We Have Ways of Making You Talk!

Pathfinder Cards: Social Combat

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New Pathfinder Cards now available!

The latest Pathfinder Cards have arrived, and they're here to make you talk!

While some encounters need strength of arms to win, others require more... delicate means. For when the PCs can't just smash their way through everything, you can use Pathfinder Cards: Social Combat to make your next negotiations more than just a dice roll! Divided in into four skill categories (Bluff, Diplomacy, Intimidate, and Sense Motive), this deck of 52 cards can be used to set up a social encounter as series of challenges for the PCs. Need to set up a trade agreement with a new shop owner? Get them on their good side with Exaggerate, play with a Favored Pet, or Make Him Sweat. The difficulty levels can be adjusted to be fairly simple to nearly impossible by adding additional cards, and you can either keep the cards random or choose specific ones for key NPCs!

Check out the rest of our Pathfinder Cards right here, and add the Pathfinder Cards: Buff Deck to your arsenal to keep track of all the essential bonuses for your characters!

More Blog.

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Blog wrote:
Check out the rest of our Pathfinder Cards right here, and add the Pathfinder Cards: Buff Deck to your arsenal to keep track of all the essential bonuses for your characters!

Not sure if it was intentional to reference the "Buff Deck" in the last paragraph (it is one of the better sellers), but it made me think this item could have been named the Bluff Deck after all.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Looks to me like there is a lot of potential in this deck, but I'm a bit leery of using the 3x3 (or larger) randomly placed grid format. You could easily get cards which represent social strategies that the players just wouldn't want to use in a given circumstance, as well as options which simply do not correspond to a given NPC or situation.

How to avoid these pitfalls? Either you have to pre-select which cards to exclude from the random deck you use to create the rid of cards... or find another way to use them.

What if each player got a "hand" of cards amongst which he could choose in order to advance the social situation? And the DM also got a "hand" of cards to represent the NPC's partial control of the social situation? A hand could begin with, say, 3 cards + 1 per point of CHA bonus, and the DM could define how many successes were required to reach resolution.

This would also allow you to shuffle the whole deck, and the random selection of cards for each PC reprensents a significant yet still limited choice in which ways it is possible to direct the social situation.

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