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).
There may be no surviving this. When you succeed on an attack on a target with the off-guard condition, you can reduce the sneak attack damage by 1d6, 2d6, 3d6, or 4d6 and the target gains Painful 1, Painful 2, Painful 3, or Painful 4 (DC 15 flat check reduce by 1). If you choose Painful 3 or greater the target must attempt Fortitude save against your class DC. On a success, the target only gains Painful 3 if you choose Painful 4 or Painful 2 if you choose Painful 3. On a critical success, the target only gains Painful 2. If a target has the Painful condition, it can increase up to Painful 4, but to go beyond Painful, the target must attempt a Fortitude save as above..
Nearly severing limbs! When you succeed on an attack on a target with the off-guard condition, you can reduce the sneak attack damage by 1d6, 2d6, or 3d6 and the target gains Painful 1, Painful 2, or Painful 3 (DC 15 flat check reduce by 1). If you choose Painful 3 the target must attempt Fortitude save against your class DC. On a success, the target only gains Painful 2. If a target has the Painful condition, it can increase up to Painful 3, but to go from Painful 2 to Painful 3, the target must attempt a Fortitude save as above..
Shoot from the shadows. For two actions you load less powder into a firearm and make a ranged attack with that firearm. Reduce all damage die from that firearm by 1 size on a hit, but firing the weapon does not reveal your location or presence to anyone.
Right into the joint! When you succeed on an attack on a target with the off-guard condition, you can reduce the sneak attack damage by 1d6 or 2d6 and the target gains Painful 1 or Painful 2 (DC 15 flat check reduce by 1). If a target has the Painful condition, it can increase up to Painful 2.