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1 | PACG Legacy Character Core Conversions | |||||||||||||||||
2 | ||||||||||||||||||
3 | Characters and Special Roles: | 146 | ||||||||||||||||
4 | Rise of the Runelords | x | x | |||||||||||||||
5 | AP/Deck | Character | Race | Class | # | Base Powers - Original | Type | Base Powers - Updated | Role 1 Powers - Original | Type | Role 1 Powers - Updated | Role 2 Powers - Original | Type | Role 2 Powers - Updated | Discussion | Character Sheet | ||
6 | Rise of the Runelords | Amiri | Human | Barbarian | 1 | BASE CHARACTER | BASE CHARACTER | BERSERKER | BERSERKER | JUGGERNAUT | JUGGERNAUT | Preliminary | ||||||
7 | Rise of the Runelords | Amiri | Human | Barbarian | 2 | HAND SIZE 4 □ 5 | No Change | 4 □ 5 | HAND SIZE 4 □ 5 □ 6 | No Change | 4 □ 5 □ 6 | HAND SIZE 4 □ 5 □ 6 | No Change | 4 □ 5 □ 6 | ||||
8 | Rise of the Runelords | Amiri | Human | Barbarian | 3 | PROFICIENT WITH Light Armors □ Heavy Armors Weapons | Conversion Guide | □ Armor Weapon | PROFICIENT WITH Light Armors □ Heavy Armors Weapons | Conversion Guide | □ Armor Weapon | PROFICIENT WITH Light Armors □ Heavy Armors Weapons | Conversion Guide | □ Armor Weapon | ||||
9 | Rise of the Runelords | Amiri | Human | Barbarian | 4 | You may bury a card from your hand to add 1d10 (□ +1) to your Strength, Melee, or Constitution check. | Final | On 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. | Final | On 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. | Final | On your Strength, Melee, or Constitution check, you may bury a card (□ or the top card of your deck) to add 1d10 (□ +1)(□ +2)(□ +3). | ||||
10 | Rise of the Runelords | Amiri | Human | Barbarian | 5 | You may move at the end of your turn (□ and/or move another character to the location where you end your turn). | No Change | You 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 Change | You 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 Change | You may move at the end of your turn (□ and/or move another character to the location where you end your turn). | ||||
11 | Rise of the Runelords | Amiri | Human | Barbarian | 6 | □ 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. | |||||||
12 | Rise of the Runelords | Amiri | Human | Barbarian | 7 | □ 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). | |||||||
13 | Rise of the Runelords | Amiri | Human | Barbarian | 8 | □ 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. | ||||||||||
14 | Rise of the Runelords | Ezren | Human | Wizard | 1 | BASE CHARACTER | BASE CHARACTER | EVOKER | EVOKER | ILLUSIONIST | ILLUSIONIST | Preliminary | ||||||
15 | Rise of the Runelords | Ezren | Human | Wizard | 2 | HAND SIZE 6 □ 7 □ 8 | No Change | 6 □ 7 □ 8 | HAND SIZE 6 □ 7 □ 8 □ 9 | No Change | 6 □ 7 □ 8 □ 9 | HAND SIZE 6 □ 7 □ 8 | No Change | 6 □ 7 □ 8 | ||||
16 | Rise of the Runelords | Ezren | Human | Wizard | 3 | Conversion Guide | Arcane | Conversion Guide | Arcane | Conversion Guide | Arcane | |||||||
17 | Rise of the Runelords | Ezren | Human | Wizard | 4 | 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. | Final | After 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. | Final | After 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). | Final | After 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. | ||||
18 | Rise of the Runelords | Ezren | Human | Wizard | 5 | If you acquire a card with the Magic trait during an exploration, you may immediately explore again. | Final | If 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. | Final | If 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. | Final | If you acquire a Magic card during an exploration, you may explore again. | ||||
19 | Rise of the Runelords | Ezren | Human | Wizard | 6 | □ 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). | ||||
20 | Rise of the Runelords | Ezren | Human | Wizard | 7 | □ 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. | |||||||
21 | Rise of the Runelords | Ezren | Human | Wizard | 8 | □ 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). | |||||||
22 | Rise of the Runelords | Ezren | Human | Wizard | 9 | □ 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. | ||||||||||
23 | Rise of the Runelords | Harsk | Dwarf | Ranger | 1 | BASE CHARACTER | BASE CHARACTER | SNIPER | SNIPER | TRACKER | TRACKER | Preliminary | ||||||
24 | Rise of the Runelords | Harsk | Dwarf | Ranger | 2 | HAND SIZE 5 □ 6 | No Change | 5 □ 6 | HAND SIZE 5 □ 6 □ 7 | No Change | 5 □ 6 □ 7 | HAND SIZE 5 □ 6 □ 7 | No Change | 5 □ 6 □ 7 | ||||
25 | Rise of the Runelords | Harsk | Dwarf | Ranger | 3 | PROFICIENT WITH Light Armors Weapons | Conversion Guide | Weapon | PROFICIENT WITH Light Armors Weapons | Conversion Guide | Weapon | PROFICIENT WITH Light Armors Weapons | Conversion Guide | Weapon | ||||
26 | Rise of the Runelords | Harsk | Dwarf | Ranger | 4 | At the end of your turn, you may examine the top card (□ or bottom card) of your location deck. | Final | At 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. | Final | At 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. | Final | At the end of your turn, you may examine the top card (□ or bottom card)(□ or both) of your location. | ||||
27 | Rise of the Runelords | Harsk | Dwarf | Ranger | 5 | You may recharge a card to add 1d4 (□ +1) (□ +2) to a combat check at another location. | Final | On 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. | Final | On 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. | Final | On a distant combat check, you may recharge a card to add 1d4 (□ +1)(□ +2)(□ +3). | ||||
28 | Rise of the Runelords | Harsk | Dwarf | Ranger | 6 | □ 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. | Final | On your check to defeat a Giant bane, add 1d8 (□ +1). | |||||||
29 | Rise of the Runelords | Harsk | Dwarf | Ranger | 7 | □ 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. | |||||||
30 | Rise of the Runelords | Harsk | Dwarf | Ranger | 8 | □ 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. | |||||||
31 | Rise of the Runelords | Harsk | Dwarf | Ranger | 9 | □ 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. | |||||||
32 | Rise of the Runelords | Kyra | Human | Cleric | 1 | BASE CHARACTER | BASE CHARACTER | HEALER | HEALER | EXORCIST | EXORCIST | Preliminary | ||||||
33 | Rise of the Runelords | Kyra | Human | Cleric | 2 | HAND SIZE 5 □ 6 | No Change | 5 □ 6 | HAND SIZE 5 □ 6 □ 7 □ 8 | No Change | 5 □ 6 □ 7 □ 8 | HAND SIZE 5 □ 6 □ 7 | No Change | 5 □ 6 □ 7 | ||||
34 | Rise of the Runelords | Kyra | Human | Cleric | 3 | PROFICIENT WITH Light Armors Heavy Armors □ Weapons | Conversion Guide | Armor □ Weapon Divine | PROFICIENT WITH Light Armors Heavy Armors □ Weapons | Conversion Guide | Armor □ Weapon Divine | PROFICIENT WITH Light Armors Heavy Armors □ Weapons | Conversion Guide | Armor □ Weapon Divine | ||||
35 | Rise of the Runelords | Kyra | Human | Cleric | 4 | 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. | Final | Instead 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). | Final | Instead 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. | Final | Instead of your first exploration on a turn, you may discard a Divine card to heal a local character 1d4+1 (□ +2) cards. | ||||
36 | Rise of the Runelords | Kyra | Human | Cleric | 5 | Add 1d8 (□+1) 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 (□ +1) and the Magic trait. | Add 1d8 (□ +1) 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 (□ +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. | Final | On your check to defeat an Undead (□ or Outsider) bane, add 1d8 (□ +1) and the Magic trait. | ||||
37 | Rise of the Runelords | Kyra | Human | Cleric | 6 | □ 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. | |||||||
38 | Rise of the Runelords | Kyra | Human | Cleric | 7 | □ 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. | |||||||
39 | Rise of the Runelords | Kyra | Human | Cleric | 8 | □ 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. | ||||||||||
40 | Rise of the Runelords | Lem | Halfling | Bard | 1 | BASE CHARACTER | BASE CHARACTER | VIRTUOSO | VIRTUOSO | CHARLATAN | CHARLATAN | Preliminary | ||||||
41 | Rise of the Runelords | Lem | Halfling | Bard | 2 | HAND SIZE 6 | Conversion Guide | 6 □ 7 | HAND SIZE 6 □ 7 | Conversion Guide | HAND SIZE 6 □ 7 □ 8 | HAND SIZE 6 □ 7 □ 8 | Conversion Guide | HAND SIZE 6 □ 7 □ 8 □ 9 | ||||
42 | Rise of the Runelords | Lem | Halfling | Bard | 3 | PROFICIENT WITH □ Light Armors □ Weapons | Conversion Guide | □ Weapon Arcane Divine Instrument | PROFICIENT WITH □ Light Armors □ Weapons | Conversion Guide | □ Weapon Arcane Divine Instrument | PROFICIENT WITH □ Light Armors □ Weapons | Conversion Guide | □ Weapon Arcane Divine Instrument | ||||
43 | Rise of the Runelords | Lem | Halfling | Bard | 4 | Once per check, you may recharge a card to add 1d4 (□ +1) (□ +2) to a check attempted by another character at your location. | Final | On 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. | Final | On 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. | Final | On another local character's check, you may recharge a card to add 1d4 (□ +1)(□ +2)(□ +3). | ||||
44 | Rise of the Runelords | Lem | Halfling | Bard | 5 | 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. | Final | At 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. | Final | 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 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. | Final | At the start of your turn, you may exchange 1 card in your hand with 1 card of the same type in your discards. | ||||
45 | Rise of the Runelords | Lem | Halfling | Bard | 6 | □ 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. | |||||||
46 | Rise of the Runelords | Lem | Halfling | Bard | 7 | □ 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. | |||||||
47 | Rise of the Runelords | Lem | Halfling | Bard | 8 | □ 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. | |||||||
48 | Rise of the Runelords | Lini | Gnome | Druid | 1 | BASE CHARACTER | BASE CHARACTER | SHAPESHIFTER | SHAPESHIFTER | WILD WARDEN | WILD WARDEN | Preliminary | ||||||
49 | Rise of the Runelords | Lini | Gnome | Druid | 2 | HAND SIZE 5 | Conversion Guide | 5 □ 6 | HAND SIZE 5 □ 6 | Conversion Guide | 5 □ 6 □ 7 | HAND SIZE 5 □ 6 □ 7 | Conversion Guide | 5 □ 6 □ 7 □ 8 | ||||
50 | Rise of the Runelords | Lini | Gnome | Druid | 3 | PROFICIENT WITH □ Light Armors □ Weapons | Final | Divine □ Weapon | PROFICIENT WITH □ Light Armors □ Weapons | Final | Divine □ Weapon | PROFICIENT WITH □ Light Armors □ Weapons | Final | Divine □ Weapon | ||||
51 | Rise of the Runelords | Lini | Gnome | Druid | 4 | 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. | 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. | 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. | ||||
52 | Rise of the Runelords | Lini | Gnome | Druid | 5 | You may reveal an ally with the Animal trait to add 1d4 (□ +1) (□ +2) to your check. | Final | On 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. | Final | On 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. | Final | On your check, you may reveal an Animal ally to add 1d4 (□ +1) (□ +2) (□ +3) (□ +4). | ||||
53 | Rise of the Runelords | Lini | Gnome | Druid | 6 | You may discard a card to roll d10 instead of your Strength or Dexterity die for any check. | Final | You 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. | Final | You 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. | Final | You may discard a card to roll d10 instead of your Strength or Dexterity die. | ||||
54 | Rise of the Runelords | Lini | Gnome | Druid | 7 | □ 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. | |||||||
55 | Rise of the Runelords | Lini | Gnome | Druid | 8 | □ 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. | |||||||
56 | Rise of the Runelords | Lini | Gnome | Druid | 9 | □ 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. | ||||||||||
57 | Rise of the Runelords | Merisiel | Elf | Rogue | 1 | BASE CHARACTER | BASE CHARACTER | ACROBAT | ACROBAT | THIEF | THIEF | Preliminary | ||||||
58 | Rise of the Runelords | Merisiel | Elf | Rogue | 2 | HAND SIZE 5 □ 6 | No Change | 5 □ 6 | HAND SIZE 5 □ 6 □ 7 | No Change | 5 □ 6 □ 7 | HAND SIZE 5 □ 6 | No Change | |||||
59 | Rise of the Runelords | Merisiel | Elf | Rogue | 3 | PROFICIENT WITH Light Armors □ Weapons | Conversion Guide | □ Weapon | PROFICIENT WITH Light Armors □ Weapons | Conversion Guide | □ Weapon | PROFICIENT WITH Light Armors □ Weapons | Conversion Guide | □ Weapon | ||||
60 | Rise of the Runelords | Merisiel | Elf | Rogue | 4 | You may evade your encounter. | No Change | You may evade your encounter. | You may evade your encounter (□ and may put the card on top of the deck). | Final | You may evade your encounter (□ and may reload the card into the location). | You may evade your encounter. | No Change | You may evade your encounter. | ||||
61 | Rise of the Runelords | Merisiel | Elf | Rogue | 5 | If 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. | Final | On 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. | Final | On 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. | Final | On 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. | ||||
62 | Rise of the Runelords | Merisiel | Elf | Rogue | 6 | □ 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. | |||||||
63 | Rise of the Runelords | Merisiel | Elf | Rogue | 7 | □ 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). | |||||||
64 | Rise of the Runelords | Merisiel | Elf | Rogue | 8 | □ 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. | |||||||
65 | Rise of the Runelords | Merisiel | Elf | Rogue | 9 | □ 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. | ||||||||||
66 | Rise of the Runelords | Sajan | Human | Monk | 1 | BASE CHARACTER | BASE CHARACTER | DRUNKEN MASTER | DRUNKEN MASTER | ZEN ARCHER | ZEN ARCHER | Preliminary | ||||||
67 | Rise of the Runelords | Sajan | Human | Monk | 2 | HAND SIZE 4 □ 5 □ 6 | No Change | 4 □ 5 □ 6 | HAND SIZE 4 □ 5 □ 6 □ 7 | No Change | 4 □ 5 □ 6 □ 7 | HAND SIZE 4 □ 5 □ 6 □ 7 | No Change | 4 □ 5 □ 6 □ 7 | ||||
68 | Rise of the Runelords | Sajan | Human | Monk | 3 | No Change | PROFICIENT WITH □ Weapons | Conversion Guide | □ Weapon Liquid | PROFICIENT WITH □ Weapons | No Change | □ Weapon | ||||||
69 | Rise of the Runelords | Sajan | Human | Monk | 4 | 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. | Final | For 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. | Final | For 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. | Final | For 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. | ||||
70 | Rise of the Runelords | Sajan | Human | Monk | 5 | On your combat check, you may play any number of blessings freely; recharge them instead of discarding them. | No Change | On 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 Change | On 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 Change | On your combat check, you may play any number of blessings freely; recharge them instead of discarding them. | ||||
71 | Rise of the Runelords | Sajan | Human | Monk | 6 | □ 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). | |||||||
72 | Rise of the Runelords | Sajan | Human | Monk | 7 | □ 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. | |||||||
73 | Rise of the Runelords | Sajan | Human | Monk | 8 | □ 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). | |||||||
74 | Rise of the Runelords | Sajan | Human | Monk | 9 | □ 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. | |||||||
75 | Rise of the Runelords | Seelah | Human | Paladin | 1 | BASE CHARACTER | BASE CHARACTER | CRUSADER | CRUSADER | HOSPITALER | HOSPITALER | Preliminary | ||||||
76 | Rise of the Runelords | Seelah | Human | Paladin | 2 | HAND SIZE 4 □ 5 | No Change | 4 □ 5 | HAND SIZE 4 □ 5 □ 6 | No Change | 4 □ 5 □ 6 | HAND SIZE 4 □ 5 □ 6 □ 7 | No Change | 4 □ 5 □ 6 □ 7 | ||||
77 | Rise of the Runelords | Seelah | Human | Paladin | 3 | PROFICIENT WITH Light Armors Heavy Armors Weapons | Conversion Guide | Armor Weapon Divine | PROFICIENT WITH Light Armors Heavy Armors Weapons | Conversion Guide | Armor Weapon Divine | PROFICIENT WITH Light Armors Heavy Armors Weapons | Conversion Guide | Armor Weapon Divine | ||||
78 | Rise of the Runelords | Seelah | Human | Paladin | 4 | You 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. | Final | On 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. | Final | On 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. | Final | On 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. | ||||
79 | Rise of the Runelords | Seelah | Human | Paladin | 5 | 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 of the deck. | Final | At 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. | Final | At 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. | Final | At 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. | ||||
80 | Rise of the Runelords | Seelah | Human | Paladin | 6 | □ 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. | |||||||
81 | Rise of the Runelords | Seelah | Human | Paladin | 7 | □ 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. | |||||||
82 | Rise of the Runelords | Seelah | Human | Paladin | 8 | □ 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. | ||||||||||
83 | Rise of the Runelords | Seoni | Human | Sorcerer | 1 | BASE CHARACTER | BASE CHARACTER | ABYSSAL SORCERER | ABYSSAL SORCERER | CELESTIAL SORCERER | CELESTIAL SORCERER | Preliminary | ||||||
84 | Rise of the Runelords | Seoni | Human | Sorcerer | 2 | HAND SIZE 6 □ 7 | No Change | 6 □ 7 | HAND SIZE 6 □ 7 | No Change | 6 □ 7 | HAND SIZE 6 □ 7 | No Change | 6 □ 7 | ||||
85 | Rise of the Runelords | Seoni | Human | Sorcerer | 3 | Conversion Guide | Arcane | Conversion Guide | Arcane | Conversion Guide | Arcane | |||||||
86 | Rise of the Runelords | Seoni | Human | Sorcerer | 4 | For 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. | Final | For 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. | Final | For 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. | Final | For 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. | ||||
87 | Rise of the Runelords | Seoni | Human | Sorcerer | 5 | You automatically succeed at your check to recharge a spell (□ or item) with the Arcane trait. | Final | On 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. | Final | On 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. | Final | On your check to recharge an Arcane spell (□ or Arcane item), you automatically succed. | ||||
88 | Rise of the Runelords | Seoni | Human | Sorcerer | 6 | □ 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. | |||||||
89 | Rise of the Runelords | Seoni | Human | Sorcerer | 7 | □ 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). | |||||||
90 | Rise of the Runelords | Seoni | Human | Sorcerer | 8 | □ 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. | |||||||
91 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 1 | BASE CHARACTER | BASE CHARACTER | BALE-FLAME OF NAUGHTINESS | BALE-FLAME OF NAUGHTINESS | PRINCE OF DARKNESS | PRINCE OF DARKNESS | Preliminary | ||||||
92 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 2 | HAND SIZE 6 □7 | No Change | 6 □ 7 | HAND SIZE 6 □ 7 □ 9 □ 11 | No Change | HAND SIZE 6 □ 7 □ 9 □ 11 | No Change | ||||||
93 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 3 | Conversion Guide | Arcane | Conversion Guide | Arcane | Conversion Guide | Arcane | |||||||
94 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 4 | For 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. | Final | For 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. | Final | For 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. | Final | For 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. | ||||
95 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 5 | □ 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. | ||||
96 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 6 | 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) Fire damage. | Final | On 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. | Final | On 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. | Final | On 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. | ||||
97 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 7 | □ 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. | |||||||
98 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 8 | □ 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.) | |||||||
99 | Rise of the Runelords | Tup | Goblin | Pyromaniac | 9 | □ 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. | ||||||||||
100 | Rise of the Runelords | Valeros | Human | Fighter | 1 | BASE CHARACTER | BASE CHARACTER | GUARDIAN | GUARDIAN | WEAPON MASTER | WEAPON MASTER | Preliminary |