Deadly Dealer, Varisia, Birthplace of Legends


Rules Questions


Do you need the Craft Magic Arms and Armor feat to use the last part of the Deadly Dealer?

Deadly Dealer:

Your skill with handling cards and arcane talents allow you
to turn mundane cards into deadly weapons.

Prerequisites: Arcane Strike, Sleight of Hand 5 ranks.

Benefit: You can throw a card as though it were a dart,
with the same damage, range, and other features. You
must use the Arcane Strike feat when throwing a card
in this way, or else the card lacks the magical force and
precision to deal lethal damage. A card is destroyed when
thrown in this way.
Harrow cards are treated as masterwork weapons when
thrown using this feat, but are still destroyed after they are
thrown. A harrow deck can no longer be used as a fortunetelling
device after even a single card is thrown.
A spellcaster with this feat can enhance a deck of
cards as though it were a ranged weapon with 54 pieces
of ammunition. This enhancement functions only when
used in tandem with this feat, and has no affect on any
other way the cards might be used. Only a character who
possesses this feat can make use of an enhanced deck of
cards, and must still use the Arcane Strike feat to activate
the cards’ enhancement.


I ask because to my knowlage you need the craft feat to make magic weapons and it states A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition.


O.O
I can make gambit now....

You need the feat to enhance them yes. Without the feat its a simple deck of cards.

Grand Lodge

Magic Weapon spell, and the like. That kind of enhancement.


This feat with gloves of arcane striking makes exploding playing cards. I am a happy gamer.


havoc xiii wrote:

O.O

I can make gambit now....

yeah and don't forget the 2 lvls of ninja for

Ki Charge:
(Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.
Grand Lodge

The Rough and Ready trait and a rank in Profession(Gambler) will net you a +1 to attack rolls with such weapons.


blackbloodtroll wrote:
Magic Weapon spell, and the like. That kind of enhancement.

yeah i didn't even think about mw/gmw spells


This just needs to turn into a "How to build Gambit" thread


Ninja/staff magus/harrower


I should take this for some character in the future, just for the coolness factor.

Grand Lodge

You will want the Versatile Weapon spell to bypass material based DR.

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