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ALASE ROLES

SUMMONER CLASS DECK

FEMALE HUMAN SUMMONER


You may choose one of these roles after completing Adventure 3.

SKILLS
STRENGTH d6 □+1 ALASE (GOD CALLER)
DEXTERITY d6 □+1 □+2 Calling on gods is dangerous. Not calling on them is often more dangerous.
CONSTITUTION d6 □+1 □+2
INTELLIGENCE d6 □+1 □+2 POWERS
WISDOM d8 □+1 □+2 □+3 □+4 HAND SIZE 6 □7 □8
PERCEPTION: WISDOM +2 PROFICIENT WITH Light Armors
SURVIVAL: WISDOM +2
After you play a spell that has the Attack trait, bury it.
CHARISMA d10 □+1 □+2 □+3 □+4
ARCANE: CHARISMA +2 At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (□
then, if it is a blessing, you may encounter it), then (□ you may) shuffle that deck, then draw Tonbarse.
POWERS When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you
may recharge it (□ or shuffle it into your deck) instead of discarding it. (□ You may add d8s instead of
HAND SIZE 6 □7
the normal dice added by the card.)
PROFICIENT WITH Light Armors
□ When you encounter a card and Tonbarse is displayed, you may display him at your location. (□ If
After you play a spell that has the Attack trait, bury it. you do, add 1d4 to your combat checks during the encounter.)
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s □ While you attempt a check to acquire (□ or would banish) a card that has an adventure deck
location, then (□ you may) shuffle that deck, then draw Tonbarse. number at least 2 less than the scenario’s adventure deck number, you may recharge a blessing to
gain the skill Divine: Charisma +2.
When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s
location, you may recharge it (□ or shuffle it into your deck) instead of discarding it. □ When a character at Tonbarse’s location is dealt damage, that character may recharge any number of
blessings to reduce all damage by 2 for each blessing recharged.
CARDS LIST FAVORED CARD TYPE: ITEM
WEAPON 1 ALASE (SARKORIS GUIDE)
SPELL 5 6 7 8 The Worldwound constantly changes form. You’ll need a reliable guide.
ARMOR 1 2
POWERS
ITEM 2 3 4
HAND SIZE 6 □7 □8
ALLY 2 3 PROFICIENT WITH Light Armors
BLESSING 5 6 7 After you play a spell that has the Attack trait, bury it.
COHORT TONBARSE At the start or end of your turn, you may examine the top (□ and bottom) card of the cohort
Tonbarse’s location, then (□ you may) shuffle that deck, then draw Tonbarse. (□ Then, you may
God caller Alase Brinz-Widowknife scouts southern Storasta, her constant companion the bear- display Tonbarse next to a location and may move to that location.)
sized black wolf Tonbarse, whose brow is marked with the same glowing blue sigil that adorns When you play a blessing (□ or a spell or an ally) on a check by a character at Tonbarse’s location, you
hers. Together they guide crusaders and adventurers around the Worldwound. One day Alase may recharge it (□ or shuffle it into your deck) instead of discarding it.
swears she will reclaim the demon-infested Widowknife clanhold. Whether Tonbarse is a god □ Add 1d4 (□ 1d8) to any check to close Tonbarse’s location. (□ On closing, you may draw an ally
as Alase insists, or merely her eidolon as foreign wizards suggest, he has given his life for her from your discard pile.)
countless times, yet always returns when she calls. □ After you examine a card in a location deck, you may recharge a card; if you do, you may draw a card.
□ When a character at Tonbarse’s location fails to defeat a non-villain, non-henchman bane and would
shuffle it into his location deck, you may return Tonbarse to your hand and display him at another
open location to shuffle the bane into that location instead.
© 2016 Paizo Inc.. Permission granted to photocopy for personal use only.
Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game is a trademark of Paizo Inc.
Illustration by Roberto Pitturru.
Visit paizo.com/PACG to learn more about the Pathfinder Adventure Card Game.
BALAZAR ROLES
SUMMONER CLASS DECK

MALE GNOME SUMMONER


You may choose one of these roles after completing Adventure 3.

SKILLS
STRENGTH d4 □+1 BALAZAR (TERATOMANCER)
DEXTERITY d6 □+1 □+2 Their mastery of monsters is second to none. Not even to monsters.
CONSTITUTION d6 □+1 □+2 □+3
INTELLIGENCE d8 □+1 □+2 □+3 POWERS
KNOWLEDGE: INTELLIGENCE +2 HAND SIZE 6 □7 □8
WISDOM d6 □+1 □+2 PROFICIENT WITH Light Armors
CHARISMA d12 □+1 □+2 □+3 □+4 After you play a spell that has the Attack trait, bury it.
ARCANE: CHARISMA +2 You may recharge (□ or shuffle into your deck) a spell (□ or an ally) to draw a random monster from
the box. (□ When you defeat a summoned monster, you may draw a random monster from the box.)
POWERS When you defeat a monster and would banish it, you may add it to your hand instead.
HAND SIZE 6 □7 □8 You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a
PROFICIENT WITH Light Armors combat check by a character at your location (□ or to reduce damage dealt to a character at your location
by 1 plus the monster’s adventure deck number) (□ or to recharge a spell from your discard pile) (□ or
After you play a spell that has the Attack trait, bury it. to add 1 plus the monster’s adventure deck number to a check to acquire by a character at your location).
You may recharge a spell to draw a random monster from the box. □ You may evade a summoned card (□ or a monster) you encounter.
When you defeat a monster and would banish it, you may add it to your hand instead. □ You may banish a monster from your hand to add 1d4 to your non-combat check against a card. (□ Add
You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck an additional 1d6 if the monster’s adventure deck number exceeds that card’s adventure deck number.)
number to a combat check by a character at your location (□ or to reduce damage dealt
to a character at your location by 1 plus the monster’s adventure deck number) (□ or to
recharge a spell from your discard pile).
BALAZAR (POLYMANCER)
Whatever can be summoned can be modified.
CARDS LIST FAVORED CARD TYPE: SPELL
WEAPON — POWERS
SPELL 6 7 8 9 HAND SIZE 6 □7 □8 □9
PROFICIENT WITH Light Armors
ARMOR 1 2
After you play a spell that has the Attack trait, bury it.
ITEM 2 3 4 5
You may recharge a spell to draw a random monster from the box.
ALLY 3 4 5
When you defeat a monster (□ or another character at your location defeats a monster) and would
BLESSING 3 4 banish it, you may add it to your hand instead.
COHORT PADRIG You may banish a monster from your hand to add 1d4 plus the monster’s adventure deck number to a
combat check by a character at your location (□ or to reduce damage dealt to a character at your location
Balazar was taken from his family at a young age. To fulfill an esoteric prophecy, he was put by 1 plus the monster’s adventure deck number) (□ or to recharge a spell from your discard pile) (□ or
to work studying magic in an arcane academy. After pulling off too many glorious pranks, his when you would fail a non-combat check against a bane, to reroll the dice; take the new result).
instructors exiled him to the fleshforges and forced him to literally stare into the Abyss. As he □ When you would draw a monster from the box, draw 2 and choose 1.
contemplated his demise, Balazar made contact with an eidolon who offered aid in exchange □ On your check against a card, you may banish a monster that shares 1 or more traits that are not
for a solid form. Now Balazar roams the world, learning new things and causing trouble. Basic, Elite, or Veteran with that card to add 1d6 (□ 1d10).
□ When you add your cohort to your hand, you may exchange it with another from the Summoner Class
Deck. (□ You may also draw 2 random monsters from the box.)
© 2016 Paizo Inc.. Permission granted to photocopy for personal use only.
Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game is a trademark of Paizo Inc.
Illustration by Wayne Reynolds.
Visit paizo.com/PACG to learn more about the Pathfinder Adventure Card Game.
ZETHA ROLES
SUMMONER CLASS DECK

FEMALE FETCHLING SUMMONER


You may choose one of these roles after completing Adventure 3.

SKILLS
STRENGTH d4 □+1 ZETHA (GLOOMWALKER)
DEXTERITY d10 □+1 □+2 □+3 □+4 The Gloomwalkers say “Do not walk on shadows.” Most people hear “in shadows,” but they should
STEALTH: DEXTERITY +3 listen more closely.
CONSTITUTION d6 □+1 □+2
INTELLIGENCE d8 □+1 □+2 POWERS
WISDOM d4 □+1 □+2 HAND SIZE 6 □7 □8
CHARISMA d10 □+1 □+2 □+3 □+4 PROFICIENT WITH Light Armors
ARCANE: CHARISMA +2 After you play a spell that has the Attack trait, banish it.
DIPLOMACY: CHARISMA +1 At the start of your turn, you may draw 1 random monster (□ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of
POWERS the listed skill for a non-combat check (□ or, if you’re not in an encounter, to move) (□ or to add 1d6 to
HAND SIZE 6 □7 your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
PROFICIENT WITH Light Armors □ When you play Ahtez for your combat check, add 1d6 (□ 2d6).
After you play a spell that has the Attack trait, banish it. □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may
examine the top card of your location deck).
At the start of your turn, you may draw 1 random monster (□ or 2 random monsters) from the box.
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may
You may banish a monster from your hand to evade your encounter or to use your Stealth banish a monster to use the monster’s highest difficulty to defeat as the result of your check.
skill in place of the listed skill for a non-combat check (□ or, if you’re not in an encounter, Characters may not play other cards or use powers on this check.
to move) (□ or to add 1d6 to your check to defeat a barrier).

CARDS LIST FAVORED CARD TYPE: SPELL ZETHA (SHADOW CALLER)


WEAPON — 1 The average person need not call his shadow. It is always there. But if it weren’t...
SPELL 5 6 7 8 POWERS
ARMOR — 1 HAND SIZE 6 □7 □8 □9
ITEM 2 3 PROFICIENT WITH Light Armors
ALLY 4 5 6 7 After you play a spell that has the Attack trait, banish it.
BLESSING 4 5 At the start of your turn, you may draw 1 random monster (□ or 2 random monsters) (□ or 3 random
COHORT AHTEZ monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of
Trapped on the Shadow Plane, the only trace the sorcerer Meztaliz could leave was an heir. Her the listed skill for a non-combat check (□ or, if you’re not in an encounter, to move) (□ or to add 1d6 to
daughter Zetha stands between the dark of Shadow and the light of the Material, marshalling your check to defeat a barrier) (□ or to examine the top card of any location deck).
the power of her shadow Ahtez against creatures from either side. At any moment, she can □ Add 1d4 (□ 1d8) to your check to acquire or recharge an ally or a spell.
access the “space between,” a realm where people of her kayal race can flee for an instant. □ When you would fail to acquire a boon, you may evade it. (□ If you do, you may shuffle it into
Eventually, she will find a way to free her mother from the shadow prison. For now, she will another location deck.)
walk uneasily between worlds.
© 2016 Paizo Inc.. Permission granted to photocopy for personal use only.
Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game is a trademark of Paizo Inc.
Illustration by Roberto Pitturru.
Visit paizo.com/PACG to learn more about the Pathfinder Adventure Card Game.

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