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Barbarian - Amiri

Amiri is a fierce tribal warrior from the rugged clans of the north. She claimed her oversized bastard sword as a trophy after single-handedly wiping out a band of frost giants. When she returned to her people, she discovered her raid had been meant to be a suicide mission—a punishment for consistently one-upping her tribe's male warriors in battle. In a rage she slaughtered her traitorous comrades, then forsook her homeland to make her own place in the world.

Rise of the Runelords Character Add-On Deck

Skills

Strength d12 ☐+1 ☐+2 ☐+3 ☐+4
Melee Strength +2
Dexterity d6 ☐+1 ☐+2 ☐+3
Constitution d8 ☐+1 ☐+2 ☐+3 ☐+4
Intelligence d4 ☐+1
Wisdom d6 ☐+1
Survival Wisdom +3
Charisma d6 ☐+1 ☐+2

Role Powers

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Hand Size 4 ☐ 5
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card from your hand to add 1d10 (☐+1) to your Strength, Melee, or Constitution check.
You may move at the end of your turn (☐ and/or move another character to the location where you end your turn).

Berserker

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Barbarians who adopt this role are consumed by rage, stoking flames of fury that express themselves through vicious attacks and unbelievable strength.

Hand Size 4 ☐ 5 6
Proficient with Light Armors | ☐ Heavy Armors | Weapons
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.
You may move at the end of your turn (☐ and/or move another character to the location where you end your turn).
Add 2 ( 4) to your check to acquire a weapon.
When you play Blessing of Gorum, add d12 instead of the normal die.

Juggernaut

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Through amazing fortitude, superhuman resilience, and mighty armor, juggernauts can resist the assault of any opponent.

Hand Size 4 ☐ 5 6
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card from your hand to add 1d10 (☐+1) (+2) (+3) to your Strength, Melee, or Constitution check.
You may move at the end of your turn (☐ and/or move another character to the location where you end your turn).
When you are dealt Combat ( or any other type of damage), reduce that damage by 1.
Add 2 ( 4) to your check to acquire an armor.
When you play Blessing of Gorum, add d12 instead of the normal die.

Cards List

Favored Card Type: Weapon Recommended Starting Deck
Weapon 5 ☐ 6 ☐ 7 ☐ 8 Longspear, Longsword, Quarterstaff, Short Sword (2)
Spell
Armor 2 ☐ 3 Leather Armor, Wooden Shield
Item 2 ☐ 3 ☐ 4 ☐ 5 Mattock, Potion of Hiding
Ally 2 ☐ 3 Guide, Standard Bearer
Blessing 4 ☐ 5 ☐ 6 Blessing of the Gods (4)

Barbarian Class Deck

Skills

Strength d12 ☐+1 ☐+2 ☐+3 ☐+4
Melee Strength +2
Dexterity d6 ☐+1 ☐+2 ☐+3
Constitution d8 ☐+1 ☐+2 ☐+3 ☐+4
Fortitude Constitution +2
Intelligence d4 ☐+1
Wisdom d6 ☐+1
Survival Wisdom +2
Charisma d6 ☐+1 ☐+2

Role Powers

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Hand Size 4 ☐ 5
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card to add 1d10 to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. (☐ Then you may draw a card.) If it is your exploration, but it is not the first exploration of your turn, add an additional 1d6.
At the end of your turn (☐ or when your location closes), you may move.

Immovable Object

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For every action, there exists an equal and opposite reaction. That's not always what you want.

Hand Size 4 ☐ 5 6
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card to add 1d10 to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. (☐ Then you may draw a card.) If it is your exploration, but it is not the first exploration of your turn, add an additional 1d6.
At the end of your turn (☐ or when your location closes), you may move ( or you may recharge a card).
When you would be moved, you may choose not to move.
Add 1d6 to your check to close a location ( or your check when it is not your turn.)
When you acquire a boon, you may recharge it to recharge a random card from your discard pile ( or draw a card.)
When a bane deals damage to you before you act, reduce that damage by 3.

Unstoppable Force

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The unstoppable force can move mountains, one boulder at a time.

Hand Size 4 ☐ 5
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card to add 1d10 ( +1)(( +2) to your Strength or Constitution check, or to your check to defeat a barrier that has the Lock, Obstacle, or Trap trait. (☐ Then you may draw a card.) If it is your exploration, but it is not the first exploration of your turn, add an additional 1d6 ( 1d8).
At the end of your turn (☐ or when your location closes), you may move. ( If you do, you may then examine the top card of your location deck.).
When you would be moved, you may choose not to move.
When you defeat a barrier, you may examine the top card ( or top 3 cards) of your location deck. You may put any examined boons on the bottom of the location deck. ( Then you may explore your location.)
When you acquire a boon on your turn, you may immediately recharge it to explore your location.)

Cards List

Favored Card Type: Weapon Recommended Starting Deck
Weapon 5 ☐ 6 ☐ 7 ☐ 8
Spell
Armor 2 ☐ 3 ☐ 4
Item 3 ☐ 4 ☐ 5
Ally 2 ☐ 3
Blessing 3 ☐ 4 ☐ 5

Owned Cards

Note: Amiri is the Owner of the card Frost Giant's Sword +1, and may thus start with it in her starting deck instead of a listed card of that type, even though it does not have the Basic trait.