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Barbarian - Brielle

In the city of Egorian, halflings keep to the underworld. The disdainful Chelaxians call halflings "slips," much to the halflings' dismay. In the shadows, Brielle built a mountain out of her resentment against the Chelish citizens, bashing together weapons out of whatever scraps they foolishly threw at her. Now free from her unpalatable masters, Brielle ventures into the world with a chip on her shoulder. For most people, that chip is right at waist level.

Barbarian Class Deck[]

Skills[]

Strength d8 ☐+1 ☐+2 ☐+3 ☐+4
Melee Strength +3
Dexterity d6 ☐+1 ☐+2
Constitution d8 ☐+1 ☐+2 ☐+3 ☐+4
Intelligence d6 ☐+1
Wisdom d4 ☐+1
Charisma d10 ☐+1 ☐+2 ☐+3
Diplomacy Charisma +3

Role Powers[]

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Hand Size 5 ☐ 6
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card from your hand to add 1d12 (☐ +1) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (☐ 1d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.

Kneecapper[]

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The last thing you want is a raging barbarian hitting you below the belt.

Hand Size 5 ☐ 6 7
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card from your hand to add 1d12 (☐ +1) ( +2) to your Strength or Charisma check. If you succeed at the check, you may recharge that card instead. ( After you roll, count the number of dice that rolled a value of 12. You may reroll up to that number of dice; take the new result.)
For your combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d8 (☐ 1d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 ( +3) and the card's traits.
When you attempt a check before you act, you may use you Melee skill instead of any listed skill.
If you succeed at all checks required to defeat a monster, reduce all damage dealt to you after you act to 0. ( Then you may examine the top card of your location deck; if it's a non-villain, non-henchman monster, you may shuffle it into another open location deck.)
You may discard a card to evade a monster you encounter and put it on top of your location deck.

Opportunist[]

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To the opportunists, there is no thing in the world that cannot be smashed into a better thing.

Hand Size 5 ☐ 6 7
Proficient with Light Armors | ☐ Heavy Armors | Weapons
You may bury a card from your hand to add 1d12 (☐ +1) ( +2) to your Strength or Charisma check. If you succeed at the check ( or if the check has the Bludgeoning trait), you may recharge that card instead.
For your combat check, you may reveal an item that has the Object or Tool trait ( or a card that has the Club trait or an ally) to use your Melee skill + 1d8 (☐ 1d12) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
On your check, you may recharge a card to reroll 1 die that rolled a value of 1; take the new result.
You may use your Melee skill instead of your Craft skill. ( On your check to acquire an item, you may used your Melee skill instead of any listed skill.)
When a character at your location fails to acquire an item, you may encounter it.

Cards List[]

Favored Card Type: Item Recommended Starting Deck
Weapon 3 ☐ 4 ☐ 5
Spell
Armor 1 ☐ 2 ☐ 3
Item 5 ☐ 6 ☐ 7 ☐ 8
Ally 2 ☐ 3 ☐ 4
Blessing 4 ☐ 5
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