You’ve trained to apply the ancestral weapons of your people. When you use a weapon for which you are proficient, and that is specific to your ancestry, such as a doshko for a vesk, when you deal damage with that weapon, you deal an additional half-strength modifier, rounded down, in damage.
You just continue. When you make a Fortitude save, you may reroll the result. You must accept the result, and you can not use a hero point on this reroll.
You’ve learned to really make it hurt. When you impose the painful 1 condition, instead of dealing 1 point of damage, it deals 1d4. This increases with every level of painful.
You’ve gone through a growth spirt. Choose up to three different natural weapons you gains from Brutal anatomy. Increase the damage die for that weapon by one step.
You’ve learned to be even more savage. Increase any damage from brutal anatomy by one step, and you can now apply weapon runes to your body to increase or provide effects for your natural weapons.
You can cut exactly where you want to. When you perform a finisher, you can reduce the precise damage by 1d6, 2d6, or 3d6, and the target gains Painful 1, Painful 2, or Painful 3 (DC 15 flat check reduce by 1).
Basics– Let’s buy a boat! The Pathfinders want to take to the seas, and you are sent to help buy a boat. Time to navigate the interest of a used boat salesman, but that won’t be the most dangerous thing to happen on the docks that day!
Mechanics or Crunch– This adventure has a solid mix of social and combat. The social is a long series of events to first buy a boat, then save the dock. Then the fight shifts to the seas for the final fight. There is also fun in this adventure where social challenges can be used to end fights early. It’s an interesting mix that makes this a fun adventure. 5/5
Theme or Fluff– The adventure has a fun story, and it expands on the world and the story of the Pathfinder Society. Choices can be made in this adventure if a player wants to learn to solve problems creatively or with care for the human element. It’s something I think more Pathfinder Society events need. 5/5
Execution– I love what’s here, but what’s missing is the only problem. The adventure is a solid layout and execution. It’s got the Paizo polish I think is amazing. But, I think the adventure is just too short. This is a 2 to 3 hour adventure that needs a bit more fight in it to really push it to the 4 hour mark. 4.5/5Summary– I do love this adventure, even if it’s short. I like to see new approaches to things. Also the fact that this adventure emphasizes the human aspect of combat like just getting people to surrender as opposed to just killing everyone, and negotiating a cheap price for a boat! It’s a fun adventure that is well done. But if the worst thing I can say is I want more, then it’s a solid adventure. 97%
The pure finesse of it! When you perform a finisher, you can reduce the precise damage by 1d6 or 2d6 and the target gains Painful 1 or Painful 2 (DC 15 flat check reduce by 1).