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Wink and a Smile: LGR set 1, card 8 of 10; no variant rules. |
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I Have That!: LGR set 1, card 9 of 10; any item gained through the use of the card must be paid for at the end of the event. In addition, this card cannot be used to gain a vial of alchemical sleep gas, a vial of disappearing ink, or a scent breaker bag.
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Hero's Strike: LGR set 1, card 10 of 10 and LGR set 4, card 3 of 10; no variant rules. |
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Arcane Influx: LGR set 2, card 5 of 10 and LGR set 4, card 4 of 10; no variant rules.
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Holy Flood: LGR set 2, card 6 of 10; no variant rules. |
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Twist the Blade: LGR set 2, card 7 of 10 and MoH set 1, card 6 of 10; any action point option is invalid. |
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Let's Try That Again: LGR set 2, card 8 of 10 and LGR set 4, card 2 of 10; no variant rules. |
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Kaapow!: LGR set 3, card 2 of 10; no variant rules |
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Call of the Wild: LGR set 3, 3 of 10; no variant rules |
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Force of Personality: LGR set 3, 4 of 10; no variant rules |
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Not Done Yet: LGR set 3, 5 of 10; no variant rules |
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Feign Surprise: LGR set 3, 6 of 10; no variant rules
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Desperate Maneuver: LGR set 3, 7 of 10; no variant rules |
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Let's Try That Again: LGR set 2, card 8 of 10 and LGR set 4, card 2 of 10; no variant rules.
Benefit: Unlike other Campaign Cards you play this card after dice are rolled. You can spend this card once per adventure round to reroll a single skill check that you have just failed. Use the second roll for the check's result even if the result is less desirable. Both rolls are considered the same check, so you gain all bonuses (even those granted from other Campaign Cards) on the second roll that you had with the first. |
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Hero's Strike: LGR set 1, card 10 of 10 and LGR set 4, card 3 of 10; no variant rules.
Benefit: You can spend this card once per adventure round to gain a +2 morale bonus to a single attack roll. |
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Arcane Influx: LGR set 2, card 5 of 10 and LGR set 4, card 4 of 10; no variant rules.
Benefit: You can spend this card once per adventure round to grant a single arcane spell that you cast a +1 caster level. This bonus caster level does not allow you to exceed the normal maximum damage of the spell. |
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Not this Time!: LGR set 4, card 5 of 10 and LGR set 5, card 4 of 10; no variant rules Prerequisites: Alertness
Benefit: Unlike other Campaign Cards you play this card after dice are rolled. You can spend this card once per adventure round to reroll a single saving throw that you have just failed. Use the second roll for the check's result even if the result is less desirable. Both rolls are considered the same save so you gain all bonuses (even those granted from other Campaign Cards) on the second roll that you had with the first roll. |
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Blessed Relief: LGR set 4, card 6 of 10, LGR set 5, card 3 of 10, and MoH set 1, card 5 of 10; no variant rules Prerequisites: The ability to channel positive energy.
Benefit: You can spend this card once an adventure round to spontaneously Maximize, as the metamagic feat, a single cure light wounds , cure moderate wounds , or cure serious wounds spell cast on an unconscious ally. |
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Power of the Hero: LGR set 4, card 7 of 10; no variant rules Prerequisites: must have Hero's Strike in you Campaign Card stack. That card is played in conjunction with this one.
Benefit: Play this card with Hero's Strike once an adventure round to gain the benefits of Hero's Strike, and then if the attack hits, do an additional 1d6 points of damage. This extra damage is not modified if the attack is a critical hit. Even if the attack misses, this card is spent with the Hero's Strike. |
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I've Got Just the Potion : LGR set 4, card 8 of 10;
Play this card with I Have That! once an adventure round instead of gaining the benefit of the I Have That! card, you immediately gain a single potion worth no more than 50 gp. The potion must be one listed on Table 7-17 of the Dungeon Master's Guide. The potion gained is in a handy place, and you must spend a move action to retrieve it. If you don't use the potion before the adventure ends, it disappears. |
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Blessed Relief: LGR set 4, card 6 of 10, LGR set 5, card 3 of 10, and MoH set 1, card 5 of 10; no variant rules Prerequisites: The ability to channel positive energy.
Benefit: You can spend this card once an adventure round to spontaneously Maximize, as the metamagic feat, a single cure light wounds , cure moderate wounds , or cure serious wounds spell cast on an unconscious ally. |
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Not this Time!: LGR set 4, card 5 of 10 and LGR set 5, card 4 of 10; no variant rules
Prerequisites: Alertness
Benefit: Unlike other Campaign Cards you play this card after dice are rolled. You can spend this card once per adventure round to reroll a single saving throw that you have just failed. Use the second roll for the check's result even if the result is less desirable. Both rolls are considered the same save so you gain all bonuses (even those granted from other Campaign Cards) on the second roll that you had with the first roll. |
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Careful Retreat: LGR set 5, card 5 of 10; no variant rules.
Benefit: You can spend this card once per adventure round to incur no attacks of opportunity from visible enemies during a single special withdraw action. This action is special because you may only move your speed (not the normal double speed) during this withdraw, even though this special withdraw is still a full-round action. |
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Divine Salvation: LGR set 5, card 7 of 10; no variant rules.
Prerequisites: You must have Blessed Relief in you Campaign Card stack. That card is played in conjunction with this one.
Benefit: Play this card with Blessed Relief once an adventure round to gain the benefit of that card, and the spell is also empowered, as the feat of the same name. |
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Arcane Transmogrification: LGR set 5, card 8 of 10; no variant rules.
Prerequisites: You must have Arcane Influx in you Campaign Card Stack. That card is played in conjunction with this one to modify a spell with an energy descriptor.
Benefit: Play this card with Arcane Influx once an adventure round to gain the benefit of that card, and to spontaneously change the energy descriptor of that spell to acid, cold, electricity, and fire. |
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Blessed Relief: LGR set 4, card 6 of 10, LGR set 5, card 3 of 10, and MoH set 1, card 5 of 10; no variant rules
Prerequisite: The ability to channel positive energy.
Benefit: You can spend this card to spontaneously Maximize, as the metamagic feat, a single cure light wounds , cure moderate wounds , or cure serious wounds spell cast on an unconscious ally. |
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Twist the Blade: LGR set 2, card 7 of 10 and MoH set 1, card 6 of 10; any action point option is invalid.
Prerequisite: The ability to sneak attack.
Benefit: Spend this card to reroll a single sneak attack damage die. For every two action points you spend above and beyond this card you may reroll another sneak attack damage die. Take the higher of the two sets of rolls as your damage. |
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Extra Deflection: MoH set 1, card 8 of 10; any action point option is invalid.
Prerequisite: Deflect Arrows.
Benefit: Spend this card to deflect a second ranged weapon attack in a round. For every two action points you spend, you can deflect an additional arrow this round. |
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Missed Me! : MoH set 1, card 9 of 10; any action point option is invalid.
Benefit: If you don't have the Mobility feat spend this card and one other action point to avoid a single attack of opportunity. If you do have Mobility, spend only this card to avoid the attack. This card must be played before the result of the attack of opportunity is determined. The attack still occurs and counts against the opponents total possible attacks of opportunity in a round. |
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Feign Surprise: Mark of Heroes Set 2 Card 4
Benefit: When surprised, you can spend this card to act during the surprise round. You act on your initiative, and you're flat-footed before your surprise round action in the initiative order.
Feign Surprise: LGR set 3, 6 of 10; no variant rules |
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Surprise Set: Mark of Heroes Set 2 Card 5
Benefit: Spend this card to take an attack of opportunity against an opponent charging you. Make this attack of opportunity prior to the opponent's charge attack.
** Allowed - Source: Dispel Confusion 1/2 |
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Triumph of Hoof and Fletching: Mark of Heroes Set 2 Card 7
Prerequisites: Mounted Combat, Mounted Archery.
Benefit: Spend this card to reduce the penalty you take when using a ranged weapon while mounted for as many consecutive rounds as your base attack bonus. The penalty for using a ranged weapon while your mount is taking a double movement is -0, and -2 when it is running.
** Allowed - Source: Dispel Confusion 1/2 |
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** No (Errata) - Source: Dispel Confusion 1/3 |
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Dol Arrah's Sacrifice: Mark of Heroes Set 3 Card 2
Prerequisite: The ability to lay on hands.
Benefit: Spend this card and take 2 points of Str damage to gain
an effective +6 Cha bonus for the purposes of your lay on hands
ability for the day. |
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Swift Response: Mark of Heroes Set 3 Card 6
Benefit: Spend this card to perform one of the following move
actions as a swift action: pick up an item, Quick Draw hidden weapon
(with Quick Draw feat and Slight of Hand), ready a shield, loose a
shield, open or close a door, pick up an item, retrieve a stowed
item, sheathe a weapon, or stow an item. |
Here is a listing of the cards allowed in the Living Greyhawk campaign from Mark of Heroes set 4, and promos (this is in addition to all cards currently allowed in the Living Greyhawk Campaign Sourcebook ): |
- Spry Approach (set 4, card 2 of 10)
- Right Scroll for the Job (set 4, card 5 of 10) – you must use this scroll immediately after playing this card, or it reverts back to its original spell
- Fast Talker (set 4, card 6 of 10)
- Missed Me (set 4, card 8 of 10)
- Bane of My Enemies (promo card 7)
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Here is a listing of the cards allowed in the Living Greyhawk campaign from Mark of Heroes set 5 and Xen’drik Expeditions set 1 (this is in addition to all cards currently allowed in the Living Greyhawk Campaign Sourcebook): |
- Back to the Wall (Mark of Heroes set 5, card 3)
- Rooftop Elite (Mark of Heroes set 5, card 5)
- Raging Spell (Mark of Heroes set 5, card 8)
- Natural Survivor (Xen’drik Expeditions set 1, card 8)
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