You’re family has always been good at running around the big ones. You gain the trained proficiency rank in acrobatics. If you would automatically become trained in acrobatics (from your background or class, for example), you instead become trained in a skill of your choice. Once per turn, when you take the step action, you move 10 feet instead.
General SkillFlourish Prerequisite legendary in Thievery
Don’t stand where you just stole. As a single action you can attempt a thievery check to steal and a stealth check as part of a stride stride action. Regardless of your checks, you still complete your stride but may provoke reactions as normal if the targets are aware of you.
Thick (1 to 3) You’ve learned to take a punch. • Cost: 7 Karma per level • Game Effect: You gain a bonus to soak rolls equal to your level in this quality.
General Skill Prerequisite legendary in Thievery Trigger A hazard is sprung within 30 feet of you; Frequency once per day
WATCH OUT! When a hazard is sprung within 30 feet of you, you can stride 30 feet and attempt a disable device check. If you succeed, the hazard does not trigger and you gain one success toward disabling the hazard. If you fail, the hazard triggers as normal.
TL; DR– More variety at the cost of a bit of story. 95%
Basics– What’s happening in the Forest of Spirits?! A mist has rolled in and people just can’t pass through the forest. Someone has angered the spirits. Who or what has caused this problem?
Mechanics or Crunch– This adventure has some serious crazy changes! This adventure starts with the players or GM rolling several D4s. These COMPLETELY change the adventure. And I don’t mean small things, but the entire last map! The adventure has different final bosses, different maps,and different encountres depending on what the rolls are. This is crazy fun, but it works! If you want variety, this is the adventure you want. My one issue is the differences mean you don’t really know where to put the encounters as this is pretty much left up to the GM to decide where the encounters happen. Good, but if you are used to the adventure deciding where the fights happen, then you might forget to put the encounters in! I’d like a bit more guidance, so I can better run this adventure. 4.75/5
Theme or Fluff– This is a fun adventure, but the big issue is the variety means you can’t build too much direct story around it. There is some, and it works, but I’d like more story of who the bad guys are. The major story beats don’t change, so that is good. I would just like a bit more flow with this adventure as a whole. This is the major issue of American RPGs vs JRPGs-choice and story vs freedom and railroad. 4.5/5
Execution– It’s Paizo. I almost never have anything bad to say with they way they set up their books, and this is no exception. Solid production all around. 5/5
Summary– If this is the future of most of the PFS scenarios, then I’ll be happy. I can’t be as spoon fed as I was before with complete ease to run an adventure out of the box, but at the same time I also get new variety for my players. I love what’s here even if the story is less forward. I would like a bit more story, but the adventure as a whole works well. 95%
You have rejected the traditions of your people. You become trained in intimidate and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Warfare Lore.