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Witch - Feiya

Claimed by witches in the frozen reaches of Irrisen, young Feiya witnessed untold terrors as she learned her captors' craft. Her freedom eventually came with the help of an unlikely liberator, a wise fox who helped her elude the witches' pursuit. Now free to choose her own path, Feiya travels where she pleases, joined by her vulpine companion Daji. Although she's still baffled by some aspects of civilized life, her eerie magics help her overcome nearly any challenge.

Skull & Shackles Character Add-On Deck[]

Skills[]

Strength d6 ☐+1
Dexterity d4 ☐+1
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d12 ☐+1 ☐+2 ☐+3 ☐+4
Arcane Intelligence +3
Craft Intelligence +2
Knowledge Intelligence +2
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d8 ☐+1 ☐+2 ☐+3

Role Powers[]

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Hand Size 6 ☐ 7 ☐ 8
When any character at your location attempts a check to acquire a spell or defeat a monster (☐ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☐ 2) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait to return a spell from your discard pile to your hand.

Hexer[]

Hexers manipulate luck to their will. Around hexers, the only predictable thing is unpredictability.

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Hand Size 6 ☐ 7 ☐ 8 9
When any character at your location attempts a check to acquire a spell or defeat a monster (☐ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☐ 2) ( 3) plus the adventure deck number of the recharged card, if any.
You may discard an ally that has the Animal trait ( or any ally) to return a spell from your discard pile to your hand.
When you would shuffle a non-henchman, non-villain monster you encountered into a location deck, you may exchange it for a random monster from the box.
When you succeed at a Craft check ( or play a spell that has the Arcane trait), you may examine the top card of your deck; if it's a spell ( or ally), you may add it to your hand.
When you play Blessing of Pharasma, or you play any blessing on any check to acquire an ally, you may recharge it instead of discarding it.

Sea Witch[]

Sea witches draw magic from the oceans, the winds, and the moon above.

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Hand Size 6 ☐ 7 ☐ 8 9
When any character at your location attempts a check to acquire a spell or defeat a monster (☐ or barrier), you may recharge a card to reduce the difficulty of that check by 1 (☐ 2) plus the adventure deck number of the recharged card, if any.
You may discard ( or recharge) an ally that has the Animal trait to return a spell from your discard pile to your hand.
You may discard a card to evade a bane that has the Aquatic trait ( and you may put the bane on top of the deck).
You may recharge a card to add 2d4 to your Fortitude ( or Survival) check.
When you close a location, you may move.
When you play Blessing of Hshurha, or you play any blessing on a check to defeat a bane that has the Aquatic trait, you may recharge it instead of discarding it.

Cards List[]

Favored Card Type: Spell Recommended Starting Deck*
Weapon
Spell 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10 Arcane Armor, Buoyancy, Confusion, Detect Magic, Frostbite, Phantasmal Minion
Armor
Item 2 ☐ 3 ☐ 4 Potion of Lucubration, Rum Bottle
Ally 3 ☐ 4 ☐ 5 Carver, Sailor, Turtle
Blessing 4 ☐ 5 ☐ 6 Blessing of the Gods (4)

Witch Class Deck[]

Skills[]

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

Role Powers[]

Show/Hide
Hand Size 6 ☐ 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☐ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☐ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.

Beast-Bonder[]

When a beast-bonder's familiar learns a new trick, it's a lot more impressive than "fetch" or "stay."

Show/Hide
Hand Size 6 ☐ 7
When a character at your location attempts a check to acquire an ally or defeat a barrier (☐ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☐ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster ( or fail to acquire an ally that has the Animal, Arcane, or Vermin trait), you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.
On your turn, you may put a cohort ( or any ally that has the Arcane, Animal, or Vermin trait) on top of your deck to examine the top card of your location deck. ( Then you may discard a card to explore your location.)
You may bury ( or discard) a cohort ( or an ally that has the Arcane, Animal, or Vermin trait) to reduce all damage dealt to you to 0.
When setting up, when you add cohorts to your hand, you may choose an additional Witch Class Deck cohort that has the Arcane trait and add it to your hand.

Winter Witch[]

Should the call of "Avalanche!" go out across the valley, the winter witch is the only one guaranteed to hear the echo

Show/Hide
Hand Size 6 ☐ 7 8
When a character at your location attempts a check to acquire an ally or defeat a barrier (☐ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☐ 2) ( 3) plus the card's adventure deck number. ( If the check to defeat is against a bane that is immune to the Cold or Fire trait, ignore those immunities.)
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.
When you play a spell that would add the Acid, Fire, Electricity, or Poison trait, you may add the Cold trait instead.
For your Dexterity or Acrobatics non-combat check, you may use your Arcane skill and add the Cold trait.
You may discard any number of cards to add 1 ( 2) to the result of your check after the roll ( or to reduce Cold or Fire damage dealt to you by 4) for each card discarded.

Cards List[]

Favored Card Type: Spell Recommended Starting Deck*
Weapon
Spell 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9
Armor
Item 3 ☐ 4 ☐ 5
Ally 3 ☐ 4 ☐ 5 ☐ 6
Blessing 4 ☐ 5
Cohort: Daji (Witch Class Deck)

Owned Cards[]

Note: Feiya is the Owner of the cards Daji and Dreamseeker's Staff, and may thus start with either or both in her starting deck instead of a listed card of that type, even though it does not have the Basic trait.

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