
GM Kevin O'Rourke |

Lets start considering character options.
There are backgrounds that it says we should use for making the characters to help them fit.
CHARACTER BACKGROUNDS
During character creation, players each select a background for their characters. The Pathfnder Playtest Rulebook presents a variety of backgrounds that can be used for any type of character, but for Adventure Paths and other significant adventures, we’ll be providing campaign specific backgrounds players can choose from to help their characters more directly ft into the campaign’s plotline.
In Doomsday Dawn, players must select from the following unique character backgrounds while creating characters for “The Lost Star.” See pages 38–39 of the Pathfinder Playtest Rulebook for more on backgrounds.
BUDDING OSIRIONOLOGIST BACKGROUND
The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you’ve never actually visited the nation. Some day, you hope to correct that.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You gain the Terrain Stalker (rubble) feat, and you’re trained in the Ancient Osirion Lore skill.
ESOTERIC SCION BACKGROUND
One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You’ve long held an interest in perhaps some day joining the order and have studied strange topics in preparation for that day.
Choose two ability boosts. One must be to Intelligence or
Wisdom, and one is a free ability boost. You gain the Quick Identifcation feat, and you’re trained in the Esoteric Order Lore skill.
FAMILY FRIEND BACKGROUND
Your family has been friends with the Deverins of Magnimar for a generation, and you’ve grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.
Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. You gain the Hobnobber feat, and you’re trained in the Nobility Lore skill.
GOBLIN RENEGADE BACKGROUND
You had been working with a gang of goblin burglars, but that new leader was no good. It took a lot of guts to stand up to him, but you survived! Now you’re stuck with the longshanks, but maybe you can get back at the old boss.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You gain the Quick Repair feat, and you’re trained in the Criminal Lore skill.
MIND QUAKE SURVIVOR BACKGROUND
As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You’ve had strange thoughts and knowledge that you always felt weren’t truly your own.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You gain the Dubious Knowledge feat, and you’re trained in the Dominion of the Black Lore skill.
PATHFINDER HOPEFUL BACKGROUND
You’ve long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters. This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for yourself and gain the attention of the Pathfinder Society.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You gain the Additional Lore feat, and you’re trained in the Pathfinder Society Lore skill.
At a quick glance the characters we will be making at this point will be the main characters but at a future point we'll be making other characters but these guys are the 'stars'.

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Hi! Thanks for having me!
I'd really like to try out the alchemist class for the playtest, so I'm going to make an alchemist with the esoteric scion background. Probably a half-elf whose human parent is a member of the Esoteric Order of the Palatine Eye. I like the idea of her having to be an overachiever in order even have a chance to join, due to her ancestry. Sort of like if Hermione Granger were desperately trying to join a pureblood wizard's secret society. I pretty much never play elves and half-elves, so its something I'd like to try out for the playtest. ...I think I'm feeling half-elf.

Roakkad Shrikkir-tsha |

Wicked here. I'm going to go with a druid, using this alias (one of my favorite, go-to characters). Roakkad will be a druid with the Animal order and the Mind Quake Survivor background.

Roakkad Shrikkir-tsha |

Neferet looks great!
I'm debating between Str or Dex as my secondary stat. With an archer and an alchemist, I might do better being melee support with a longspear or shield/scimitar.

GM Kevin O'Rourke |

Zanbabe wont be able to join us right now but I imagine if she can hop in later if things change no one will object.
Still four is a reasonable number. We've got a tanky fighter, a druid, an alchemist and some kind of archer.
I have an idea seeing as things might get a bit dicey. I might roll up a cleric for proper use later but for now might have him basically hold a rear guard standing in the previous room sorting out gear and making sure the party isn't snuck up on. Have him provide healing between fights but otherwise stay out of the core of the adventuring. If people are finding it tough they can call him up to more actively adventure. Even then it would be a going with the flow kind of thing. How would people feel about that?

Rolo Steinarsson |

I'm fine with both starting soon and with rearguard cleric idea. Since we'll be rotating GM, you'll want a character ready anyway.

Roakkad Shrikkir-tsha |

I think this sounds fun. I did something similar when I ran a group of brand new players through an adventure, propping them up with a merciful healer cleric.
Looking forward to Zanbabe joining as soon as she can.
Edit: after buying armor, weapons, and barding for my bird, I have 15sp left!
What do you guys think of pooling leftover funds to buy communal adventuring gear?

Snazgiz |

I ran Part 1 yesterday with three PCs so you guys will be fine I think. I'll just have this guy in the previous room, if ye want to tag him in you can but it'll tweak up the number of monsters. I think you guys can likely handle it.
I'm going to set up the RP preamble while people finish characters.

Grumbaki |

Starting to make my character.
Race: Half-Orc
Step 1: Human
Str (12) Dex (12) Con (10) Int (10) Wis (10) Cha (10)
Step 2: Background-Pathfinder Hopeful
Str (14) Dex (14) Con (10) Int (10) Wis (10) Cha (10)
Step 3: 4 Free Ability Boosts
Str (16) Dex (16) Con (14) Int (10) Wis (10) Cha (10)
Step 4: 1 Class Ability Boost (Fighter)
Str (18) Dex (16) Con (14) Int (10) Wis (10) Cha (10)
Racial Feats
Feat 1: Half-Orc
- Low Light Vision, Intimidating Visage
Feat 2: Darkvision
- Can see in the dark, only black and white
Class: Fighter
* Skills (Perception, Athletics, Acrobatics)
* Saving Throws (Expert in Fortitude, Expert in Reflex, Trained in Will)
* Power Attack (You deal an extra weapon damage die. If you’re at least a 10th-level fighter, you deal two extra weapon damage dice. This counts as two attacks when calculating your multiple attack penalty.)
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Ok, that's the basics, I think. If I am correct in this, as an archer, he'll use Dex to hit, and 1/2 of his strength as bonus damage? Just did a very quick skim of the rulebook.
If that is the case, then he should be a pretty good switch-hitter. +3 hit (dex) and +2 damage (str) with a bow. Then if the enemy closes in, he power attacks them to the face. The kind of archer you don't want to get close to. From there, he will focus on shooting feats.
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Is all of that correct? Also how much gold do we start with?

GM Kevin O'Rourke |
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You start with 150sp of gear. Yeah it's silver based economy not gold which seems more reasonable.
Sorry I PMed you before spotting this post!
Charisma is important for resonance but you can bring that up later. You get stats a bit more like Starfinder from leveling +2 to four stats at level five I think.
Edit: Since they don't have it in the book and one of my players asked for it an adventurers kit.
Dagger, Backpack, Bedroll, Flint and Steal, Rations (Four Days), Silk Rope 50ft, Waterskin, Torch (5).
15sp 12cp 1Bulk

Gorthug |

150 silver starting with...
Have found that I can't afford a bow which has the propulsive property! That's crazy. So, might as well go close combat then until I can afford a bow.
Therefore...
Bastard Sword: 35 SP (1d8/1d12 damage, slashing)
Gauntlet: 2 SP (1d4, blunt)
Spiked Gauntlet: 3 SP (1d4, piercing)
Hide Armor: 20 SP (AC +3 TAC +0 ACP -3 Blk 2)
Sling: 0 SP (1d6, 50ft, propulsive)
80 Bullets: 8 CP
Adventurers kit: 15sp 12cp 1Bulk (Dagger, Backpack, Bedroll, Flint and Steal, Rations (Four Days), Silk Rope 50ft, Waterskin, Torch (5).)
75 silver pieces, and 20 CP, so a total of 77 silver pieces.
73 silver pieces left over, saving for a composive longbow

Roakkad Shrikkir-tsha |

Yes, some of the prices seem wonky. Light barding, which gives my animal +1 AC, is 100 sp! Grumble...
Anyway, I have 4sp leftover after purchasing some basic adventuring gear, using the "kit" as inspiration (I couldn't afford the whole thing--such luxuries!)

Rolo Steinarsson |
1 person marked this as a favorite. |

The outline, nicking Grumbaki's outline:
Step 1: Concept - A dwarven warrior, plagued by old memories of a 'dream'.
Step 2: Ancestry - Dwarf
Str (12) Dex (10) Con (12) Int (10) Wis (12) Cha (8)
Step 2: Background - Mind Quake Survivor
Str (14) Dex (10) Con (14) Int (10) Wis (12) Cha (8)
Dubious Knowledge, Dominion of the Black Lore
Step 3: 4 Free Ability Boosts
Str (16) Dex (12) Con (16) Int (10) Wis (14) Cha (8)
Step 4: 1 Class Ability Boost (Fighter)
Str (18) Dex (12) Con (16) Int (10) Wis (14) Cha (8)
Ancestry
HIT POINTS 10 | SIZE Medium | SPEED 20 feet
Languages: Common, Dwarf
Traits: Dwarf, Humanoid
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Unburdened: If your Speed would be reduced by armour you wear or the encumbered condition, you ignore 5 feet of that reduction.
Ancestry Feat: Ancient's Blood
Trigger: You attempt a saving throw against a magical effect.
Your ancestors’ innate resistance to magic has manifested in you. You gain a +2 circumstance bonus to the triggering saving throw. Special Your resistance hampers your connection to magic items. Reduce your total Resonance Points by 2 (minimum 0). For more information about Resonance Points, see page 376.
Class: Fighter
10 plus your Constitution modifier
* Skills Trained (Athletics, Perception, Survival)
* Saving Throws (Expert in Fortitude, Expert in Reflex, Trained in Will)
* Expert in all simple and martial weapons
* Trained in all exotic weapons
* Trained in all armour and shields
* Signature Skills: Acrobatics, Athletics, Crafting
ATTACK OF OPPORTUNITY
Trigger A creature within your reach uses a manipulate action or a move
action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and
the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count
toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to it.
REACTIVE SHIELD FEAT 1
Trigger: An enemy succeeds or critically succeeds against you with a melee Strike.
You use the Raise a Shield action and gain your shield’s bonuses to AC immediately. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Roakkad Shrikkir-tsha |

FYI I had to do a double look regarding cantrips, as there are no longer 0 level spell lots. Cantrips are cast at the highest spell level available, so mine are first level spells. Initially, I thought cantrips had to be selected to fill these spell slots, but the rules explicitly state that cantrips don't occupy spell slots. Then, turning to the basic description of the druid and cleric, I found that at first level, we can learn 4 cantrips per day, plus the two 1st level spell slots. So for cantrips I've prepared detect magic, disrupt undead, light, electric arc. For my 1st level spells I have heal and magic fang.
This may have been crystal clear to everyone else, but it was a big oooooh, riiiiiiight moment for me tonight. Thought I'd share :).

GM Kevin O'Rourke |

That's good to know, I hadn't found the number per day.
I find it a bit confusing that the two intelligence based classes, alchemist and wizard, get the least number of skill points before adding intelligence. But this results in a int 12 sorcerer will be trained in more skills than an int 16 wizard... which just seems off. A wizard seems like it should have lore as a signature skill too but it doesn't.

Rolo Steinarsson |

Heavy Steel Shield 20sp
Breastplate 80sp
Heavy Shield Boss 5sp
Warhammer 12sp
Dagger 2sp
Sling 0sp
20 Sling Bullets 0.2sp
Backpack 1sp
Bedroll 0.1sp
10 Chalk 0.1sp
Climbing Kit 5sp
Flint and Steel 0.5sp
Grappling Hook 1sp
5 Pints of Oil 0.5sp
8 days rations 4sp
Rope, Hemp 50ft 1sp
5 Sacks 0.1sp
Tent 8sp
2 Waterskins 1sp
Short Tool 4sp
4.5sp left

GM Kevin O'Rourke |

@Nefert
There might be a line omitted because... yeah it makes no sense. I could see it being preparing in the morning making the item by spending resonance and it lasts all day due to infusion but later on in the day with quick alchemy you only get one item for the resonance and it lasts a round but you can do it at any point in the day. Otherwise you're better off just not using your class feature for crafting and just mundanely crafting without it as it will be cheaper and not coast resonance points.
I've spent fifty minutes trying to make this make sense and I am tired now so I'm stopping now.

mj32202 |
Meloriel here! I'm ready with my half-elf alchemist.
It appears there is an error with your sheet. Trained is level, you have level +1 for all trained skills and attacks.
Where Something Wicked, has gone the other way. He has forgotten to add proficiency into his calculations. Trained adds +1 * level to all attacks, ac, saves and skills. Expert adds +1 * level +1. Where, untrained is level * 1 -2.

mj32202 |
Gorthag, you only receive one ancestry feat at first level. You will not be able to get darkvision, until level five. Another thing wonky in the new edition. Also, you might what to look at the above post. As you don't list these things on your sheet. I don't know if you have the math correct.
Speaking of wonky. I replied to Gorthag, and it came up with a quote from the GM.

mj32202 |
Neferet wrote:Meloriel here! I'm ready with my half-elf alchemist.It appears there is an error with your sheet. Trained is level, you have level +1 for all trained skills and attacks.
On the matter of advanced alchemy. It is confusing because of the information is split between pages. But it says, you don't pay for alchemical reagents. So the only cost, is resonance. The difference, between this and quick alchemy, is you have to decide what you want at the start of the day. Like a wizard, preparing spells. Versus, with quick alchemy, it is spontaineous, like a sorcerer.Also, just noticed this, a typical batch is four objects. So, the two and the half batch, they refer to. Are the same thing. It makes it sound like the half a batch is one. Typical batch size, is under the alchemy skill. This book is really, unorganized. You have to ferret out information.
Where Something Wicked, has gone the other way. He has forgotten to add proficiency into his calculations. Trained adds +1 * level to all attacks, ac, saves and skills. Expert adds +1 * level +1. Where, untrained is level * 1 -2.

GM Kevin O'Rourke |

mj32202 wrote:Neferet wrote:Meloriel here! I'm ready with my half-elf alchemist.It appears there is an error with your sheet. Trained is level, you have level +1 for all trained skills and attacks.
On the matter of advanced alchemy. It is confusing because of the information is split between pages. But it says, you don't pay for alchemical reagents. So the only cost, is resonance. The difference, between this and quick alchemy, is you have to decide what you want at the start of the day. Like a wizard, preparing spells. Versus, with quick alchemy, it is spontaineous, like a sorcerer.Also, just noticed this, a typical batch is four objects. So, the two and the half batch, they refer to. Are the same thing. It makes it sound like the half a batch is one. Typical batch size, is under the alchemy skill. This book is really, unorganized. You have to ferret out information.
Where Something Wicked, has gone the other way. He has forgotten to add proficiency into his calculations. Trained adds +1 * level to all attacks, ac, saves and skills. Expert adds +1 * level +1. Where, untrained is level * 1 -2.
Untrained is your level -2.
Trained is your level.Expert is your level +1
Master is your level +2
Legendary is your level +3
Page 291 of the core rulebook as visually seeing the table is much clearer.
I can see someone misreading the way you have it down mj. We're trying to learn the rules so thanks for pointing out odd bits. The book is quite dense so if you've got a page number for reference it would be appreciated.

Neferet |

Yup, looks like I added a +1 too many on some skills and attacks, but missed a +1 on some of my untrained skills. I'd gone -2, instead of level -2. I think they're all accurate now.
In regards to Advanced Alchemy:
Oh, I understand that you get to prepare it ahead of time and everything, and the size of the batch, I just didn't realize the reference to alchemical reagents means I didn't have to pay at all. If that's the case and the only cost is resonance, then I'll use my daily preparations to craft some stuff.
1 resonance to make a half batch of minor elixir of life
1 resonance to make a half batch of alchemist's fire
1 resonance to make a half batch of thunderstone
1 resonance to make a half batch of tanglefoot bags
Leaving me with 1 resonance left to use spontaneously.

mj32202 |
mj32202 wrote:mj32202 wrote:
Untrained is your level -2.
Trained is your level.
Expert is your level +1
Master is your level +2
Legendary is your level +3
Page 291 of the core rulebook as visually seeing the table is much clearer.I can see someone misreading the way you have it down mj. We're trying to learn the rules so thanks for pointing out odd bits. The book is quite dense so if you've got a page number for reference it would be appreciated.
I didn't misread it, simply stated it differently. You are correct, it is clearer, that way.

mj32202 |
Is an "interact action" the same as a reaction?
No, an interact action, is interacting with something on your turn. Example activating a magic item. A reaction is a response to something someone else does. A fighter's attack of oppurtunity, for example.
The interact action is on pg. 307. On reading that, it would be more like drawing a potion or weapon. But I believe you would also have to interact to activate a magic item. If that was required.

Rolo Steinarsson |

On reflection, I don't think you can combine strike and shove in one action even with a shove weapon. Though that could be a handy feat!
Still, I can see Strike (2), Shove working.

Rolo Steinarsson |

I imagine initiative will continue to be a hugely important part of the game. With skill checks used for initiative, are those syggested by players, rules, or gm discretion?

GM Kevin O'Rourke |

GM discretion but it gives stealth as a good example if you are scouting ahead or setting up an ambush. For example if you guys had made loads of noise the goblins would have been rolling stealth for initiative which is a bigger number.
In a social situation which turns to combat I could see social skills working in this capacity.

Roakkad Shrikkir-tsha |

Has anyone given any thought to the next character they'd like to build? Since I started with a full caster, I was thinking of trying out bard or paladin, or maybe even the monk.

Rolo Steinarsson |

I'm thinking rogue. I'd like to see how different they'd play out compared to fighters.
A cunning move on Paizo's part : at least two PC's per player, so additional feedback.

Roakkad Shrikkir-tsha |

Heal animal heals "Hit Points equal to 1d8 plus your spellcasting action modifier". What's a spellcasting action modifier? I've searched the pdf and Google and haven't found it. It's not the same as my Wisdom modifier is it, e.g. +4? Does it mean the number of actions used to cast the spell, e.g. +2?