GM Zer0darkfire's The Lost Star (Playtest) (Inactive)

Game Master asdffghjkl01

Maps


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Discuss Here! Questions about building a character? Rules of the game? Advice from other players? This is the place to do it! Remember, we are all learning an almost entirely new game so don't be mean or talk down to each other. All questions are welcome.

Just because I'm GMing does not mean I know more about this game than any of the rest of you. If I run something wrong and you know it, tell me!


Was thinking of building an angelic sorcerer, simply because it's cool. Problem though is that using the divine spell list means there aren't any offensive cantrips. In between rounds that he doesn't cast spells, seems he can only be spamming crossbow bolts. Hmm...

Or maybe a cleric instead...

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It looks like it is a lot easier for a sorcerer to spam crossbow bolts though, or even swing a finesse weapon. They are basically full BAB since they are trained in simple weapons, have a good dex stat and you're very likely to hit as well as anyone else. It also looks like ranged attacks are much easier since most creatures don't give others cover from your attacks and only give a +1AC for "in melee".

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Some information on The Lost Star; This section of the AP is pretty much all dungeon. The AP also suggests that any Goblins take the Goblin Renegade background, although it is not required.

In addition, the AP states that "In Doomsday Dawn, players must select from the following unique character backgrounds while creating characters for “The Lost Star.”" on page 3. While I won't be enforcing this requirement, as it seems the main reason to choose these backgrounds is to have some RP connection to Keleri and Magnimar, keep in mind that we are playtesting so we should generally follow things as written.


Thanks, I had missed those background reqs. I'll go ahead and change to the Budding Osirionologist one.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:
GM Zer0darkfire wrote:
It looks like it is a lot easier for a sorcerer to spam crossbow bolts though, or even swing a finesse weapon. They are basically full BAB since they are trained in simple weapons, have a good dex stat and you're very likely to hit as well as anyone else. It also looks like ranged attacks are much easier since most creatures don't give others cover from your attacks and only give a +1AC for "in melee".

This is kuey

Played around with a few different builds for sorcerer but couldn't quite make it work. Went I got to piling heavy armor on it (since it's just a -2 to AC for being untrained), I decided I was going too far. :) So decided to go with a cleric instead for what I have in mind.

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Exploration mode seems like it might be a bit clunky in PbP. Please post what your character's default tactic is for exploration mode to help make things run a little smoother when you get the chance.


Normal: Sneaking
Social: Stealing


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Exploration Mode:
Normal - Searching
Social - Carousing

Alright, Andrus' character is ready to go!


Half-elf barbarian 1 | HP: 13/23 | AC14, TAC12 | Fort +5, Ref +2, Will +2 | Perception +2 | Resonance: 2/2 | Conditions: sluggish 1

Exploration: Wandering
Social: Conversing

Looking forward to kicking off the campaign today!

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Please add yourselves to marching order and state your "exploration mode tactic" if you have not already done so. Looks like Olsie and Biffin and I think we are missing a character at this moment.

Link to maps


Looks like its 'view only' for me.

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Xune wrote:
Looks like its 'view only' for me.

Yep, sorry, fixed now


Thanks, no worries I do that too all the time...


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Andrus fights with a reach weapon so is best placed in the 2nd rank where he can do that, while throwing healing on the frontliners where needed. Olise, not sure if you intended to be in the 2nd rank on the map. Can I swap with you?

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I placed everyone's token's on the map in just a general setup, feel free to spread out a little into the room


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Got it!

Separately, need a GM ruling on this since I think the rulebook is vague here. As Andrus fights with a two-handed weapon and would repeatedly need to take a hand off to manipulate his holy symbol when casting spells, what actions would taking off the hand off the weapon, and putting the hand back on be? My take is that removing the hand should be a free action as it is akin to Drop a weapon (but still held on in the other hand), but it seems it would take an Interact action to grab the weapon again.

Separately, it seems no longer possible to Ready to cast most spells since you can only ready an single action and most spells take two actions.

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In any other situation I would say, not a problem it's a non-action or something similar. However, we are play testing, and I know clerics have a feat option of emblazon holy symbol that solves this problem, because of this I feel like it is intentionally difficult to cast divine spells without a free hand.

"A character typically has two hands, allowing her to hold an item in each hand or a single two-handed item using both hands. Drawing or changing how you’re carrying an item usually requires an Interact action (dropping items instead uses the Drop action)"

Sounds like you could drop the item as a free then pick it up as an action. You could also stow and then draw the item as two actions. Humorously enough on page 175 it states that you need 1 or 2 free hands to drop an item which doesn't make much sense to me, dropping also has the manipulate trait which seems strange to me as well.

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On the spell thing, I'm not that familiar with the spell casting, but if a spell requires verbal casting and somatic casting, couldn't you spend one action on verbal and then 2 actions to ready the somatic?

Update: Apparently not as "casting a spell" is an activity and "activities must be completed all at once". I really hope they create a way in which you can ready a spell. I think my previous example would be a perfectly fine way to do it.

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Tomorrow the dungeon in 2e begins! Prepare yourselves for combat!


Human Bard 1 | HP: 17/17 | AC 13, Touch 13 | Fort +1, Ref +3, Will +1

Hi FedoraFerret's here, super sorry but GenCon was a pain and getting home from GenCon was moreso.


Vardigas Hackles wrote:

Exploration: Wandering

Social: Conversing

Looking forward to kicking off the campaign today!

Looking at your profile, you can only have a 16 con. Each category can only give one boost to an attribute. 1 from ancestry, 1 from background, and 1 free. Class goes to strength. The other three free choices, have to go to other attributes. So one to dexterity, most likely so you have two boosts to give to your mental attributes. So you can have, str 18, Dex 12, con 16, and one more twelve.

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I'm looking at STR 18, DEX 12, CON 16, INT 10, WIS 10, and CHA 12.

As a human with 2 free boosts, he went +2STR and +2CON, his background gave him +2STR and +2 CON, his four free boosts went to STR,DEX,CON, AND CHA, and his class boost went to STR. This gives 18 STR, 12 DEX, 16 CON, 10 INT, 10 WIS, AND 10 CHA. I don't see an issue?


GM Zer0darkfire wrote:

I'm looking at STR 18, DEX 12, CON 16, INT 10, WIS 10, and CHA 12.

Must have been updated, since I looked. It was STR 18, DEX 12, CON 18, INT 10, WIS 10, CHA 10.


Half-elf barbarian 1 | HP: 13/23 | AC14, TAC12 | Fort +5, Ref +2, Will +2 | Perception +2 | Resonance: 2/2 | Conditions: sluggish 1

It’s already been fixed. I wasn’t aware of the category issue, but all Con-related stats have been updated to reflect the drop by 2. Thanks so much for pointing that out.


Attack Roll:
[dice=Warhammer Strike]d20+5; d8+4][/dice]
Dwarf Paladin 1 HP 21/22 | Percep 3 | Class DC 15 | Hero Points 1 | Resonance 0 | Spell Points: 3/3 | AC/TAC 15/13 (Shield +2) | Fort 4 Ref 1 Will 4 (+2 vs. magic) | Shield: 1 dent

I'm realizing that our slowness here is 99% the fault of the paizo website, but maybe you could group all the enemies attacks into one so we aren't waiting for 1 person to go.

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Yeah I can definitely do that but the main problem is honestly paizo'a site right now. I can hardly ever post or even load the page lol

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With all these website issues, I'm going to go ahead and report this game as your success, survival, or failure are all irrelevant for reporting. Hopefully this will alleviate some stress and frustration with the whole system being a bit annoying right now.


Are we using a 24 hour no post bot/skip rule? I know site has been insane, but just curious.


Human Bard 1 | HP: 17/17 | AC 13, Touch 13 | Fort +1, Ref +3, Will +1

For the record, I'm here and paying attention, but I'm also running this module and so have read it, so I'm letting y'all take the reigns.


Andrus, I thought it would be 14 too earlier away from the rulebook, but in the gritty details there's actually not mods or bonuses applied which kinda stinks. Just a result of 10, straight up. Final result, not dice result this go.

edit: It does increase with proficiency though, so in expert skills its 15, then 20 at master, and finally 30. Probably better to take at those levels.

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Best uses of assurance I've seen:

Athletics for swimming in heavy armor
Athletics for tripping and grappling since it ignores the multiple attack penalty

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Wow, the sheer number of rule changes makes playing a PbP game difficult! Anyone up for stopping our current game due to the playtest data not being very relevant anymore?


Hmm, I'm not keeping up with it much. Is there a huge list posted somewhere or something?


Nevermind found it, its the update pdf in the playtest pack.

edit: And yes, looks like 7 pages of changes. Signature skills being completely removed... I would be in favor of closing the game unless we just want to finish for fun using the obsolete rules.

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Yep and an even larger document is on the way according to facebook. I'm fine with running for fun, but I also don't want to waste anyone's time. Game has been reported and you should all have your credit for it already.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

I would like to continue, with a couple of days to update our character to new rules. Although there are a number of updates, most are character specific, so for each of us, only a small number of relevant. Otherwise, rules-wise, the greatest update is on dying, which thankfully, none of us have encountered. Bulk of the rest of the rules are still relevant. Just my two cents worth.


Any estimate how much longer completing it would take? Are we more than half through?


Half-elf barbarian 1 | HP: 13/23 | AC14, TAC12 | Fort +5, Ref +2, Will +2 | Perception +2 | Resonance: 2/2 | Conditions: sluggish 1

I’m fine either way, though it is kinda rough to be running rules they’ve changed so drastically. GM’s choice on this one.

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Here is a list of upcoming changes as well.

We are very close to being done, so I'm going to finish running the adventure.


Attack Roll:
[dice=Warhammer Strike]d20+5; d8+4][/dice]
Dwarf Paladin 1 HP 21/22 | Percep 3 | Class DC 15 | Hero Points 1 | Resonance 0 | Spell Points: 3/3 | AC/TAC 15/13 (Shield +2) | Fort 4 Ref 1 Will 4 (+2 vs. magic) | Shield: 1 dent

yeah, let's put the boss down... feel free to advance us to it!

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Thanks for sticking with the game during the website outages. Plan was to finish this a very long time ago, hopefully before they pushed any major updates to the game, but that didn't quite work out.

Hope you all enjoyed Pathfinder 2.0, I've heard the changes in 2.3 are good and that an even greater change is coming, especially involving resonance mechanics.

@Biffin, there is an update to grease that now allows for a reflex save or acrobatics check from what I glanced over about it as well as some other changes to it, might want to check it out.


Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 | Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

Thanks for running. I enjoyed it very much. Digging quite a bit of the rules, especially the 3-action combat.


Personally not a lot is jumping out to me as very innovative improvements, but then I'm one who still loves 2e ad&d. I think I will give it another chance when its through a few more updates!

Thanks again for the fun time.


Attack Roll:
[dice=Warhammer Strike]d20+5; d8+4][/dice]
Dwarf Paladin 1 HP 21/22 | Percep 3 | Class DC 15 | Hero Points 1 | Resonance 0 | Spell Points: 3/3 | AC/TAC 15/13 (Shield +2) | Fort 4 Ref 1 Will 4 (+2 vs. magic) | Shield: 1 dent

Thanks for running it and the note on grease (that spell made me mad even though it really wasn't a big deal ultimately).

I'm probably holding off on any future playtesting. I'm only going to confuse myself with so many rule systems and will just try to master 2.0 when it comes out. :)

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