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Thievesbane
While Thievesbane is equipped, rogue actions that may target this character must do so, and actions that may discard this item must do so.
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While Thievesbane is equipped, rogue actions that may target this character must do so, and actions that may discard this item must do so.
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Mentalist only. Spend Order: Perform a +0 ranged strike with a bonus to the roll equal to this character's skill. Spend Order: Discard an item equipped by a character up to two ranks away.
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Spend Order: Move adjacent to target opposing character within two ranks in any army. The target must succeed with a dexterity save (DC 20) or be spent. If this rogue succeeds with a Stealth check (DC 20) ready him.
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Order: This rogue targets a character in an adjacent rank. The target must make a poison save (DC 11, 15 if this character is an Assassin) or suffer one wound.
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React: After an opposing character receives a bonus to AC, ATK, and/or skill from an action: Give one of your characters (up to three characters if this is a Cantor) the same bonuses until the end of the turn.
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Spend Order: Put this card into play adjacent to this wizard as an evil Level 3 fighter with the Abyssal and Monster traits, +5/+3 ATK, 9 AC, +6 Skill, and 2 HP. If the caster is a Summoner, it also has the Planar trait.
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Spend React: Play after a melee strike roll targeting this character. If the strike missed, stun the attacking character.
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Fighter and Monk only. Spend Order: Perform five consecutive +0 ranged strikes. These strikes may not receive any bonuses to the die roll.
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Order: Discard any number of cards: Perform a +0 melee strike. This character gains +5 ATK for this strike for each card discarded.
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Spend Order: Target a rank within three ranks. Until the end of the turn, any action performed in that rank requires spending as a cost. If this character is a Bard, characters in that rank may not cast spells or use "Bard only" actions.
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While this character is performing a melee strike targeting an Astral or Ethereal character, he gains +2 ATK for the strike, and ignores the effects of the Astral or Ethereal trait.
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Spend Order: Discard the Thundercall Javelin to make a +4 ranged strike. If it hits, the strike inflicts an additional wound and spends the target. Characters adjacent to the target must then succeed with a magic save (DC 15) or become spent.
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This character's melee strikes inflict an additional wound. Order: Spend Thunderhammer: Perform a +6 ranged strike.
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React: After this fighter hits a character with a melee strike, the target and unspent adjacent characters must succeed with a dexterity save (DC 12) or be spent.
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May not equip items. Thunic Hydra has one fewer melee strike (losing its primary ATK first) when it attacks for each wound it has.
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May not equip items. Order: Once per turn, move forward or backward one rank.
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Wyvern may perform rogue action cards. Order: Once per turn: Move forward or backward one rank.
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Kill React: Characters that were adjacent to the killed character must succeed with a fortitude save (DC 18) or spend.
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Spend React: After target character of equal or lower Level performs an action: Spend the target. Spend React: After target spent character of equal or lower Level pays the costs of an action without spending: Cancel the action.
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Spend Order: This wizard performs a +6 ranged strike. If the ranged strike hits, the target suffers one wound, then moves back one rank.
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Order: You may spend this character: Perform a +3 melee strike. If the strike hits, move the target backward one rank, or two ranks if you spent this character.
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React: After this character kills an opposing character with Level 3 or more greater than this character's remove this card from the game: This character permanently gains +6 ATK, +6 AC, +2 HP, +2 Level, +4 Skill, and the Hero trait.