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Druid - Lini

Lini has always had a way with wild creatures. More than once her enclave was threatened by some great beast, yet each time she soothed it and sent it on its way. As an adult, she chose to leave her druidic fellows behind and explore and help protect the wild places of the world. Since then, Lini has collected more than a dozen sticks, one from each of the forests she has visited. These sticks are a road map of her experiences, and each holds a wealth of memories for her.

Rise of the Runelords

Available in the Character Add-On Deck.

Skills

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Strength d4 ☐+1 ☐+2
Dexterity d6 ☐+1 ☐+2
Constitution d8 ☐+1 ☐+2
Intelligence d6 ☐+1 ☐+2
Knowledge Intelligence +3
Wisdom d10 ☐+1 ☐+2 ☐+3 ☐+4
Divine Wisdom +1
Survival Wisdom +2
Charisma d8 ☐+1 ☐+2 ☐+3

Role Powers

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Hand Size 5
Proficient with ☐ Light Armors | ☐ Weapons
When you play an ally with the Animal trait, you may recharge it instead of discarding it.
You may reveal an ally with the Animal trait to add 1d4 (☐+1) (☐+2) to your check.
You may discard a card to roll d10 instead of your Strength or Dexterity die for any check.

Shape Shifter

Masters of innumerable natural forms, these druids make the strength and ferocity of animalkind their own.

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Hand Size 5 6
Proficient with ☐ Light Armors | ☐ Weapons
When you play an ally with the Animal trait, you may recharge it instead of discarding it.
You may reveal an ally with the Animal trait to add 1d4 (☐+1) (☐+2) (+3) to your check.
You may discard a card to roll d10 (+1) (+2) ( with the Fire trait) instead of your Strength or Dexterity die for any check.
Add 2 ( 4) to your check to acquire an ally with the Animal trait.
When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.

Wild Warden

These sages of nature know the deepest truth of the earth and its inhabitants, and turn the power of the land into a devastating weapon.

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Hand Size 5 6 7
Proficient with ☐ Light Armors | ☐ Weapons
When you play an ally with the Animal trait, you may recharge it instead of discarding it.
You may reveal an ally with the Animal trait to add 1d4 (☐+1) (☐+2) (+3) (+4) to your check.
You may discard a card to roll d10 instead of your Strength or Dexterity die for any check.
Add 2 ( 4) to your Divine check when playing a spell.
Add 1d8 with the Magic trait to your check to defeat a bane with the Animal trait.
When you play a blessing to add to your Wisdom check, add d12 instead of the normal die.

Cards List

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Favored Card Type: Ally Recommended Starting Deck
Weapon ☐ 1
Spell 6 ☐ 7 ☐ 8 Cure (2), Detect Magic, Guidance, Sanctuary, Strength
Armor ☐ 1
Item 2 ☐ 3 ☐ 4 Potion of Fortitude, Sage's Journal
Ally 3 ☐ 4 ☐ 5 ☐ 6 Crow, Dog (2)
Blessing 4 ☐ 5 Blessing of the Gods (4)

Skull & Shackles

Available in the Character Add-On Deck.

Skills

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Strength d4 ☐+1 ☐+2 ☐+3
Dexterity d6 ☐+1 ☐+2 ☐+3
Constitution d8 ☐+1 ☐+2 ☐+3
Fortitude Constitution +2
Intelligence d6 ☐+1
Wisdom d10 ☐+1 ☐+2 ☐+3 ☐+4
Divine Wisdom +2
Survival Wisdom +2
Charisma d8 ☐+1

Role Powers

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Hand Size 5 ☐ 6
Proficient with ☐ Light Armors | ☐ Weapons
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck (☐ or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.

Aquamancer

These druids command the animals of the sea.

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Hand Size 5 ☐ 6 7
Proficient with ☐ Light Armors | ☐ Weapons
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck (☐ or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
When you succeed at a check to recharge a spell that has the Attack trait, you may put it on top of your deck instead.
Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 ( 2)
Add 2 ( 4) to any combat check by a character at your location against a card that has the Aquatic trait ( or a ship).
If you defeat a monster that has the Aquatic trait, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.

Feral Druid

Feral druids can become any animal, but usually ones with vicious teeth.

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Hand Size 5 ☐ 6 7
Proficient with ☐ Light Armors | ☐ Weapons
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck (☐ or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity ( or Constitution) die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
For your combat check, you may reveal a card that has the Divine trait to use your Strength skill + 1d8 and add the Magic and Melee ( and Fire, Cold, or Electricity) traits; you may not play a weapon on the check.
Add 2 ( 4) to your check against a card that has the Animal trait.
Recharge a card to reduce Combat damage dealt to you by 1 ( 2).

Cards List

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