortitude skill instead of the normal skill.
Mock Armor
Item Level 1 · Traits: Accessory · Check to Acquire: Intelligence, Craft 7
Powers:
- When you are dealt damage, discard this card to play an armor from your discard pile or your buried cards.
Portable Ram
Item Level B · Traits: Object, Basic · Check to Acquire: Strength, Melee 6
Powers:
- When a character at your location encounters a barrier that has the Lock, Obstacle, or Trap trait, display this card. While displayed, add 1 to checks by characters at your location to defeat a barrier that has the Lock, Obstacle, or Trap trait. If any character fails a check to defeat a barrier, bury this card; if proficient with heavy armors, recharge this card instead of burying it.
Ring of Stony Flesh
Item Level 5 · Traits: Accessory, Magic · Check to Acquire: Strength, Melee 10 or Constitution, Fortitude 8
Powers:
- Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
- Put this card on top of your deck to add 1 die to your Constitution non-combat check.
- Put this card on top of your deck to reduce all damage dealt to you by 2.
Searing Arrows
Item Level 5 · Traits: Ammunition, Magic · Check to Acquire: Dexterity, Ranged, Craft 11
Powers:
- Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
- While displayed, when you play a weapon that has the Bow trait on your combat check, you may recharge a card to add 1d10 and the Fire trait.
Slaying Bolts
Item Level 3 · Traits: Ammunition, Magic · Check to Acquire: Dexterity, Ranged, Craft 9
Powers:
- Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
- While displayed, when you defeat a monster and would banish it, you may display it next to this card instead. When you play a weapon that has the Bow trait on your check to defeat a monster, recharge a card to add 1d8 if that monster shares a trait other than Basic, Elite, or Veteran with a monster displayed next to this card.
Smoke Arrows
Item Level 2 · Traits: Ammunition, Alchemical · Check to Acquire: Dexterity, Ranged, Craft 7
Powers:
- Display this card; you may not do this during an encounter. After doing so, if you have more than 2 cards that have the Ammunition trait displayed, recharge 1 of them.
- While displayed, when you play a weapon that has the Bow trait, if you fail a check to defeat a bane and are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weaponrack Backpack
Item Level 1 · Traits: Accessory · Check to Acquire: Intelligence, Craft 7
Powers:
- Display this card and put a weapon from your hand faceup on this card. While displayed, you may bury this card to draw the weapon; you may succeed at a Craft 9 check to recharge this card instead of burying it.
Spells
Aqueous Orb
Spell Level 2 · Traits: Magic, Arcane, Divine, Attack, Bludgeoning, Elite · Check to Acquire: Intelligence, Arcane, 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. 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, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.
Burst of Glory
Spell Level 5 · Traits: 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, discard it, or you may succeed at a Divine 15 check to recharge it instead.
Energy Bolt
Spell Level 3 · Traits: Magic, Arcane, Attack · Check to Acquire: Intelligence, Arcane 10
Powers:
- For your combat check, discard this card to use your Arcane skill + 3d6 and add the Acid, Cold, Electricity, Fire, or Force trait.
- After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Fiery Glare
Spell Level B · Traits: Magic, Arcane, Divine, Attack, Fire, Elite · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 8
Powers:
- For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
- During your exploration, when you encounter a weapon, a spell, or an item, discard this card to banish that card; you may explore again.
- After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Judgment Light
Spell Level B · Traits: Magic, Divine, Basic · Check to Acquire: Wisdom, Divine 6
Powers:
- When a character at your location attempts a combat check, discard this card to add 1d4 and the Magic trait. If the check is against a bane that has the Outsider or 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 8 check to recharge this card instead of discarding it.
Stone Skin
Spell Level 1 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 7
Powers:
- Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. 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 succeed at an Arcane or Divine 9 check to recharge it instead.
Summon Infernal Host
Spell Level 6 · Traits: Magic, Arcane, Divine · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 13
Powers:
- For your combat check, discard this card to roll 6d6+6. Characters may not play other cards or use powers on this check. If you fail the check, the monster is undefeated but deals no damage.
- 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 15 check to recharge this card instead of discarding it.
Unerring Weapon
Spell Level B · Traits: Magic, Arcane, Basic · Check to Acquire: Intelligence, Arcane 4
Powers:
- Display this card next to the deck of a character at your location. While displayed, when that character plays a weapon on a combat check, add 1d4. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 6 check to recharge it instead.
Whip of Centipedes
Spell Level 4 · Traits: Magic, Arcane, Divine, Attack, Poison · Check to Acquire: Intelligence, Arcane, Wisdom, Divine 10
Powers:
- For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane deals no damage.
- 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.
Weapons
Arquebus
Weapon Level B · Traits: Firearm, Ranged, Piercing, 2-Handed, Basic · Check to Acquire: Dexterity, Ranged, Craft 5
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. You may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if proficient with weapons; on 1–2, shuffle this card into your deck.
- Discard this card to add 1d4 to a combat check by a character at another location.
Boarding Pike
Weapon Level B · Traits: Polearm, Melee, Piercing, 2-Handed, Basic · Check to Acquire: Strength, Melee 6
Powers:
- For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you are on a ship, add another 1d4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Bombardier Bow
Weapon Level 4 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 8
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If proficient with weapons, you may additionally recharge this card and any number of boons to add another 1d4 for each card recharged (including this one).
Breakaway Spear
Weapon Level 3 · Traits: Spear, Melee, Piercing, 2-Handed, Magic · Check to Acquire: Strength, Melee 12
Powers:
- For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2. If proficient with weapons, you may additionally discard this card to add another 2d8+2 and the Force trait.
Cat-O'-Nine-Tails
Weapon Level 1 · Traits: Whip, Melee, Slashing, Finesse, Swashbuckling, Elite · Check to Acquire: Strength, Melee 11
Powers:
- For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check and are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Celestial Crossbow +3
Weapon Level 5 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged, Divine 14
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3. If proficient with weapons, you may additionally discard this card to add another 1d8. If the check is against a bane that has the Demon, Devil, Fiend, or Undead trait, add another 2d6 and the Fire or Force trait.
- If proficient with weapons, you may discard this card to add 1d4+2 and the Divine trait to a combat check by a character at another location.
Chakram
Weapon Level B · Traits: Knife, Ranged, Slashing, Elite · Check to Acquire: Dexterity, Ranged 6
Powers:
- If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
- On your combat check, if you played another weapon, discard this card to add 1d4.
Daikyu of Command
Weapon Level 6 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 13
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength skill + 2. If a monster has an effect that increases the difficulty of this check, ignore that effect. If not proficient with weapons, the difficulty of this check is increased by 4.
- If proficient with weapons, you may discard this card to add 1d4+1 to a combat check by a character at another location. If you have the Samurai trait, you may reveal this card instead.
Defiant Nodachi +3
Weapon Level 6 · Traits: Sword, Melee, Slashing, 2-Handed, Magic · Check to Acquire: Strength, Melee 16
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 1d10. If this is your first combat check of the turn, add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
- After discarding or burying this card as damage, draw it.
Dwarven Earthbreaker +1
Weapon Level 3 · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Magic · Check to Acquire: Strength, Melee 10
Powers:
- For your combat check or your check to defeat a barrier that has the Obstacle trait, reveal this card to use your Strength or Melee skill + 2d6+1. You may additionally discard this card to add another 1d6; if you have the Dwarf trait, you may recharge it instead. If not proficient with weapons, the difficulty of this check is increased by 4.
Earthbreaker
Weapon Level B · Traits: Hammer, Melee, Bludgeoning, 2-Handed, Elite · Check to Acquire: Strength, Melee 8
Powers:
- For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Falcata
Weapon Level B · Traits: Sword, Melee, Slashing, Elite · Check to Acquire: Strength, Melee 7
Powers:
- For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 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 Longsword +3
Weapon Level 5 · Traits: Sword, Melee, Slashing, 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 2d6 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
- When another character at your location attempts a combat check, recharge this card to add 1d8+1 and the Fire trait.
Frost Lance +2
Weapon Level 4 · Traits: 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.
Hand Crossbow
Weapon Level B · Traits: Bow, Ranged, Piercing, Basic · Check to Acquire: Dexterity, Ranged 5
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Humanbane Crossbow +2
Weapon Level 3 · Traits: Bow, Ranged, Piercing, 2-Handed, Magic · Check to Acquire: Dexterity, Ranged 11
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. If the bane has the Human trait, add another 1d8.
- If proficient with weapons, you may discard this card to add 1d4+1 to a combat check by a character at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Jorgenfist Spear
Weapon Level 5 · Traits: Spear, Melee, Piercing, 2-Handed, Magic · Check to Acquire: Strength, Melee 14
Powers:
- For your combat check, if proficient with weapons, reveal this card to use your Strength or Melee skill + 2d6+3. If you fail this check, you may discard this card to reroll the dice and add 3; take the new result.
- On a combat check by another character at your location, discard this card to add 1d6+1 and the Piercing trait.
Katana +1
Weapon Level 1 · Traits: Sword, Melee, Slashing, 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 proficient with weapons, you may additionally discard this card to add another 1d8. If any d8 rolled on this check is a 1, count it as 10.
- If proficient with weapons, you may ignore the 2-Handed trait on this card.
Mace of Smiting
Weapon Level 6 · Traits: 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 this check, ignore that effect.
Naginata
Weapon Level B · Traits: Polearm, Melee, Slashing, 2-Handed, Basic · Check to Acquire: Strength, Melee 5
Powers:
- For your combat check, reveal this card to use your Strength or Melee skill + 2d8. If proficient with weapons, you may additionally discard this card to add another 2d4. After the roll, remove any d8; take the new result.
Nine-Ring Sword
Weapon Level B · Traits: Sword, Melee, Slashing, Finesse, Basic · Check to Acquire: Strength, Melee, Acrobatics 7
Powers:
- For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6. If proficient with weapons, you may additionally discard this card to add another 1d8. If you have the Monk or Samurai trait, you may recharge this card instead of discarding it.
Pillaging Mace
Weapon Level 4 · Traits: Mace, Melee, Bludgeoning, Magic · Check to Acquire: Strength, Melee 12
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 1d4. If proficient with weapons and you succeed at the check, after the encounter you may examine the top card of your location deck; if it is a boon, draw it.
Razorglass Knife
Weapon Level 6 · Traits: Knife, Ranged, Slashing, Magic · Check to Acquire: Dexterity, Ranged 13
Printed-face note: this card's frame reads "Ultimate Equipment Add-On Deck", not "Ultimate Combat". It was recovered from this deck's scans and is transcribed here as found; it may belong to another set. See the Table of Contents note.
Powers:
- For you combat check, reveal this card to use your Dexterity or Ranged skill + 2d4+2. If proficient with weapons and the check is against a non-villain monster, you may bury any number of cards from your discard pile to add 2d4 for each card buried.
- When a character at your location plays another weapon on a combat check, recharge this card to add 2d4.
Returning Throwing Axe +1
Weapon Level 1 · Traits: Axe, Ranged, Slashing, Magic · Check to Acquire: Dexterity, Ranged 8
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Shieldsplitter Lance
Weapon Level 1 · Traits: Polearm, Melee, Piercing, 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 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If a monster has an effect that increases the difficulty of this check, ignore that effect. 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.
Shock Glaive +1
Weapon Level 2 · Traits: Polearm, 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 + 1d10+1; you may additionally discard this card to add another 1d8 and the Electricity trait. 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.
Spirit Sword
Weapon Level 3 · Traits: Sword, Melee, Slashing, Finesse, Magic · Check to Acquire: Strength, Melee, Acrobatics 11
Powers:
- For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d6+1. If proficient with weapons, you may additionally discard this card to add another 1d8. If you have the Monk or Samurai trait, you may recharge this card instead. If the bane has the Undead trait, add another 1d8.
- When you encounter a non-henchman, non-villain monster that has the Undead trait, recharge this card to defeat the monster.
Starknife +2
Weapon Level 2 · Traits: Knife, Melee, Piercing, Finesse, Magic · Check to Acquire: Strength, Acrobatics, Melee 8
Powers:
- For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d4+2; you may additionally discard this card to add another 2d4. 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 1d4+1.
Tripartite Spear +2
Weapon Level 2 · Traits: Spear, 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+2; you may additionally discard this card to add another 1d8. If any d8 rolled on this check is a 3, count it as 8.
Venomous Hand Crossbow +1
Weapon Level 2 · Traits: Bow, Ranged, Piercing, Magic · Check to Acquire: Dexterity, Ranged 9
Powers:
- For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally recharge another weapon that has the Ranged trait to add another 1d8+1 and the Poison trait.
Wakizashi
Weapon Level B · Traits: Sword, Melee, Slashing, Finesse, Offhand, Basic · Check to Acquire: Strength, Melee 7
Powers:
- For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons, you may additionally discard this card to add another 2d4.
- On your combat check, if you played another weapon that has the Melee trait, after the roll you may discard this card to add 1.
- After playing this card, you may not play a card that has the Shield trait.