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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.

Traits[]

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

Core Set[]

Skills[]

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

Role Powers[]

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Hand Size 4 ☐ 5
Proficiencies Weapon | ☐ Armor
On your Strength check or your check against a monster, you may bury a card from your hand (☐ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card).
At the end of your turn, you may move; any local characters may move with you.

Resistance Fighter[]

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Barbarians can overthrow any empire, given battleaxes and enough time.

Hand Size 4 ☐ 5 6
Proficient with Weapon | ☐ Armor
On your Strength check or your check against a monster, you may bury a card from your hand (☐ or discards) to add your Fortitude skill. ( If you do, you may remove 1 of your scourges.)
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) ( and you may heal a card).
At the end of your turn, you may move ( then examine the top card of your location); any local characters may move with you.
When cards would be recharged or discarded to bless your combat check, they may be freely discarded instead.
When you suffer damage, you may discard the top of your deck instead of your hand. ( When you suffer damage, you may examine the top 2 cards of your deck.) ( Then you may recharge any of the examined cards.)

Smashmouth[]

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No plan survives being punched in the face.

Hand Size 4 ☐ 5 6
Proficient with Weapon | ☐ Armor
On your Strength check or your check against a monster ( or a barrier), you may bury a card from your hand (☐ or discards) to add your Fortitude skill.
Closing your location does not prevent you from exploring (☐ and after you close your location, you may draw a card) ( and you may heal a weapon).
At the end of your turn, you may move; any local characters may move with you.
On your ( or another local character's) Melee combat check, you may reload a weapon to add its level.
When a card would be discarded to bless your combat check, it may be recharged instead.
When you suffer damage from a bane ( before or) after acting, you may recharge a weapon to reduce the damage to 0.

Cards List[]

Favored Card Type: Melee Weapon Recommended Starting Deck
Weapon 4 ☐ 5 ☐ 6 ☐ 7 Dogslicer, Longspear, 2 others
Spell
Armor 2 ☐ 3 Hide Armor, 1 other
Item 3 ☐ 4 ☐ 5 Blast Stone, 2 others
Ally 2 ☐ 3 ☐ 4 Snake, 1 other
Blessing 4 ☐ 5 ☐ 6 Orison, 3 others

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.

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