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PACG Legacy Character Core Conversions
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Characters and Special Roles:
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Rise of the Runelordsxx
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AP/DeckCharacterRaceClass#Base Powers - OriginalTypeBase Powers - UpdatedRole 1 Powers - OriginalTypeRole 1 Powers - UpdatedRole 2 Powers - OriginalTypeRole 2 Powers - UpdatedDiscussionCharacter Sheet
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Rise of the RunelordsAmiriHumanBarbarian1BASE CHARACTERBASE CHARACTERBERSERKERBERSERKERJUGGERNAUTJUGGERNAUTPreliminary
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Rise of the RunelordsAmiriHumanBarbarian2HAND SIZE 4 □ 5No Change4 □ 5HAND SIZE 4 □ 5 □ 6No Change4 □ 5 □ 6HAND SIZE 4 □ 5 □ 6No Change4 □ 5 □ 6
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Rise of the RunelordsAmiriHumanBarbarian3PROFICIENT WITH Light Armors □ Heavy Armors WeaponsConversion Guide□ Armor WeaponPROFICIENT WITH Light Armors □ Heavy Armors WeaponsConversion Guide□ Armor WeaponPROFICIENT WITH Light Armors □ Heavy Armors WeaponsConversion Guide□ Armor Weapon
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Rise of the RunelordsAmiriHumanBarbarian4You may bury a card from your hand to add 1d10 (□ +1) to your Strength, Melee, or Constitution check.FinalOn your Strength, Melee, or Constitution check, you may bury a card to add 1d10 (□ +1).You may bury a card from your hand (□ or the top card of your deck) to add 1d10 (□ +1) (□ +2) (□ +3) (□ +4) to your Strength, Melee, or Constitution check.FinalOn your Strength, Melee, or Constitution check, you may bury a card (□ or the top card of your deck) to add 1d10 (□ +1)(□ +2)(□ +3)(□ +4).You may bury a card from your hand (□ or the top card of your deck) to add 1d10 (□ +1) (□ +2) (□ +3) to your Strength, Melee, or Constitution check.FinalOn your Strength, Melee, or Constitution check, you may bury a card (□ or the top card of your deck) to add 1d10 (□ +1)(□ +2)(□ +3).
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Rise of the RunelordsAmiriHumanBarbarian5You may move at the end of your turn (□ and/or move another character to the location where you end your turn).No ChangeYou may move at the end of your turn (□ and/or move another character to the location where you end your turn).You may move at the end of your turn (□ and/or move another character to the location where you end your turn).No ChangeYou may move at the end of your turn (□ and/or move another character to the location where you end your turn).You may move at the end of your turn (□ and/or move another character to the location where you end your turn).No ChangeYou may move at the end of your turn (□ and/or move another character to the location where you end your turn).
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Rise of the RunelordsAmiriHumanBarbarian6□ Add 2 (□ 4) to your check to acquire a weapon.Final□ On your check to acquire a weapon, add 2 (□ 4).□ When you are dealt Combat (□ or any other type of) damage, reduce that damage by 1.Final□ When you suffer Combat (□ or any) damage, reduce it by 1.
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Rise of the RunelordsAmiriHumanBarbarian7□ When you play Blessing of Gorum, add d12 instead of the normal die.Final□ When you play a Gorum blessing, add d12 instead of the normal die.□ Add 2 (□ 4) to your check to acquire an armor.Final□ On your check to acquire an armor, add 2 (□ 4).
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Rise of the RunelordsAmiriHumanBarbarian8□ When you play Blessing of Gorum, add d12 instead of the normal die.Final□ When you play a Gorum blessing, add d12 instead of the normal die.
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Rise of the RunelordsEzrenHumanWizard1BASE CHARACTERBASE CHARACTEREVOKEREVOKERILLUSIONISTILLUSIONISTPreliminary
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Rise of the RunelordsEzrenHumanWizard2HAND SIZE 6 □ 7 □ 8No Change6 □ 7 □ 8HAND SIZE 6 □ 7 □ 8 □ 9No Change6 □ 7 □ 8 □ 9HAND SIZE 6 □ 7 □ 8No Change6 □ 7 □ 8
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Rise of the RunelordsEzrenHumanWizard3Conversion GuideArcaneConversion GuideArcaneConversion GuideArcane
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Rise of the RunelordsEzrenHumanWizard4After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.FinalAfter you play an Arcane spell, you may examine the top card of your deck; if it’s a spell, you may draw it.After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand.FinalAfter you play an Arcane spell, you may examine the top card of your deck; if it’s a spell, you may draw it.After you play a spell with the Arcane trait, you may examine the top card of your deck; if it’s a spell, you may put it in your hand (□ or recharge it).FinalAfter you play an Arcane spell, you may examine the top card of your deck; if it’s a spell, you may draw (□ or recharge) it.
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Rise of the RunelordsEzrenHumanWizard5If you acquire a card with the Magic trait during an exploration, you may immediately explore again.FinalIf you acquire a Magic card during an exploration, you may explore again.If you acquire a card with the Magic trait during an exploration, you may immediately explore again.FinalIf you acquire a Magic card during an exploration, you may explore again.If you acquire a card with the Magic trait during an exploration, you may immediately explore again.FinalIf you acquire a Magic card during an exploration, you may explore again.
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Rise of the RunelordsEzrenHumanWizard6□ Add 1 (□ 2) to your check to recharge a card.Final□ On your check to recharge a card, add 1 (□ 2).□ Add 1 (□ 2) (□ 3) (□ 4) to your check to recharge a card.Final□ On your check to recharge a card, add 1 (□ 2)(□ 3)(□ 4).□ Add 1 (□ 2) (□ 3) (□ 4) to your check to recharge a card.Final□ On your check to recharge a card, add 1 (□ 2)(□ 3)(□ 4).
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Rise of the RunelordsEzrenHumanWizard7□ Add 2 to your Arcane check with the Force (□ or Acid and Cold) (□ or Electricity and Fire) trait(s).Final□ On your (□ Acid, Cold, or)(□ Electricity, Fire, or) ForceArcane check, add 2.□ If you play a spell to evade a monster, you may put the monster on the bottom of the deck.Final□ If you play a spell to evade a monster, you may recharge the monster to the location.
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Rise of the RunelordsEzrenHumanWizard8□ Add 2 (□ 4) to your check to acquire a spell.Final□ On your check to acquire a spell, add 2 (□ 4).□ Add 2 (□ 4) to your check to acquire a spell (□ or ally).Final□ On your check to acquire a spell (□ or ally), add 2 (□ 4).
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Rise of the RunelordsEzrenHumanWizard9□ At the start of your turn, you may discard a card to draw a card.No Change□ At the start of your turn, you may discard a card to draw a card.
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Rise of the RunelordsHarskDwarfRanger1BASE CHARACTERBASE CHARACTERSNIPERSNIPERTRACKERTRACKERPreliminary
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Rise of the RunelordsHarskDwarfRanger2HAND SIZE 5 □ 6No Change5 □ 6HAND SIZE 5 □ 6 □ 7No Change5 □ 6 □ 7HAND SIZE 5 □ 6 □ 7No Change5 □ 6 □ 7
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Rise of the RunelordsHarskDwarfRanger3PROFICIENT WITH Light Armors WeaponsConversion GuideWeaponPROFICIENT WITH Light Armors WeaponsConversion GuideWeaponPROFICIENT WITH Light Armors WeaponsConversion GuideWeapon
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Rise of the RunelordsHarskDwarfRanger4At the end of your turn, you may examine the top card (□ or bottom card) of your location deck.FinalAt the end of your turn, you may examine the top card (□ or bottom card) of your location.At the end of your turn, you may examine the top card (□ or bottom card) of your location deck.FinalAt the end of your turn, you may examine the top card (□ or bottom card) of your location.At the end of your turn, you may examine the top card (□ or bottom card)(□ or both) of your location deck.FinalAt the end of your turn, you may examine the top card (□ or bottom card)(□ or both) of your location.
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Rise of the RunelordsHarskDwarfRanger5You may recharge a card to add 1d4 (□ +1) (□ +2) to a combat check at another location.FinalOn a distant combat check, you may recharge a card to add 1d4 (□ +1)(□ +2).You may recharge a card to add 1d4 (□ +1) (□ +2) (□ +3) (□ +4) to a combat check at another location.FinalOn a distant combat check, you may recharge a card to add 1d4 (□ +1)(□ +2)(□ +3)(□ +4).You may recharge a card to add 1d4 (□ +1) (□ +2) (□ +3) to a combat check at another location.FinalOn a distant combat check, you may recharge a card to add 1d4 (□ +1)(□ +2)(□ +3).
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Rise of the RunelordsHarskDwarfRanger6□ When you start your turn with no cards in your hand, you may draw 1 (□ 2) card(s).No Change□ When you start your turn with no cards in your hand, you may draw 1 (□ 2) card(s).□ Add 1d8 (□ +1) to your check to defeat a bane with the Giant trait.FinalOn your check to defeat a Giant bane, add 1d8 (□ +1).
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Rise of the RunelordsHarskDwarfRanger7□ When you play a weapon with the Ranged trait, you may recharge it instead of discarding it.Final□ When you play a Ranged weapon, you may recharge it instead of discarding it.□ When you play an ally with the Animal trait, you may recharge it instead of discarding it.Final□ When you play an Animal ally, you may recharge it instead of discarding it.
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Rise of the RunelordsHarskDwarfRanger8□ You gain the skill Divine: Wisdom +1.Final□ Gain the skill Divine: Wisdom +1 and you are proficient with Divine.□ You gain the skill Divine: Wisdom +1.Final□ Gain the skill Divine: Wisdom +1 and you are proficient with Divine.
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Rise of the RunelordsHarskDwarfRanger9□ When you play a blessing to add to your Dexterity check, add d12 instead of the normal die.No Change□ When you play a blessing to add to your Dexterity check, add d12 instead of the normal die.□ When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.No Change□ When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.
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Rise of the RunelordsKyraHumanCleric1BASE CHARACTERBASE CHARACTERHEALERHEALEREXORCISTEXORCISTPreliminary
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Rise of the RunelordsKyraHumanCleric2HAND SIZE 5 □ 6No Change5 □ 6HAND SIZE 5 □ 6 □ 7 □ 8No Change5 □ 6 □ 7 □ 8HAND SIZE 5 □ 6 □ 7No Change5 □ 6 □ 7
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Rise of the RunelordsKyraHumanCleric3PROFICIENT WITH Light Armors Heavy Armors □ WeaponsConversion GuideArmor □ Weapon DivinePROFICIENT WITH Light Armors Heavy Armors □ WeaponsConversion GuideArmor □ Weapon DivinePROFICIENT WITH Light Armors Heavy Armors □ WeaponsConversion GuideArmor □ Weapon Divine
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Rise of the RunelordsKyraHumanCleric4Instead of your first exploration on a turn, you may reveal a card with the Divine trait to choose a character at your location. Shuffle 1d4+1 (□+2) random cards from his discard pile into his deck, then discard the card you revealed.FinalInstead of your first exploration on a turn, you may discard a Divine card to heal a local character 1d4+1 (□+2) cards.Instead of your first exploration on a turn, you may reveal a card with the Divine trait to choose a character at your location. Shuffle 1d4+1 (□ +2) (□ +3) random cards from his discard pile into his deck, then discard the card you revealed ( and you may draw a card).FinalInstead of your first exploration on a turn, you may discard a Divine card to heal a local character 1d4+1 (□ +2) (□ +3) cards (□ and you may draw a card).Instead of your first exploration on a turn, you may reveal a card with the Divine trait to choose a character at your location. Shuffle 1d4+1 (□ +2) random cards from his discard pile into his deck, then discard the card you revealed.FinalInstead of your first exploration on a turn, you may discard a Divine card to heal a local character 1d4+1 (□ +2) cards.
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Rise of the RunelordsKyraHumanCleric5Add 1d8 (□+1) with the Magic trait to your check to defeat a bane with the Undead trait.FinalOn your check to defeat an Undead bane, add 1d8 (□ +1) and the Magic trait.Add 1d8 (□ +1) with the Magic trait to your check to defeat a bane with the
Undead trait.
FinalOn your check to defeat an Undead bane, add 1d8 (□ +1) and the Magic trait.Add 1d8 (□ +1) with the Magic trait to your check to defeat a bane with the Undead (□ or Outsider) trait.FinalOn your check to defeat an Undead (□ or Outsider) bane, add 1d8 (□ +1) and the Magic trait.
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Rise of the RunelordsKyraHumanCleric6□ Add 2 (□ 4) to your check to acquire a boon with the Divine trait.Final□ On your check to acquire a Divine boon, add 2 (□ 4).□ Add 2 to your check to acquire an armor (□ or weapon).Final□ On your check to acquire an armor (□ or weapon), add 2.
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Rise of the RunelordsKyraHumanCleric7□ When you play Blessing of Sarenrae, you may recharge it (□ or shuffle it into your deck) instead of discarding it.Final□ When you play a Sarenrae blessing, you may recharge it (□ or shuffle it into your deck) instead of discarding it.□ When you play Blessing of Sarenrae, you may recharge it (□ or put it on top of your deck) instead of discarding it.Final□ When you play Sarenrae blessing, you may recharge (□ or reload) it instead of discarding it.
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Rise of the RunelordsKyraHumanCleric8□ If you defeat a bane with the Undead (□ or Outsider) trait, you may shuffle 1 random card from your discard pile into your deck.Final□ If you defeat an Undead (□ or Outsider) bane, you may heal 1 card.
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Rise of the RunelordsLemHalflingBard1BASE CHARACTERBASE CHARACTERVIRTUOSOVIRTUOSOCHARLATANCHARLATANPreliminary
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Rise of the RunelordsLemHalflingBard2HAND SIZE 6Conversion Guide6 □ 7HAND SIZE 6 □ 7Conversion GuideHAND SIZE 6 □ 7 □ 8HAND SIZE 6 □ 7 □ 8Conversion GuideHAND SIZE 6 □ 7 □ 8 □ 9
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Rise of the RunelordsLemHalflingBard3PROFICIENT WITH □ Light Armors □ WeaponsConversion Guide□ Weapon Arcane Divine InstrumentPROFICIENT WITH □ Light Armors □ WeaponsConversion Guide□ Weapon Arcane Divine InstrumentPROFICIENT WITH □ Light Armors □ WeaponsConversion Guide□ Weapon Arcane Divine Instrument
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Rise of the RunelordsLemHalflingBard4Once per check, you may recharge a card to add 1d4 (□ +1) (□ +2) to a check attempted by another character at your location.FinalOn another local character's check, you may recharge a card to add 1d4 (□ +1)(□ +2).Once per check, you may recharge a card to add 1d4 (□ +1) (□ +2) (□ +3) to a check attempted by (□ you or) another character at your location.FinalOn another local character's check (□ or on your check), you may recharge a card to add 1d4 (□ +1)(□ +2)(□ +3).Once per check, you may recharge a card to add 1d4 (□ +1) (□ +2) (□ +3) to a check attempted by another character at your location.FinalOn another local character's check, you may recharge a card to add 1d4 (□ +1)(□ +2)(□ +3).
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Rise of the RunelordsLemHalflingBard5At the start of your turn, you may exchange 1 card in your hand with 1 card of the same type in your discard pile.FinalAt the start of your turn, you may exchange 1 card in your hand with 1 card of the same type in your discards.At the start (□ or end) of your turn, you may exchange 1 card in your hand with 1 card of the same type in your discard pile.FinalAt the start (□ or end) of your turn, you may exchange 1 card in your hand with 1 card of the same type in your discards.At the start of your turn, you may exchange 1 card in your hand with 1 card of the same type in your discard pile.FinalAt the start of your turn, you may exchange 1 card in your hand with 1 card of the same type in your discards.
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Rise of the RunelordsLemHalflingBard6□ Add 2 to your check to acquire an ally.Final□ On your check to acquire an ally, add 2.□ Add 2 to your check to acquire an ally (□ or defeat a henchman) (□ or villain).Final□ On your check to acquire an ally (□ or defeat a non-villain story bane)(□ or villain), add 2.
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Rise of the RunelordsLemHalflingBard7□ Add 2 to your check to recharge (□ or acquire) a spell.Final□ On your check to recharge (□ or acquire) a spell, add 2.□You automatically succeed at your check to recharge a card with the Mental trait.Final□ On your check to recharge a Mental card, you automatically succeed.
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Rise of the RunelordsLemHalflingBard8□ When you play Blessing of Shelyn, add d12 instead of the normal die.Final□ When you play a Shelyn blessing, add d12 instead of the normal die.□ When you play Blessing of Shelyn, add d12 instead of the normal die.Final□ When you play a Shelyn blessing, add d12 instead of the normal die.
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Rise of the RunelordsLiniGnomeDruid1BASE CHARACTERBASE CHARACTERSHAPESHIFTERSHAPESHIFTERWILD WARDENWILD WARDENPreliminary
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Rise of the RunelordsLiniGnomeDruid2HAND SIZE 5Conversion Guide5 □ 6HAND SIZE 5 □ 6Conversion Guide5 □ 6 □ 7HAND SIZE 5 □ 6 □ 7Conversion Guide5 □ 6 □ 7 □ 8
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Rise of the RunelordsLiniGnomeDruid3PROFICIENT WITH □ Light Armors □ WeaponsFinalDivine □ WeaponPROFICIENT WITH □ Light Armors □ WeaponsFinalDivine □ WeaponPROFICIENT WITH □ Light Armors □ WeaponsFinalDivine □ Weapon
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Rise of the RunelordsLiniGnomeDruid4When you play an ally with the Animal trait, you may recharge it instead of discarding it.FinalWhen you play an Animal ally, you may recharge it instead of discarding it.When you play an ally with the Animal trait, you may recharge it instead of discarding it.FinalWhen you play an Animal ally, you may recharge it instead of discarding it.When you play an ally with the Animal trait, you may recharge it instead of discarding it.FinalWhen you play an Animal ally, you may recharge it instead of discarding it.
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Rise of the RunelordsLiniGnomeDruid5You may reveal an ally with the Animal trait to add 1d4 (□ +1) (□ +2) to your check.FinalOn your check, you may reveal an Animal ally to add 1d4 (□ +1)(□ +2).You may reveal an ally with the Animal trait to add 1d4 (□ +1) (□ +2) (□ +3) to your check.FinalOn your check, you may reveal an Animal ally to add 1d4 (□ +1)(□ +2)(□ +3).You may reveal an ally with the Animal trait to add 1d4 (□ +1) (□ +2) (□ +3) (□ +4) to your check.FinalOn your check, you may reveal an Animal ally to add 1d4 (□ +1) (□ +2) (□ +3) (□ +4).
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Rise of the RunelordsLiniGnomeDruid6You may discard a card to roll d10 instead of your Strength or Dexterity die for any check.FinalYou may discard a card to roll d10 instead of your Strength or Dexterity die.You may discard a card to roll 1d10 (□ +1) (□ +2) (□ and you may add the Fire trait) instead of your Strength or Dexterity die for any check.FinalYou may discard a card to roll 1d10 (□ +1) (□ +2) (□ and you may add the Fire trait) instead of your Strength or Dexterity die.You may discard a card to roll d10 instead of your Strength or Dexterity die for any check.FinalYou may discard a card to roll d10 instead of your Strength or Dexterity die.
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Rise of the RunelordsLiniGnomeDruid7□ Add 2 (□ 4) to your check to acquire an ally with the Animal trait.Final□ On your check to acquire an Animal ally, add 2 (□ 4).□ Add 2 (□ 4) to your Divine check when playing or recharging a spell.Final□ When playing or recharging a Divine spell, add 2 (□ 4) to your check.
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Rise of the RunelordsLiniGnomeDruid8□ When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.No Change□ When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.□ Add 1d8 with the Magic trait to your check to defeat a bane with the Animal trait.Final□ On your check to defeat an Animal bane, add 1d8 and the Magic trait.
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Rise of the RunelordsLiniGnomeDruid9□ When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.No Change□ When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.
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Rise of the RunelordsMerisielElfRogue1BASE CHARACTERBASE CHARACTERACROBATACROBATTHIEFTHIEFPreliminary
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Rise of the RunelordsMerisielElfRogue2HAND SIZE 5 □ 6No Change5 □ 6HAND SIZE 5 □ 6 □ 7No Change5 □ 6 □ 7HAND SIZE 5 □ 6No Change
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Rise of the RunelordsMerisielElfRogue3PROFICIENT WITH Light Armors □ WeaponsConversion Guide□ WeaponPROFICIENT WITH Light Armors □ WeaponsConversion Guide□ WeaponPROFICIENT WITH Light Armors □ WeaponsConversion Guide□ Weapon
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Rise of the RunelordsMerisielElfRogue4You may evade your encounter.No ChangeYou may evade your encounter.You may evade your encounter (□ and may put the card on top of the deck).FinalYou may evade your encounter (□ and may reload the card into the location).You may evade your encounter.No ChangeYou may evade your encounter.
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Rise of the RunelordsMerisielElfRogue5If you are the only character at your location, you may recharge a card to add 1d6 (□ +1) (□ +2) to your combat check, or discard it to add an additional 1d6.FinalOn your combat check, if you are the only local character, you may recharge a card to add 1d6 (□ +1)(□ +2), or discard it to add another 1d6.If you are the only character at your location, you may recharge a card to add 1d6 (□ +1) (□ +2) (□ +3) to your combat check or discard it to add an additional 1d6.FinalOn your combat check, if you are the only local character, you may recharge a card to add 1d6 (□ +1)(□ +2)(□ +3), or discard it to add another 1d6.If you are the only character at your location, you may recharge a card to add 1d6 (□ +1) (□ +2) (□ +3) (□ +4) to your combat check or discard it to add an additional 1d6.FinalOn your combat check, if you are the only local character, you may recharge a card to add 1d6 (□ +1)(□ +2)(□ +3)(□ +4), or discard it to add another 1d6.
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Rise of the RunelordsMerisielElfRogue6□ Add 2 to your noncombat check to defeat a barrier (□ or close a location).Final□ On your non-combat check to defeat a barrier (□ or close or guard your location), add 2.□ Add 2 to your noncombat check to close a location.Final□ On your non-combat check to close or guard your location, add 2.
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Rise of the RunelordsMerisielElfRogue7□ Add 2 (□ 4) to your check to acquire an item.Final□ On your check to acquire an item, add 2 (□ 4).□ Add 2 (□ 3) (□ 4) to your check to acquire an armor, item, or weapon.Final□ On your check to acquire an armor, item, or weapon, add 2 (□ 3)(□ 4).
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Rise of the RunelordsMerisielElfRogue8□ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.No Change□ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.□ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.No Change□ When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.
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Rise of the RunelordsMerisielElfRogue9□ You may use Charisma in place of any skill on any check to recharge an armor, item, or weapon with the Magic trait.Final□ On any check to recharge an armor, item, or Magic weapon, you may use Charisma in place of any skill.
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Rise of the RunelordsSajanHumanMonk1BASE CHARACTERBASE CHARACTERDRUNKEN MASTERDRUNKEN MASTERZEN ARCHERZEN ARCHERPreliminary
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Rise of the RunelordsSajanHumanMonk2HAND SIZE 4 □ 5 □ 6No Change4 □ 5 □ 6HAND SIZE 4 □ 5 □ 6 □ 7No Change4 □ 5 □ 6 □ 7HAND SIZE 4 □ 5 □ 6 □ 7No Change4 □ 5 □ 6 □ 7
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Rise of the RunelordsSajanHumanMonk3No ChangePROFICIENT WITH □ WeaponsConversion Guide□ Weapon LiquidPROFICIENT WITH □ WeaponsNo Change□ Weapon
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Rise of the RunelordsSajanHumanMonk4For your combat check, you may roll your Dexterity die (□ and you may add the Magic trait) (□ and/or the Fire trait); you may not play a weapon on the check.FinalFor your combat check, you may use Dexterity (□ and you may add the Magic trait)(□ and/or the Fire trait); you may not play a weapon on the check.For your combat check, you may roll your Dexterity die (□ and you may add the Magic trait) (□ and/or the Fire trait); you may not play a weapon on the check.FinalFor your combat check, you may use Dexterity (□ and you may add the Magic trait)(□ and/or the Fire trait); you may not play a weapon on the check.For your combat check, you may roll your Dexterity die (□ and you may add the Magic trait) (□ and/or the Fire trait); you may not play a weapon on the check.FinalFor your combat check, you may use Dexterity (□ and you may add the Magic trait)(□ and/or the Fire trait); you may not play a weapon on the check.
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Rise of the RunelordsSajanHumanMonk5On your combat check, you may play any number of blessings freely; recharge them instead of discarding them.No ChangeOn your combat check, you may play any number of blessings freely; recharge them instead of discarding them.On your combat check, you may play any number of blessings freely; recharge them instead of discarding them.No ChangeOn your combat check, you may play any number of blessings freely; recharge them instead of discarding them.On your combat check, you may play any number of blessings freely; recharge them instead of discarding them.No ChangeOn your combat check, you may play any number of blessings freely; recharge them instead of discarding them.
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Rise of the RunelordsSajanHumanMonk6□ When dealt damage other than Combat damage, reduce that damage by 1 (□ 2) (□ 3).Final□ When you suffer damage other than Combat damage, reduce it by 1 (□ 2) (□ 3).□ When dealt damage other than Combat damage, reduce that damage by 1 (□ 2).Final□ When you suffer damage other than Combat damage, reduce it by 1 (□ 2).
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Rise of the RunelordsSajanHumanMonk7□ After you play a boon with the Liquid trait, you may succeed at a Fortitude 6 check to recharge it instead of banishing it.Final□ After you play a Liquid boon and would banish it, you may succeed at a Fortitude 6 check to recharge it instead.□ When you play a weapon with the Ranged trait, you may recharge it instead of discarding it.Final□ When you play a Ranged weapon and would discard it, you may recharge it instead.
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Rise of the RunelordsSajanHumanMonk8□ Add 6 to your check to acquire a boon with the Liquid trait.Final□ On your check to acquire a Liquid boon, add 6.□ Add 2 (□4) to your check to acquire a boon with the Ranged trait.Final□ On your check to acquire a Ranged boon, add 2 (□ 4).
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Rise of the RunelordsSajanHumanMonk9□ At the start of your turn, you must draw 1 card.Final□ At the start of your turn, draw 1 card.□ When you start your turn with no cards in your hand, you may draw 1 card.No Change□ When you start your turn with no cards in your hand, you may draw 1 card.
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Rise of the RunelordsSeelahHumanPaladin1BASE CHARACTERBASE CHARACTERCRUSADERCRUSADERHOSPITALERHOSPITALERPreliminary
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Rise of the RunelordsSeelahHumanPaladin2HAND SIZE 4 □ 5No Change4 □ 5HAND SIZE 4 □ 5 □ 6No Change4 □ 5 □ 6HAND SIZE 4 □ 5 □ 6 □ 7No Change4 □ 5 □ 6 □ 7
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Rise of the RunelordsSeelahHumanPaladin3PROFICIENT WITH Light Armors Heavy Armors WeaponsConversion GuideArmor Weapon DivinePROFICIENT WITH Light Armors Heavy Armors WeaponsConversion GuideArmor Weapon DivinePROFICIENT WITH Light Armors Heavy Armors WeaponsConversion GuideArmor Weapon Divine
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Rise of the RunelordsSeelahHumanPaladin4You may discard the top card of your deck to add 1d6 (□ +1) to your check. If the top card was a blessing (□ or spell), recharge it instead of discarding it.FinalOn your check, you may discard the top card of your deck to add 1d6 (□ +1). If the top card was a blessing (□ or spell), recharge it instead of discarding it.You may discard the top card of your deck to add 1d6 (□ +1) (□ +2) (□ +3) to your check. If the top card was a blessing (□ or spell), recharge it instead of discarding it.FinalOn your check, you may discard the top card of your deck to add 1d6 (□ +1)(□ +2)(□ +3). If the top card was a blessing (□ or spell), recharge it instead of discarding it.You may discard the top card of your deck to add 1d6 (□ +1) (□ +2) (□ +3) to your check. If the top card was a blessing (□ or spell), recharge it instead of discarding it.FinalOn your check, you may discard the top card of your deck to add 1d6 (□ +1)(□ +2)(□ +3). If the top card was a blessing (□ or spell), recharge it instead of discarding it.
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Rise of the RunelordsSeelahHumanPaladin5You may examine the top card of your location deck at the start (□ or end) of your turn. If it’s a boon, put it on the bottom of the deck.FinalAt the start (□ or end) of your turn, you may examine the top card of your location. If it’s a boon, recharge it into the location.You may examine the top card of your location deck at the start (□ or end) of your turn. If it’s a boon, put it on the bottom (□ or underneath the top card) of the deck.FinalAt the start (□ or end) of your turn, you may examine the top card of your location. If it’s a boon, recharge it into (□ or put it underneath the top card of) the location.You may examine the top card of your location deck at the start (□ or end) of your turn. If it’s a boon, put it on the bottom (□ or underneath the top card) of the deck.FinalAt the start (□ or end) of your turn, you may examine the top card of your location. If it’s a boon, recharge it into (□ or put it underneath the top card of) the location.
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Rise of the RunelordsSeelahHumanPaladin6□ When another character at your location is dealt Combat damage, reduce that damage by 1.Final□ When another local character suffers Combat damage, reduce it by 1.□ During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.Final□ During your turn, you may bury a Divine card to heal a local character 1d4+1 cards.
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Rise of the RunelordsSeelahHumanPaladin7□ Add 1d8 with the Magic trait to your check to defeat a bane with the Undead trait.Final□ On your check to defeat an Undead bane, add 1d8 and the Magic trait.□ When you play Blessing of Iomedae, you may recharge it (□ or shuffle it into your deck) instead of discarding it.Final□ When you play an Iomedae blessing, you may recharge it (□ or shuffle it into your deck) instead of discarding it.
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Rise of the RunelordsSeelahHumanPaladin8□ When you play Blessing of Iomedae, you may recharge it (□ or shuffle it into your deck) instead of discarding it.Final□ When you play an Iomedae blessing, you may recharge it (□ or shuffle it into your deck) instead of discarding it.
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Rise of the RunelordsSeoniHumanSorcerer1BASE CHARACTERBASE CHARACTERABYSSAL SORCERERABYSSAL SORCERERCELESTIAL SORCERERCELESTIAL SORCERERPreliminary
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Rise of the RunelordsSeoniHumanSorcerer2HAND SIZE 6 □ 7No Change6 □ 7HAND SIZE 6 □ 7No Change6 □ 7HAND SIZE 6 □ 7No Change6 □ 7
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Rise of the RunelordsSeoniHumanSorcerer3Conversion GuideArcaneConversion GuideArcaneConversion GuideArcane
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Rise of the RunelordsSeoniHumanSorcerer4For your combat check, you may discard a card to roll your Arcane die + 1d6 (□ +1) (□ +2) with the Attack, Fire, and Magic traits. This counts as playing a spell.FinalFor your combat check, you may discard a card to use Arcane + 1d6 (□ +1)(□ +2) and add the Fire, Attack, and Magic traits. This counts as playing a spell.For your combat check, you may discard a card to roll your Arcane die + 1d6 (□ +1) (□ +2) (□ +3) (□ +4) with the Fire (□ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.FinalFor your combat check, you may discard a card to use Arcane + 1d6 (□ +1)(□ +2)(□ +3)(□ +4) and add the (□ Acid or) Fire, Attack, and Magic traits. This counts as playing a spell.For your combat check, you may discard a card to roll your Arcane die + 1d6 (□ +1) (□ +2) (□ +3) (□ +4) with the Fire (□ or Acid) trait and the Attack and Magic traits. This counts as playing a spell.FinalFor your combat check, you may discard a card to use Arcane + 1d6 (□ +1)(□ +2)(□ +3)(□ +4) and add the Fire (□ or Acid), Attack, and Magic traits. This counts as playing a spell.
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Rise of the RunelordsSeoniHumanSorcerer5You automatically succeed at your check to recharge a spell (□ or item) with the Arcane trait.FinalOn your check to recharge an Arcane spell (□ or Arcane item), you automatically succed.You automatically succeed at your check to recharge a spell (□ or item) with the Arcane trait.FinalOn your check to recharge an Arcane spell (□ or Arcane item), you automatically succed.You automatically succeed at your check to recharge a spell (□ or item) with the Arcane trait.FinalOn your check to recharge an Arcane spell (□ or Arcane item), you automatically succed.
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Rise of the RunelordsSeoniHumanSorcerer6□ Reduce Fire (□ and Acid and Cold) damage dealt to you by 1 (□ 2).Final□ When you suffer (□ Acid, Cold, or)Fire damage, reduce it by 1 (□ 2).□ If you would fail a check by 1, you may bury a card to succeed.No Change□ If you would fail a check by 1, you may bury a card to succeed.
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Rise of the RunelordsSeoniHumanSorcerer7□ When you play Blessing of Pharasma, add d12 instead of the normal die.Final□ When you play a Pharasma blessing, add d12 instead of the normal die.□ Reduce Fire (□ and Electricity) damage dealt to you by 1 (□ 2).Final□ When you suffer Fire (□ or Electricity) damage, reduce it by 1 (□ 2).
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Rise of the RunelordsSeoniHumanSorcerer8□ At the start of your turn, you may banish an ally to draw 3 cards.No Change□ At the start of your turn, you may banish an ally to draw 3 cards.□ When you play Blessing of Pharasma, add d12 instead of the normal die.Final□ When you play a Pharasma blessing, add d12 instead of the normal die.
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Rise of the RunelordsTupGoblinPyromaniac1BASE CHARACTERBASE CHARACTERBALE-FLAME OF NAUGHTINESSBALE-FLAME OF NAUGHTINESSPRINCE OF DARKNESSPRINCE OF DARKNESSPreliminary
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Rise of the RunelordsTupGoblinPyromaniac2HAND SIZE 6 □7No Change6 □ 7HAND SIZE 6 □ 7 □ 9 □ 11No ChangeHAND SIZE 6 □ 7 □ 9 □ 11No Change
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Rise of the RunelordsTupGoblinPyromaniac3Conversion GuideArcaneConversion GuideArcaneConversion GuideArcane
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Rise of the RunelordsTupGoblinPyromaniac4For your combat check, you may banish a card to use your Arcane skill + 1d8 (□+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.FinalFor your combat check, you may banish a card to use Arcane + 1d8 (□+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.For your combat check, you may banish a card to use your Arcane skill + 1d8 (□+1) (□+1d6+1) and add the Attack, Fire (□ or Force), and Magic traits. This counts as playing a spell.FinalFor your combat check, you may banish a card to use Arcane + 1d8 (□+1) (□+1d6+1) and add the Attack, Fire (□ or Force), and Magic traits. This counts as playing a spell.For your combat check, you may banish a card to use your Arcane skill + 1d8 (□+1) (□+2) (□+3) and add the Attack, Fire, and Magic traits. This counts as playing a spell.FinalFor your combat check, you may banish a card to use Arcane + 1d8 (□+1) (□+2) (□+3) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
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Rise of the RunelordsTupGoblinPyromaniac5□ When you banish a spell from your hand not for its power, draw a spell from the box.Final□ When you banish a spell from your hand not for its power, draw a new spell.□ When you banish a spell from your hand not for its power, draw a spell from the box.Final□ When you banish a spell from your hand not for its power, draw a new spell.□ When you banish a spell from your hand not for its power, draw a spell from the box.Final□ When you banish a spell from your hand not for its power, draw a new spell.
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Rise of the RunelordsTupGoblinPyromaniac6When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 (□-1) Fire damage.FinalOn another local character's check, you may recharge a card to add 4 and the Fire trait. Each other local character suffers 1d4 (□-1) Fire damage.When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 (□-1) (□-4) Fire damage.FinalOn another local character's check, you may recharge a card to add 4 and the Fire trait. Each other local character suffers 1d4 (□-1) (□-4) Fire damage.When another character at your location attempts a check, you may recharge a card (□ then you may shuffle your deck) to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 (□-1) Fire damage.FinalOn another local character's check, you may recharge a card (□ then you may shuffle your deck) to add 4 and the Fire trait. Each other local character suffers 1d4 (□-1) Fire damage.
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Rise of the RunelordsTupGoblinPyromaniac7□ On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.Final□ On your check that invokes Fire, you may recharge a card to add 1d8; after the check you suffer 1d4 Fire damage.□ Gain the skills Stealth: Dexterity +3 and Knowledge: Intelligence +3.No Change□ Gain the skills Stealth: Dexterity +3 and Knowledge: Intelligence +3.
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Rise of the RunelordsTupGoblinPyromaniac8□ Reduce Fire damage dealt to you to 1.Final□ When you suffer Fire damage, reduce it to 1.□ You may evade your encounter. (□ If you are the only character at your location, you may then recharge a random card to explore again.)Final□ You may evade your encounter. (□ If you are the only local character, you may then recharge a random card to explore again.)
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Rise of the RunelordsTupGoblinPyromaniac9□ At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character’s discard pile.Final□ After recovery, you may exchange a card in your hand for a Fire card in any character’s discards.
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Rise of the RunelordsValerosHumanFighter1BASE CHARACTERBASE CHARACTERGUARDIANGUARDIANWEAPON MASTERWEAPON MASTERPreliminary