Secrets of Card & Salt (PFRPG)

2.00/5 (based on 1 rating)
Secrets of Card & Salt (PFRPG)
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Meet the new gypsy & ritualist!

This expansion enables a gypsy to exchange power for control and gives the ritualist an incredible amount of player-driven versatility. The gypsy's card game mechanics are thoroughly enhanced with elements including a hand, unique draw-discard methods and even the ability to mark select cards. The ritualist gains the ability to specialize in favored rituals, replace domain spells and sow salts in religious symbols that both challenge and reward player intelligence.

The features within make both classes even more immersive and engaging and have been thoroughly playtested.

This is an expansion. The gypsy or ritualist base class is highly recommended before buying.

Design Goals:

  • Develop the gypsy's card game elements further into active and strategic gameplay.
  • Give gypsy players the ability to determine their own assets and liabilities.
  • Give ritualists more choices and deeper choices, but reduce the weight of each choice.
  • Enhance the gypsy's mid-game scaling and the ritualist's late-game scaling.
  • Provide features of every type tailored to both classes' unique personas and abilities.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Squandered potential, more glitches than usual, requires class-rebuild

2/5

This supplement for the Gypsy and Ritualist-classes is 33 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 30 pages of content, so let's check this out!

Note: Since this pdf provides supplemental material for both Gypsy and Ritualist, I'm not going to get into details of these classes, assuming you're familiar with them. If you want an overview of them, please check out my reviews of the two classes.
One of my main gripes for both the Gypsy and Ritualist-classes was at first the lack of supplemental material and this pdf seeks to remedy that, so let's first take a look at the new tools the Gypsy gets!

First we get 21 new auguries which start off with the uncanny knowledge of knowing when an ally out of sight is in trouble (but no details etc.) to more crunchy ones. A weird one would be Fateful insurgence, which allows a gypsy to grant an ally in sight a reroll of a d20 as an immediate action by cutting her deck. I'm not sure whether there is a minimum number of required cards in the deck for this to work, though. The old conventional rule would be a minimum of 4 cards to be cut, while another suggests up to 10. I couldn't find any specifications/standard regarding card-games and cutting cards and thus can't assume whether the ability still works when the gypsy has no more cards left or only a few of them. While I assume the ability still works for as few as two cards, I'm not sure. A clarification would be in order here.
Figurative Prognostication allows you to add elemental spell to your cast by sacrificing cards sans increasing the casting time. Here, it would have been nice to have it specified that the metamagic-feat is meant - while evident from the content, the lack of visual clues in the ability's sentence structure first pointed my towards another ability I remembered. The same btw. holds true for all the auguries that allow them to add metamagic feats - a slight improvement in layout/wording would add to the usability of the pdf.

Now, another augury allows the gypsy to name a card with a casting time of an immediate action or less and draw cards until she has it, discarding the cards she drew till then, making the ability essentially an improved version of "manifest destiny" from the gypsy-pdf. Speaking of said ability - there also is an augury that allows the gypsy to 1/day admit that her usage of manifest destiny (or its derivative Imperative destiny, I gather, though I'm not sure - the pdf fails to specify) was wrong and add the discarded cards back and reshuffle her deck, though its eats up the remainder of her actions.
However, beyond these auguries, there also are some rather cool ones: Justice for example allows the gypsy to create a special card that allows her to modify an ongoing magical effect to include willing or unwilling allies. I assume the gypsy has to correctly identify the effect via spellcraft, though the ability only mentions "see". Gypsies now may also add up to Wis-modifiers marked cards via an augury, allowing slightly greater control, something players of the class will definitely appreciate. They may now also to increase ally's caster levels for character level hours by a whopping +3 (!!!) or find out pieces of trivia about characters that actually grants them bonuses to attacks. "The Lovers" is also an interesting card, granting two creatures in sight the same teamwork feat, but only when used in tandem and for the respective other part of the duo. The World is also an interesting card in that it always is at the bottom of the deck and can only be drawn as the last card, granting a +2 bonus to Con. However, rather weirdly, the text of the card refers to an increase of atk-bonuses of +1 per non-gypsy-level the character has. However, said reference is not specified before, making me wonder how exactly this ability is supposed to work. I gather it grants +1 per non-gypsy-level of the character, but I'm not sure. We also get a total of 5 different greater auguries, which allow them to create a secondary deck, pinpoint locations of her party's members, spontaneously fabricate a card from her deck and even force a reroll back as far as wis-mod rounds in the past - potentially ending or saving lives. Rather cool, though a potential nightmare for DMs.

The Gypsy now also may choose from multiple new archetypes, with the first being the Harbinger of Ruin: These harbingers may not add abjuration or conjuration-spells to their deck and treat any spell not of the evocation and necromancy-schools as if it occupied one spell level higher and her augury and greater augury-selection is rather limited. She may, however, draw up to 5 cards to her hand as a standard action and may return their hands into their deck when casting an evocation or necromancy-spell, making them essentially more versatile in their limited range and focused on destroying foes. The second archetype is the diametrically opposed Harbinger of Hope, excluding evocation and necromancy-spells from the deck. Abjuration and conjurations are enhanced in an analogue to the harbinger of ruin and the archetype also gets access to the ability to discard abjuration and conjuration-spells to channel positive or negative energy, but exclusively for healing purposes. The Harbinger of Deceit works in much the same way, omitting divination and transmutation spells and treating one the option to treat any card as if it was one chosen spell of the charm, figment, compulsion or glamer-subschools, to be determined once each day. Harbingers of Change also follow this schematic, but can't cast Illusion and enchantment spells, instead focusing on divination and transmutation as well as gaining the option to change a drawn transmutation-spell into another transmutation spell of the same level. This concludes the gypsy's section and has it end with 3/4 of a page blank.

Now what new options does the ritualist get? Well, first of all, Ritualists may now substitute one domain spell with another of the same level per 4 ranks in the Knowledge (Planes)-skill. Interesting mechanic and rather innovative and then there's an innovation I really like: The notion of ritual mastery. First of all, every level, he main forego favored class options for one point of ritual mastery OR instead of learning a new ritual, gain 5 mastery points. But what can be done with mastery points? Essentially, you assign these mastery points to a specific ritual and for every ten mastery points, you can add an effect depending on the ritual, reflecting your growing familiarity with the ritual. Adjured Mantle for example increases the miss chance to 30%, conquest of ages enhances the buff for one item by a further +1. I really like this kind of unconventional "metamagic" for rituals that shows lengthy dedication and growing skill with the ritual. Two thumbs up for all of these options!

Now Ritualists also get access to Symbology: Essentially, there are good, neutral and evil symbols and the ritualist may discover new ones for every 5 ranks in Knowledge (Religion) - they can spplement their regular rituals with symbols appropriate to the bound deity's alignment and depending on the complexity of the symbol, we get an enhancement ranging from +1 to +3 to ritualist level, depending on a ratio which has to be calculated. Two pages are devoted to sample symbols, though again we get 3/4 of a page blank space between the rules for the symbols and the depictions of the symbols. The Hexagram-Symbol used to bind evil deities include erupting fire, but I don't get why not all symbols get some kind of description like this.

After that, we are introduced to a wide variety of new feats, with feats of the (Fate)-descriptor being available to the Gypsy, but with the maximum of one feat per Cha-score over 10. (Ritual)-feats may be applied to rituals, one such feat per 5 points of mastery invested into a ritual may be applied to a given ritual. Artful Draws for example allows a gypsy to draw a card as a free action instead of a swift action. What I don't get is a feat like Brilliant Wits: For -6 to Initiative, the Gypsy can make a steal attempt prior to making the roll. Does this mean the gypsy is no longer flat-footed? Can it be used preemptively when there's no combat yet, but ensured combat on a missed attempt? There is also a feat that lets you feint with sleight of hand instead of bluff to prevent an AoO instead of regular feinting benefits. There's also a feat that allows you to add a blast of negative energy when using symbology to bind evil deities.
On the weird side, we also get the option to gain a bonus on diplomacy, intimidate and sense motive vs. a creature whose fate you have read, but only 20% of the result of your Profession (Fortuneteller)-check - weird design choice that could use so streamlining. Speaking of streamlining: "Expert Craftsman" allows you to "Creature up to 3 cards per day."[sic!] Standards like a feat granting an additional ritual and greater ritual, a feat that allows you to cover more space with rituals, buff or debuff others as a side-effect of using rituals. Ritualists of the Circle may now join in a type of coven, supporting one another, though the feat also contains a typo. There also are two feats that allow a gypsy to take a look at the first card of the deck prior to drawing it 2/day or (5/day, respectively) - required for minimum successful planning. There is also a multitude of feats to enhance the ritualist's thralls. Again, at the end of the section, we get 3/4 of a page blank.
After that, we get 2 pages of feat-tables and then, traits: A total of 16, to be precise and they can be considered good choices for the two classes, though, again, the section ends with 1/2 a blank page.

The final section of the pdf depicts equipment. Equipment that is REQUIRED for the Ritualist to properly work in many campaigns. In my first review-iteration of the ritualist-class, I complained about salts dissolving in water etc. Now, we get clinging, aquatic and aerial salts as well as 7 new thuribles and dye to help a gypsy fit foreign cards into her deck. Again, the final page of the section is 3/4 blank and the final page contains just one weapon and the price-weight-list of one item, making this page essentially blank.

Conclusion:
Editing and formatting is below the standard I've come to expect from Dreadfox Games - there are quite a few editing glitches, plural glitches and similar errors in here, some of which make the rules presented herein harder to understand than necessary. Layout adheres to DFG's thorn-bordered two-column standard ad the sketchy b/w-artworks are nice, the cover artwork stellar. HOWEVER: We get quite a bunch of (almost) blank pages that simply are unnecessary drains on the printer (these pages still have the border, remember!) and worse, feel like they artificially lengthen the pdf. The pdf comes with internal links and nested bookmarks.

I had high hopes when buying this pdf - more control for the gypsy? Cool! And generally, yes, there now is more control for the class, but still not enough to properly plan. Worse, mechanics like cutting decks etc. remain poorly defined within the context of the deck of divinations, lacking necessary hard guidelines. And the Ritualist: I LOVE this base-class. I really do. In fact, it's one of my favorite PFRPG-classes by any 3pps, coming only in after some offerings by RiP and SGG. In my game, the class encountered problems with aquatic environments, aerial combat or combat while climbing and the new salts remedy these environmental factors. What really annoys me, though, is that they are included in here instead of adding them to the base pdf, as they essentially are required for the class to work in these environments. The new mastery-ability and increased versatility with domain spells are awesome and cool.

BUT.

I showed these my player (who has a temporarily retired ritualist character) and he started swearing. Why? Because the ability essentially is not an addition - it requires you to build your ritualist back from the ground up, relearn rituals, think about which to replace, how much mastery to apply etc. Easy to implement is something completely different. And then there are the symbols. I'm a fan of the idea, but honestly, the Cruth Galdr-runes from RiP's "Secrets of Forgotten Magic Items" work MUCH better since the way to determine how the symbols work includes a wonky metric to calculate the final bonus they grant and they essentially lack default effects apart from the evil hexagram (which might offend some people). Why not make unique symbols that provide unique enhancements? The idea is awesome, the execution feels clumsy.
Unfortunately, the same can be said for some of the feats that could require some additional clarification. Oh, and then there are the gypsy-archetypes, which essentially are one and the same archetype with one alibi-signature-ability slapped on them . Worse, these school-specialists are not that interesting in design.
Why. Why does Dreadfox Games do this to me? Honestly, I was so STOKED that they support their classes. I was looking immensely forward to more fodder for the two classes and what I got in the end is...well. At least not all bad. While a bunch of the gypsy's auguries, feats etc. could use clearer wordings ad the archetypes are bland at best, I do consider this pdf in slightly improving the gypsy - but not going far enough. The Ritualist gains a stellar mechanic - that requires existing characters to be rebuilt from scratch. And a hastily and half-heartedly implemented cool idea with the symbols, that could easily have been awesome, had more space been devoted to it.

Dreadfox Games-releases are usually rather polished, with only rarely any ambiguities creeping in - not so this pdf. All in all, with almost 5 pages of blank space, editing glitches, rather ungraceful mechanics and awkward wordings, this pdf gives me the distinct impression of being rushed and, as loathe as I'm to say it, of being slightly sloppy. Instead of making the two classes more complex, adding, choices, etc., this pdf feels more like a revision that lacks the basic content it is based on - essentially as if you released an expanded or revised version (like SGG did with the Vanguard-class, bumping it from 1 to 5 stars) of the class, but sold it as a separate pdf. These are not necessarily options, they completely change how the classes are built. if this were a free enhancement or priced at a more moderate price-point, I'd be willing to cut it some slack, but with less than 25 pages of netto-content remaining (sans blank pages etc.), editing glitches, awkwardly worded abilities etc. and wonky mechanics, Dreadfox Games cannot, in contrast to most of their releases, claim that the quality of the content justifies the price-point.

Which is a DAMN, FRIGGIN' PITY. Why are there no mechanics to retroactively gain mastery points/retrain/reassign mastery points? Why are the symbols so under-developed? The ideas are so great and the execution so lackluster it hurts. 5 bucks for a base-class, 5 for this supplement. If you buy both base-classes (which you need to if you want to get all out of this pdf) and the pdf, then you've just spent 15 bucks. To give you an idea: For the same price you can get 5 (!!!) classes by SGG or RiP. 5. Or the Godling-bundle PLUS enough bucks to buy a module by Frog God Games or Adventureaweek.com. Or a Midgard Player's Guide. (Btw. - 36 pages in full color with original artworks...) Now if the content was streamlined, top-notch and cool, I'd still happily slap that 5 stars and seal on the pdf. Well, it isn't. Instead of the liberating assault for the classes, this pdf, while enhancing them, falls short of the pretense of premium excellence set by DFG. I'll give the ritualist another shot with masteries, for these, the items and a couple of the feats (though these are terribly often basic run-of-the-mill, design-wise) are ok. The items, as mentioned, are practically required for the classes to work. But the rest of the new content fell horribly short of what it was supposed to do and achieve.

Last paragraphs in post 10 of the product discussion.



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Auguries:

Fateful Insurgence (Su): Once per day as an immediate action, a gypsy with this augury can cut her deck. When a gypsy cuts her deck, one creature she can see may reroll a d20 roll they just made. A gypsy must have at least 8 gypsy levels before selecting this augury.

Impetuous Regret (Su): Once per day, a gypsy with this augury that uses manifest destiny may admit that it was a mistake before she draws the card she named. She immediately stops drawing cards, returns all cards drawn via manifest destiny to her deck and must spend all of her remaining actions shuffling her deck. If she does not have a standard action remaining, she is dazed until the end of her next turn. A gypsy must have the manifest destiny augury before selecting this augury.

Archetype Features:

Conduit of Compassion (Su): A harbinger of hope gains the channel energy class feature. She can channel positive and negative energy, but she can only channel these energies to heal the living or the undead. She must discard a card from her hand depicting an abjuration or conjuration spell in order to channel energy, and the energy cures 1d6 points of damage per level of the spell discarded. A harbinger of hope may use this ability 3 times per day. This ability replaces fated draw.

Conduit of Mischief (Su): At the start of her day, a harbinger of deceit chooses one spell of the charm, compulsion, figment or glamer subschool in her deck. Once before the end of her day, she may treat any card depicting a spell of the same subschool as if it depicted the chosen spell. Creatures that would be targeted by this spell receive a Sense Motive check (DC 10 + your Bluff modifier) to ignore its effects. This ability replaces fated draw.

Ritual Mastery Effects:

Arcane Torrent (Su): Add a single metamagic feat that modifies a spell to use a slot 1 level higher than normal to the list of feats made available by this ritual. Once chosen, this feat can never be changed.

Reciprocal Trance (Sp): If at least three subjects complete 2 hours of spiritual service, the ritualist gains 1 hero point that may also be spent by any creature that endeavored the service. This hero point is lost if not spent within 24 hours.

Feats:

Cloistered Fangs
Creatures seldom view you as a threat and you have learned to capitalize on that misconception.
Prerequisites: Dex 13, Quick Draw, BAB equal to or less than your level -2.
Benefit: You gain a +2 circumstance bonus to attack and damage rolls made with light manufactured weapons against creatures that did not realize you were armed until the current turn. Additionally, the critical threat range of any attack that benefits from this feat is increased by 1. This effect is always additive (it is never increased to 2, even if your critical threat range is doubled). These bonuses last until the end of the turn in which a creature realizes you are armed.

Destructive Symbology (Ritual)
Barriers sown in Evil symbols enable you to damage creatures in affected 5-foot squares.
Prerequisite: Ritualist 5.
Benefit: After completing a ritual that binds an Evil deity by sowing salts in an Evil symbol, you can damage a creature in an affected 5-foot square within 30 feet by making a ranged touch attack as a standard action. Your touch deals 1 point of negative energy damage per ritualist level times the bonus provided by the symbol. For instance, the touch of a 7th level ritualist would deal 21 points of negative energy damage to a creature in an affected square of a hexagram (7 x 3 = 21). You can only use this ability on a creature in an active ritual’s area while its barrier remains sealed. This is a spell-like ability if it targets a creature in a spell-like ritual’s area and a supernatural ability if it targets a creature in a supernatural ritual’s area. You can use this ability a number of times per day equal to your Intelligence modifier, but no more than 3 times per ritual.

The Time Comes (Fated)
Your divinations hide their mysteries until you need them most.
Prerequisites: Wis 17, Profession (fortune teller, etc.) 5 ranks.
Benefit: Once per day, you may divine your own fortune through a mundane Profession check (fortune teller, etc.), enabling you to apply the result of that check in place of a single Knowledge check you would make before you divine your fortune again.

Traits:

Furious Determination: Failure makes you angry; anger helps you focus. You gain a +2 trait bonus to concentration checks for 1 round after failing a concentration check.

Self-Affirming Superstition: Your belief in the occult is an integral piece of your identity and you would sooner die than abandon it. When a gypsy or oracle convincingly portends your future in the process of granting you a bonus to a d20 roll, you gain a +1 trait bonus to that roll.

Equipment:

EVANESCENT DYE
Aura moderate illusion; CL 7th
Slot -; Price 5,000 gp; Weight -
DESCRIPTION
Once you apply this red dye to an object, the dye disappears. You, however, see the object as if it were still dyed red. Enough dye is provided to coat 1 page, 1 card or 1 similarly sized object. Applying this dye to individual cards does not disturb the magic in a magical deck of cards. The color of evanescent dye is perfectly thorough and uniform - there is never variation between instances of the dye that could be used to tell two dyed objects apart.
CONSTRUCTION
Requirements Craft Wondrous Item, permanent image; Cost 2,500 gp

THURIBLE OF ISTHICA
Aura moderate enchantment; CL 6th
Slot -; Price 11,700 gp; Weight 30 lbs.
DESCRIPTION
The bronze that comprises this diagonally-frilled thurible is impossibly dense. While incense burns within, a ritualist that holds this thurible can forfeit one move action per turn to grant his thrall an extra move action. However, the thrall must spend the entirety of this action attempting to close a ritual’s barrier.
CONSTRUCTION
Requirements Craft Wondrous Item, haste, suggestion; Cost 5,850 gp


How to navigate the PDF:

Click the name of a feat in a feat table to travel to that feat's description.
Click the name of a feat in a feat's description to travel to that feat's table.


Subscribers: We will be releasing premade decks for several gypsy builds within the next 3 months. We do not know exactly when or how much they will cost, but they will be free for subscribers as a special thank you for your continued support.


How many pages do we get?


The expansion is 33 pages long (it has 29 effective pages; 33 - 1 cover, 1 title, 1 with 2 single-item tables and 1 legal).


WOAW! NEAT! That's a lot of content! :)


Pathfinder Maps Subscriber

So does this product include the base classes or would I need to buy them as well (well buy Gypsy since I already have Ritualist)?


This product does NOT include the base rules for the gypsy or ritualist.

Owning at least 1 of these classes prior to purchase is highly recommended (read: required with very few exceptions).

The expansion features plenty of content to warrant its purchase for either class individually, though players that own both will effectively double its value.


Endzeitgeist wrote:
WOAW! NEAT! That's a lot of content! :)

It's a lot more content than we could normally develop in 1 month, but we had a lot of help from the community.

10 months of actively seeking player feedback, watching others play the classes and playing the classes ourselves enabled us to exceed our standards.

Thanks to everyone that helped inspire and playtest this product!


Part II of my review:

I've fought long and hard with myself on how to rate this and honestly, I was contemplating the 1-star-rating. But that would be unfair. While this pdf NEEDS to get back into the oven and be redesigned/streamlined - massively - it still has a (small) Coup de Ville at the bottom of this crackerjackbox. Hence, I'll settle for a final verdict of 2 stars IF you own both classes and can use all the pdf. IF masteries intrigue you and IF you're not willing to handwave aquatic salts etc. Fans of the classes might give this a try, but damn do I hope Dreadfox Games completely revises this. The pdf has all the potential of 5 stars and squanders it all.

Endzeitgeist out.

Reviewed here, on DTRPG, posted about it on Nerdtrek and sent to GMS magazine.


+
In general, I love the flavor of this class. The randomness of spell selection seems beautifully balanced with the card aspect and in line with the mythos of the fortuneteller leaving destiny up to the fates. Kudos guy, stellar design.

I was however confused by some of the wording in regards to the deck. It says once a card it drawn it must be used or discarded in that round (clear enough) but the verbiage says that once a card is discarded the magic stops functioning... That is where I get a little confused.

For a spell like magic missile there isn't really any problem: you shoot, hit, damage, done. Victory to the gypsy!

For a spell like Mage armor which operates on the idea of an hour per caster level doesn't this wording of: ceases to function until the next day mean that Mage armor only works for one round? If so would you say that spells with a permanent effect (bestow curse) would also only work for one round?

Thank you for clarifying!


Grant Parrish wrote:

I was however confused by some of the wording in regards to the deck. It says once a card it drawn it must be used or discarded in that round (clear enough) but the verbiage says that once a card is discarded the magic stops functioning... That is where I get a little confused.

For a spell like magic missile there isn't really any problem: you shoot, hit, damage, done. Victory to the gypsy!

For a spell like Mage armor which operates on the idea of an hour per caster level doesn't this wording of: ceases to function until the next day mean that Mage armor only works for one round? If so would you say that spells with a permanent effect (bestow curse) would also only work for one round?

A card ceases to function once a gypsy discards it, but a spell that she used the card to start casting continues to function.

Example 1: A level 3 gypsy draws a card with mage armor on it. She uses the card to cast mage armor on herself, then she discards the card. She benefits from mage armor for 3 hours as normal. However, if she picks up that same card and tries to cast mage armor again, nothing happens because the card stopped functioning when it was discarded. She can't cast mage armor by using that card again until she shuffles it into her deck the following day.

Example 2: A level 3 gypsy draws a card with sleep on it. She uses the card to start casting sleep, which takes 1 round, then she discards the card. She continues to cast sleep. On her next turn, she completes the spell and it puts 2 goblins to sleep. The goblins continue to sleep for 3 minutes. However, that card cannot be used to cast sleep again until shuffled into her deck the following day.

Please let me know if you are still confused or have any questions. I'm always happy to help!


hi,

i ve got your product and it is a great pleasure to play a ritualist.

rituals are more powerful than revelevation of the oracle per example but why it doesn't exist a feat like : extra ritual giving a free ritual ?

thank you and go on ;)


matlouraph wrote:

hi,

i ve got your product and it is a great pleasure to play a ritualist.

rituals are more powerful than revelevation of the oracle per example but why it doesn't exist a feat like : extra ritual giving a free ritual ?

thank you and go on ;)

Glad you're enjoying the class!

There's no additional ritual known feat to maintain balance and increase choice.

Some rituals were designed to be less applicable but more powerful than others so that players could choose between shining brightly (Higher Calling) or shining frequently (Siphoned Power). Racking up lots of rituals known could result in a character with very powerful solutions to a wide array of problems, exceeding the power curve and potentially marginalizing other party members (especially other support characters, who we strive to encourage rather than discourage). It also seems like it would present an optimal strategy as I struggle to think of any feat that could compete with its effectiveness or fun (especially at low levels), essentially reducing the player's choices - you begin with 2 rituals but can't choose a feat at level 1 (or whatever level we set the feat requirement to).

That said, I can imagine situations where a ritualist might not know enough rituals (very high magic campaigns, a table full of power gamers, build choices ill-suited to the setting, etc.), but I think the appropriate solution in those cases would be granting an additional ritual known as a default class feature rather than taxing a feat for the same effect.


Hi All,

First i m a great fan of Dreadfox, i have got many of your products.

Anyway,I doesn't understand one thing with the Gypsy : how discard one card per turn (used or not) and get a hand with 5 cards ?
How is the mechanic with this ?

Thank a lot and good job.


Ok, thanks to have answered on another post at the last question.

I have a new question on this supplement :

Fated Feats
Fated feats enhance a gypsy’s connection to
fate. A gypsy can gain one fated feat per point by
which her Charisma score exceeds 10.

This means a limit to a number of feat per bonus point (taking them at level 1/3/5 etc...) or some free feats based on charisma ?

Thx you

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