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Monk - Sajan

Born into a warrior caste in a far-off land, Sajan turned his back on his duties to search for his twin sister, a fellow martial artist taken from their land by a distant lord. Under sentence of death in his homeland for desertion, he obsessively seeks clues that could reunite him with his twin. Sajan has traveled many lands and has been slow to trust the impulsive natives of those realms, but offers insight and skill to any whom he deems worthy of joining him on his quest..

Rise of the Runelords Character Add-On Deck

Skills

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

Role Powers

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Hand Size 4 ☐ 5 ☐ 6
For your combat check, you may roll your Dexterity die (☐ and add the Magic trait) (☐ and the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.

Drunken Master

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A have of inebriation separates the mind and bodies of these martial masters, making them free to fight as the eddies of life move them.
Hand Size 4 ☐ 5 ☐ 6 7
Proficient With Weapons
For your combat check, you may roll your Dexterity die (☐ and add the Magic trait) (☐ and the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
When dealt damage other than Combat damage, reduce that damage by 1 ( 2) ( 3).
When you play a boon with the Liquid trait, succeed at a Fortitude 6 check to recharge it instead of banishing it.
Add 6 to your check to acquire a boon with the Liquid trait.
At the start of your turn, you must draw 1 card.

Zen Archer

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These mystical masters of the bow fire not at what they see, but where the energies of the cosmos guide their shots.
Hand Size 4 ☐ 5 ☐ 6 7
Proficient with Weapons
For your combat check, you may roll your Dexterity die (☐ and add the Magic trait) (☐ and the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
When dealt damage other than Combat damage, reduce that damage by 1 ( 2).
When you play a weapon with the Ranged trait, you may recharge it instead of discarding it.
Add 2 ( 4) to your check to acquire a boon with the Ranged trait.
When you start your turn with no cards in your hand, you may draw 1 card.

Cards List

Favored Card Type: Item Recommended Starting Deck
Weapon ☐ 1 ☐ 2 ☐ 3
Spell ☐ 1
Armor
Item 4 ☐ 5 ☐ 6 Amulet of Mighty Fists, Caltrops, Holy Water, Potion of Glibness
Ally 3 ☐ 4 ☐ 5 Guide, Sage, Troubadour
Blessing 8 ☐ 9 ☐ 10 Blessing of the Gods (8)

Monk Class Deck

Skills

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

Role Powers

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Hand Size 5 ☐ 6
Proficient With Weapons
If your combat check has the Slashing trait, add 2 (☐ 4).
Blessing played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
☐ Reduce Combat damage dealt to you by 1 (☐ 3).

Monk of the Four Winds

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The elements of nature rise to your call and obey your command.
Hand Size 5 ☐ 6 7
Proficient With Weapons
If your combat check has the Slashing trait, add 2 (☐ 4). ( You may also add 1d8 and the Acid, Cold, Electricty, or Fire trait.)
Blessing played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
☐ Reduce Combat damage dealt to you by 1 (☐ 3).
When you would fail a combat check, you may bury a blessing ( or any card) to reroll the check; take the new result.
After you die, you are no longer dead. Shuffle your buried cards into your deck, bury the top 5 cards of your deck, and end your turn. This power may be used only once per scenario.
You may add 1d6 to any combat check that has the Acid, Cold, Electricity, or Fire trait attempted by ( you or) another character at your location.
You automatically succeed at checks required to move.

Temple Guardian

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The temple guardian has one simple job and the tools to guard against any foe.
Hand Size 5 ☐ 6 7
Proficient With Weapons
If your combat check has the Slashing trait, add 2 (☐ 4). ( If you succeed at the check, you may draw a card.)
Blessing played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
☐ Reduce Combat damage ( or all damage) dealt to you by 1 (☐ 3).
When you encounter a monster, you may discard ( or recharge) a weapon to evade it. ( You may put the monster under the top card of the location deck it came from.)
When you begin your turn with no weapons in your hand, you may draw a card ( then you may recharge a card).

Cards List

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