Erilene Finch

Jib916's page

** Pathfinder Society GM. 431 posts (852 including aliases). 11 reviews. 1 list. 1 wishlist. 15 Organized Play characters. 6 aliases.



Sign in to create or edit a product review.

Our Price: $5.99

Add to Cart

A fun little mystery

5/5

A fun little mystery adventure set in Numeria. The investigation is well written and the NPCS and creatures are interesting and the encounter at the end was fun to run as a GM.


Our Price: $5.99

Add to Cart

A fun repeatable quest.

5/5

A great introduction to Pathfinder Society and Pathfinder 2nd ediion.

Easy to run for new GMs, and repeatable (without being to complex) . Fun mix of encounters (Monsters, Traps) and multiple great roleplaying opportunities.

I have ran this multiple times and l love how it is has been different each time .


Add Print Edition $22.99

Add PDF $19.99

Non-Mint Unavailable

A well composed adventure and Introduction to 2nd Edition.

5/5

Fall of the Plaugestone is a neat introduction to Pathfinder 2nd edition and It has a bit of everything from mystery, exploration, roleplaying to dungeons and engaging combat. The locations presented are flavorful and the new creatures and hazards are interesting. The NPCs are simple and easy to pick up, with ample information to extend out as you wish. The story line is engaging with a few well placed twists and turns.

Some of the combats are a bit tough (In the standard Jason Bullhman fashion) but there is quite a lot of depth in each encounter. Jason also shows us the tools 2nd edition has in its arsenal, and its going to be interesting to see how other writers use these tools as well.

The new Toolbox section is amazing including many awesome magic and alchemical items, new player options and monsters. The backgrounds and side quests are also great additions to get the players involved with the story.

Overall a great Introduction to 2nd Edition and a enjoyable adventure.


Add Hardcover $59.99

Add PDF $19.99

Non-Mint Unavailable

Pathfinder Updated and Imporved

5/5

No longer anchored in its 3.5 traditions , the developers have completely rebuilt a new system for the game they love.

Character Customization is still the strength and spotlight, yet the game feels balanced. The three action system is brilliant, leading to many more options in combat and strategy. The Proficiency system, levels of success and archtypes are all great , clean and simple additions, yet they had depth and room for expansion.

The book is also beautifully layed out with many many great pieces of art.

Many adventures await with 2e! :)


Our Price: $3.99

Add to Cart

Fun,

3/5

This is a fun scenrio that takes part in many places in Absalom.


Print Edition Unavailable

Add PDF $9.99

Non-Mint Unavailable

Another Great Volume

5/5

I really enjoyed this book, despite the "lack of crunch".

The book is a great read. The art is incredible (The map of the Inner planes is worth my money alone =) ) There is tons of great info on how the elemental/genie races fit into Golarion, and alot of great info for building background of the races.

Though not as "crunch" heavy as previous volumes (the rules/options they are all well balanced and interesting), IMO it is still a great buy if you are interested in the Elemental/genie Races.


Lucky Dice

5/5

Gotta love my paizo die. Rolled more paizo's (20s) on this thing than any other dice.

Nice weight to it.

Paizo purple is pretty.


Add PDF $19.99

Print Edition Out of print

Non-Mint Unavailable

Underrated Module

5/5

Just finsihed running this mod last week and I must say I really enjoyed this module. Though it is not perfect I think it has some very enjoyable qualities/situations, interesting NPCS, and a good story.

I must admit, that as a GM I did alot of editing and work (mainly to adjust my group being 6 players instead of 4, but also fleshing out side quests etc) to make it work.

Details:

To make this module work (as a whole as well as with future volumes) I would emphasize the shadows being a huge problem (A large side quest I wrote helped with this) in Westcrown from the beginning. It also helps to throw in Ailyn Ghontsavos (The pathfinder from vol 2) in the wagon w/ Arael, establishing her as a major character from the beginning, as she does her "research".)My party also enjoyed/ understood the idea of the "children of Westcrown" and they recruited a more members into the organization. I also had them do a few side quests (Variations of suggested ones in book, plus a few I threw in) to gain some more fame in Westcrown. (as well as get a better "feel" for the theme/setting of Westcrown. I had a tiefling ambush/encounter/story(from locals) in between each side quest to build up the suspense on the final lair as well.

NPCS:

I really enjoyed the NPCs in the adventure. .From the Leaders Arael and Janiven, to Monosino (the boy everyone ended up loving to hate), to all the children of Westcrown and their individual personality's and motivations. There was alot of interesting stories and it was fun role playing the different personalities with my PCs. They enjoyed this as well. (All there stories also help set the tone of the city)

My Favorite NPC from the module was Thesing Umbero Ulvauno. I look forward to his reoccurring roles in future APs.

The Meat and the Bones:

This module has some fun encounters/situations.
-The sewers are fun and the randomness a nice twist (though I would recommend "building" sewers before game to save time)
-Rescuing Arael was a fun and well written encounter. One of my favorite things in the module
-The tiefling lair is well built. Many ins/outs makes the tieflings extremely mobile (ambushing the PCS!) , and lead to fun encounters and situations
-The two tiefling baddies at end were well written and fun to GM. (I recommend combing them for a particularity lethal and super fun encounter)

The back matter of this Module is worth the price alone.

--A great detailed article on Westcrown. Essential for the AP, and a good read on its own.
--An awesome article of Tieflings, including all kinds of great fluff , but also many racial options and alternative traits (100 of them!).It also includes a wonderful chart of Random tielfing features (100 again) to help flesh out what the tielfings look like visually.
--Part one of a Story by Dave Gross. Need I say more?
--A wonderful bestiary that is also very helpful for the module itself. (Adding some old favorites from 3.5 as well as some fun new monsters)

Overall I really enjoyed this Adventure Path Volume!


Print Edition Unavailable

Add PDF $9.99

Non-Mint Unavailable

Halfings are Awesome

5/5

This book is great! Great Fluff/background fitting the halflings uniquely into the Golarion world. Some really cool new slings/sling feats/sling ammo, new magic items and options, and a prestige class ! Very good quality and great illustrations. One of my favorite player companions so far!


Print Edition Unavailable

Add PDF $9.99

Non-Mint Unavailable

Super Deal, Great Quality!

5/5

These are really great for new GMs and GMs on a budget and even veteran GMs. The price is a steal for the amount of pawns you receive in the collection. The print quality is excellent and is printed on thick hardy cardstock. The bases are well made. Overall an above average product


Print Edition Unavailable

Add PDF $9.99

Quality Product

5/5

The Screen is very sturdy and well made.

The charts are all very useful

Another Great Paizo Buy!


Hardcover Unavailable

Add PDF $19.99

Great Core Book

5/5

Pathfinder Core Rulebook is hands down the best rpg book I have ever bought. I really love the quality of the book. Great Art. Great content. Has a nice weight to it.

I really like that this is basically the only book you need (instead of a player guide and dm guide)

Worth Every Penny!


Race

Human

Classes/Levels

Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Gender

Male

About Varisia James

Varisia James
Male Bard (Archaeologist) 2
CG Medium humanoid (human)
Init +3 (+2 when in ruins); Senses Perception+8
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 20 (+4 armor +3 Dex +3 shield)
hp 19 (2d8+2)
Fort +5, Ref +4, Will +5 (+1 vs traps and natural hazards when in ruins)
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk Whip +3 (1d3+1 x2 disarm, nonlethal, 15ft reach, trip)
Ranged Shortbow +4 (1d6 x3 60ft)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 15, Wis 15, Cha 19(+2)
Base Atk +1; CMB +5; CMD 15
Traits: Trap Finder, Worldly, Fate's Fortune, Spirits in the Stone
Drawbacks Attached(Hat), Pride, Animal Animosity, Spell Vulnerability(Divination)
Feats Deft Hands, Combat Expertise, Agile Maneuvers, Lingering Performance
Languages Common, Orisiani, Cyclops, Ancient Orisiani, Elven
Bard Spells Known (CL 2nd; concentration +6)
1st (3/day)- detect secret doors, comprehend languages, cure light wounds
0 (at will)- detect magic, light, open/close, mage hand, read magic
--------------------
Skills:

Spoiler:

(6 Class + 2 Int + 2 Human + 2 FC + 2 Background) x 2 = 28
(2)Acrobatics (Dex) +8
(2)Appraise (Int) +7 (background)
()Bluff (Cha)
()Climb (Str)
()Craft (Int)
(2)Diplomacy (Cha) +9
(2)Disable Device (Dex) +12
()Disguise (Cha)
()Escape Artist (Dex)
()Intimidate (Cha)
(1)Knowledge (arcana) (Int) +7
(1)Knowledge (dungeoneering) (Int) +7
(1)Knowledge (engineering) (Int) +7
(1)Knowledge (geography) (Int) +7
()Knowledge (local) (Int)
(1)Knowledge (history) (Int) +7
(1)Knowledge (nature) (Int) +7
(1)Knowledge (nobility) (Int) +7
()Knowledge (planes) (Int)
(1)Knowledge (religion) (Int) +7
(2)Linguistics (Int) +7 (background)
(2)Perception (Wis) +8
()Perform (Cha)
()Profession (Wis)
()Sense Motive (Wis)
()Sleight of Hand (Dex) +6
(2)Spellcraft (Int) +7
(2)Stealth (Dex) +8
(2)Use Magic Device (Cha) +9

--------------------
Gear:

Spoiler:

--Equipped--
mwk Whip
Shortbow
Arrows(20)
mwk Chain Shirt
high-crowned, wide-brimmed sable fedora
explorer's outfit.
Scarab Shield
Golden Scarab Clasp
--Backpack--
club
bedroll
belt pouch
chalk
flint and steel
grappling hook
hammer
iron pot
mess kit
mirror
pitons
rope (50)
soap
thieves tools
torches (10),
trail rations (5 days)
waterskin
5x alchemist's fire
5x alchemist's solvent
10x vermin repellent
4x holy water
crowbar
shovel
213gp
10sp
7cp


--------------------
Racial Abilities:
Spoiler:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


--------------------
Traits and Drawbacks:
Spoiler:

Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Worldly: Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.

Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Spirits in the Stone: Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.

Attached: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Animal Animosity: You suffer a -2 penalty on all Handle Animal and Ride skill checks, and cannot take 10 with these skills. Additionally animals and magical beasts select you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain a +2 morale bonus to attack rolls made against you.

Spell Vulnerability: You suffer a -2 penalty on all saves versus the selected magic school.


--------------------
Special Abilities:
Spoiler:

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.

--------------------
Backstory:

Spoiler:

Varisia James was born the middle son of a pair of on-again, off-again bandits that operated around the Northern Boarwood. Depending on whether his parents were actively preying on travelers or caravans Varisia either lived in the town of Halvon or roughed it in camps among the trees.

While his older brother Scapus was always drawn towards their parent's weapons and the rougher aspects of their trade, Varisia was fascinated by any antiques or old texts his parents had pilfered. Varisia learned to be a quick study out of necessity. His parents would always try to fence high value items quickly giving him only a small window with which to learn from the items he was beguiled by. Around the age of 16, long after his parents had pressed him into joining the family business, Varisia found something that spoke to him in a profound way, a large weathered tome filled with tales of Ancient Osirion.

Varisia read the tome cover to cover immediately, compelled beyond his usual desire to learn from a text. As his family discussed bringing their latest haul in to sell or barter Varisia knew he was forever changed by what he had read and needed to learn more. He slipped away in the night taking his few meager possessions and his precious book.

During Varisia's journey through the Boarwood he discovered some Elven ruins. He was compelled to explore the mostly collapsed settlement. The young man was deep inside a temple to Ketephys when he heard voices. A group of thuggish looking men, their leader wearing a stylish high-crowned, wide-brimmed sable fedora, were gathered around a cache of golden ceremonial objects arguing over what they could expect to fetch for them from their fence. Varisia stealthy maneuvered his way near the men and noticed a ceremonial hawk and dog. Knowing the importance of these figures in the rites of Ketephys Varisia waited until the brutish men were distracted deep in their argument and he snatched the figures. As he made his getaway the men noticed him and gave chase. Varisia led the looters on a 3 mile chase through the forest before the youth ran in to a travelling menagerie crossing the forest. The group of men were in close pursuit and Varisia hoped to lose them by hiding among the wagons. It seemed the animals could sense the desperation in Varisia's plight and claws and horns threatened to end the chase. Eventually the thugs were able to catch the youth and the commotion had drawn the attention of the caravan master. Under the watchful eye of the seasoned traveler Varisia was forced to hand over the figurines despite his claims that such pieces were destined for temples, or a least museums. The leader of the looters gave Varisia his hat out of respect for the boy's bravery.

He sped Southwest towards Oppara where he hoped he could somehow find passage on a ship to the land that held his imagination so firmly. Having learned only one trade in his life Varisia needed to steal to survive. Mainly breaking in to unoccupied houses and cabins and taking only what he needed he drew to within 30 miles of Oppara. Pickings became slim as he neared the Taldan capital and Varisia was forced to attempt to burgle an occupied hunting cabin. He had successfully infiltrated the larder and begun to saw a hunk of meat from a hanging boar when the owner, a Taldan Senator named Thamath Cole on a hunting holiday, surprised the youth. Staring down the shaft of a loaded crossbow Varisia began to talk, trying to find some way out of what he was sure was certain doom.

Intrigued by the young man's ability to fast-talk and his obvious thieving talents the Senator made Varisia an offer. He would provide one boon to the youth if Varisia would infiltrate a rival Senator's household and feed Thamath information. Varisia jumped on the offer, quickly blurting out his only desire, passage to Osirion. Thamath dispatched Varisia ahead of himself to seek employment with his rival as a scribe, giving him the name of an Opparan forger who would supply him with falsified recommendations and accreditation.

Varisia, backed by forged documents, charmed his way into the home of Aerdic Sorberg and worked to keep a low profile. The conspirators used a room in a Westport Inn as a dead drop to pass copied documents and lists of visitors to the Senator's offices. Meanwhile, Varisia began to fall for one of Senator Sorberg's only daughter Wilhelmina who clearly returned his desires. He struggled with his feelings for as long as he could but the humdrum life of a scribe, even if only as a cover, left Varisia's mind to wander. Eventually he gave in to his emotions and the two began a covert courtship.

Three years in to his espionage he receieved word from Thamath that the Senator was ready to move against his rival. Thamath, true to his word, began arranging passage for Varisia to the Osirian capital of Sothis. Varisia was torn between his love for Wilhelmina and for his desire to live his dream of uncovering the secrets of the desert nation. Events began to move quickly and Varisia was forced into action. On the night before Senator Cole's plan was to go in to action Varisia met with Wilhelmina and revealed his secret double life. Wilhelmina, appalled to learn of his betrayal of her family spurned Varisia and his pleas to join him on his coming expedition. As she rushed to warn her father Varisia fled, heartbroken, to the docks and the ship that waited for him.

At dawn he set sail aboard the Westcrown Wanderer a Chelaxian merchant ship captained by Mola Ram, a Barbazu who ruled his crew through brute strength and intimidation. Mola treated his passengers little better than his crew and seemed to have singled out Varisia particularly. Varisia was able to keep him at bay mostly through staying out of sight but a ship at sea could only afford so many places to hide. Cornered relieving himself over the side one day Mola set upon him most viciously. Fed up with the devil's constant stream of abuse Varisia threatened Mola with the wrath of his benefactor in Taldor and the closing of and Taldan port to trade from the Westcrown Wanderer. Incensed Mola Ram charged the young man. Varisia whispered a silent prayer to Milani and deftly sidestepped the barreling Barbazu who proceeded to tip over the side into the Inner Sea.

Ignoring the bellows of their receding abuser the crew of the ship bravely pressed on, electing a new captain from among their ranks. Arriving in Sothis Varisia began to hear news of the lottery Upriver in Wati and his mind began to race. He was sure all those artifacts belonged in a museum.


--------------------
Description:
Spoiler:

Varisia James stands 6' tall and weighs 175lbs. His solid frame belies a spryness. He is ruggedly handsome with a slightly large nose and bright, intelligent eyes. Short brown hair can just be seen beneath an ever-present high-crowned, wide-brimmed sable fedora.