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The first part is called The Lost Star. Keep in mind that with each part you can keep the same class or swap to try another.
Character Creation
- 1st level characters using the playtest rulebook
- Background must be chosen from the below list rather than what is provided in the rulebook.
- Begin with 150 SP each.
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 Identification 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.

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So it hops all over a bit. This character looks like it can be used on all Parts except for Part 3.
Reading through some of these may help you a bit.
Part 3 Character Build
At least two players should create clerics capable of channeling positive energy. All other characters should be of classes capable of healing to some extent, such as bard, druid, paladin, or a sorcerer that uses divine spells.
This chapter of Doomsday Dawn takes place in the year 4707 ar (11 years prior to Golarion’s present) in the Varisian city of
Magnimar, just before the events of Pathfinder Adventure Path #1: Burnt Offerings, the first installment of the Rise of the Runelords
Adventure Path. Knowledge of the ancient empire of Thassilon remains obscure and unknown to the world at large, and with
Osirion’s ruins only recently opened to exploration, the Aucturn Enigma itself has not yet been rediscovered.
Since this chapter takes place before the first Pathfinder Adventure Path, there are no implications to the world based on the
outcomes of previous campaigns that may have played out at your table.
“In Pale Mountain’s Shadow” takes place in the year 4709 ar, beginning in the recently liberated town of Kelmarane and moving to the
slopes of Pale Mountain—the same locations that feature prominently in the Legacy of Fire Adventure Path. This chapter assumes that the
events of that Adventure Path have started and are in the process of playing out, with the events of this chapter occurring during the year
of downtime built into the conclusion of Legacy of Fire’s first adventure, Howl of the Carrion King.
“Affair at Sombrefell Hall” takes place in 4711 ar, during the events of the Carrion Crown Adventure Path. Specifically, this tale
unfolds while that Adventure Path’s player characters are investigating the ruins of the corrupted prison in Pathfinder Adventure
Path #43: The Haunting of Harrowstone. The events described in these pages are isolated from those of Carrion Crown, however,
both in the sense that they take place far from that Adventure Path’s action and that both adventures’ player characters don’t
need to meet or even know of each other’s existence. The entirety of “Affair at Sombrefell Hall” is set in the titular manor on the
southwestern shore of Lantern Lake in Ustalav’s Versex County, and the horrors that happen there need not spill beyond its grounds.
“The Mirrored Moon” takes place in 4713 ar in a wilderness area called Thicketfell just southeast of the Stolen Lands, a region within
the River Kingdoms. The events of the Kingmaker Adventure Path should be well underway, with that Adventure Path’s characters
deep in the process of exploring, taming, and claiming the Stolen Lands. Since “The Mirrored Moon” takes place in an area somewhat
south of the Nomen Heights (detailed in Pathfinder Adventure Path #33: The Varnhold Vanishing), the events of that campaign
shouldn’t directly impact the PCs’ search for Moonmere and Ramlock’s Tower. If you’ve played through the Kingmaker Adventure
Path, feel free to coordinate the events of that campaign with this chapter as you see fit—otherwise, you can assume that the heroes
of that Adventure Path have progressed well into the events of Pathfinder Adventure Path #35: War of the River Kings and are far
to the west of this area.
This adventure takes place in 4715 ar, a year after the events chronicled in the Wrath of the Righteous Adventure Path have taken
place. The portal to the Abyss known as the Worldwound has been closed by mighty heroes, but the surrounding lands are still
overrun with demons and monsters. The Fifth Crusade may be winding down, but the challenge facing the crusaders remains, even
if it’s shifted from one of holding the line against the demonic armies to cleanup. Enough demons remain in the region that it will
likely be decades before the region is cleansed, and for now the place remains a nightmarish, post-apocalyptic realm.
“Red Flags” takes place in 4717 ar, well after the events of the Skull & Shackles Adventure Path. In that campaign, the previous
ruler of the region, Kerdak Bonefist, was likely slain, with a new character taking his place as the leader of the Shackles. Doomsday
Dawn assumes that new ruler is Hurricane Queen Tessa Fairwind, but if you’ve played through Skull & Shackles with your group,
you should substitute whatever character ended up as ruler of the Shackles for that role in this chapter.
“When the Stars Go Dark” takes place in 4718 ar (the present) and begins as the PCs seek to master the mysteries of the White
Axiom. The events of all prior Adventure Paths, with the exception of the two most recent ones, are assumed to have taken place
already, but none of the events in those campaigns directly affect the events of this chapter.

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So if you want to you can also work on creating your playtest character for Part 3.
- 7th level
- Background from above
- details on how their characters know each other and serve the Esoteric Order of the Palatine Eye.
- At least two players should create clerics capable of channeling positive energy.
- All other characters should be of classes capable of healing to some extent, such as bard, druid, paladin, or a sorcerer that uses divine spells.
Each character begins with:
- 6th level item (1)
- 5th level item (2)
- 4th level item (1)
- 3rd level item (2)
- 125 gp to spend on additional items. You can pool your gold together for a purchase.
- 1 character in the group begins with +2 magic armor of their choice.

Dufek Leatherfinger Reiteg |

Tyranius, I was considering an Archetype (Cleric) to obtain spell casting and using my Monk. Will that work, or are his spells too weak as an archetype? I must admit I don't really know yet how it all works... but I'd like to try it if I may. I really want to see how the archetype system works.
Let me know.
Here is my first level character, so far.

Tegan Ryker |

Omg I was already planning on going cleric XD Nice
The Mind Quake Survivor background gives me Dominion of the Black Lore skill. No idea what this is. I assume it's a special skill for the campaign?
Also, Perception is strange. This is from page 301:
Perception modifier = Wisdom modifier + Perception proficiency modifier + circumstance bonus + conditional bonus + item bonus + circumstance penalty + conditional penalty + item penalty + untyped penalties
Soo.... do you get the +3 trained bonus if you put a point into Perception? Does it have ranks like the other skills?
Unfortunately, after her retirement from the church, this sweet ol' granny's dreams became plagued with nightmarish hellscapes. Instead of feeling refreshed and ready for the early-bird special, Memaw is left feeling crotchety from poor sleep.
Memaw is determined to get to the bottom of her horrific nightmares and return to her blissfully uneventful retirement.
Prayer, rosary, tattoos, nothing helped. Finally, after hearing about a lead, Tegan embarks on a quest in which she hopes will eliminate her horrific nightmares once and for all.

Dufek Leatherfinger Reiteg |

I suspect you have the Lore skill, "Dominion of the Black". Check out the Lore skill, it's broken down very finely now. But that is a weird Lore, so I could be wrong. :)
There is no +3 trained bonus anymore. The table to remember for Skills, Perception, and some other abilities, is this one:
Untrained: lvl -2, Trained: lvl, Expert: lvl +1, Master: Level +2, Legendary: Level +3
You cannot 'put a point into Perception' from your skill pool. It gets it's own training maybe, though I haven't figured out where yet. You start with whatever training level your class provides though, that much I'm sure of.
So if your class gives you training in Perception (as mine does), at level one, your Perception would be 1 (level) plus Wisdom bonus (a total of +4 in my case). If you're a cleric, your Perception is also trained, and you likely have a good wisdom to boot!

Tegan Ryker |

As a Cleric, do I get Heal for free or does Heal take up one of my two 1st level spell slots? I assume no because Heal doesn't have to be prepared like a normal spell. Here is the text from the book:
"This pool of energy allows you to cast either the heal spell (for positive energy) or the harm spell (for negative energy) a number of times per day equal to 3 plus your Charisma modifier without needing to prepare the spell in advance. All spells you cast in this way are heightened to the maximum spell level you can cast as a cleric. You can find heal on page 229 and harm on page 228."
Also, do conditional bonuses stack? I can't find anything about it in the book :/

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Tyranius, I was considering an Archetype (Cleric) to obtain spell casting and using my Monk. Will that work, or are his spells too weak as an archetype? I must admit I don't really know yet how it all works... but I'd like to try it if I may. I really want to see how the archetype system works.
That should be fine. then you can keep playing the same character.
The Mind Quake Survivor background gives me Dominion of the Black Lore skill. No idea what this is. I assume it's a special skill for the campaign?
Correct.
do you get the +3 trained bonus if you put a point into Perception? Does it have ranks like the other skills?
Dufek is correct. It now all goes off of trained skill rather than ranks. there is no longer a +3 class bonus.
Untrained: lvl -2, Trained: lvl, Expert: lvl +1, Master: Level +2, Legendary: Level +3. So the only way to raise it is to raise your wisdom or your training from what I can see.
Also, do conditional bonuses stack? I can't find anything about it in the book :/
I will do some research on it but I am going to go with that stayed the same and liked bonuses do not stack for now. Until I find otherwise.
As a Cleric, do I get Heal for free or does Heal take up one of my two 1st level spell slots? I assume no because Heal doesn't have to be prepared like a normal spell. Here is the text from the book:
That is all part of the Channel Energy. So it does not count as you spells. You can use the Harm or Heal spell a number of times per day equal to 3 plus your Charisma modifier without needing to prepare the spell in advance.
So it is an extra ability and not counted as one of you spell slots.

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Keep in mind on each of these that the gear you find and earn disappears at the end of each scenario. We will keep track of Part 1's gear separately as it will come back in Part 4. And Part 4 to Part 7. Just keep in mind that your gear will reset a bit as this is a playtest and not an actual module. I am going to do my best to keep the story consistent among the scenarios but some are set up for you to easily win and some are set up for you to lose. Just keep that in mind.
- Level 1
- Background from the list above
- 150 SP starting wealth
- Level 4
- Same Background as above
- 3 new languages are now available (Auran, Gnoll, and Ancient Osiriani) and may prove useful for role-playing or investigatory opportunities. Feel free to swap some out.
- 3rd level item (1)
- 2nd level item (2)
- 1st level item (1)
- 300 sp. Feel free to pool your money
- 7th level
- Background from above
- details on how their characters know each other and serve the Esoteric Order of the Palatine Eye.
- At least two players should create clerics capable of channeling positive energy.
- All other characters should be of classes capable of healing to some extent, such as bard, druid, paladin, or a sorcerer that uses divine spells.
- 6th level item (1)
- 5th level item (2)
- 4th level item (1)
- 3rd level item (2)
- 125 gp to spend on additional items. You can pool your gold together for a purchase.
- 1 character in the group begins with +2 magic armor of their choice.
- Level 9
- Retain the gear you earned and kept from the Lost Star (Part 1) only
- 8th level item (1)
- 7th level item (2)
- 6th level item (1)
- 5th level item (2)
- 250 gp that you can pool together.
- 12th level
- Should all be crusaders who have signed on to fight demons in the Worldwound. You are hardy crusaders, accustomed to facing terrible foes in the Worldwound, and you should be ready to lay down their lives to defeat their foes.
- Backgrounds from above
- 100 gp
Group items to split among the group
- boots of elvenkind,
- cape of the mountebank,
- 10 cold iron arrows or bolts (party’s choice),
- +1 cold iron dagger,
- explosive ammunition (party chooses the variety),
- greater goggles of night,
- 3 greater healing potions,
- 2 major healing potions,
- holy rune that can be added to any weapon selected,
- staff of evocation (lesser),
- potion of quickness,
- 2 invisibility potions,
- ring of climbing,
- lesser ring of fire
- resistance,
- slippers of spider climbing,
- wand of heal (3rd level, 10 charges)
If 5-6 players Add:
- armbands of athleticism,
- bravo’s brew,
- healer’s gloves,
- greater healing potion
- potion of flying.
If 6 players add:
- barkskin potion,
- +1 cold iron shortsword,
- eyes of the eagle,
- major healing potion,
- oil of keen edges.
Finally each character gets to choose 3 of the following
- +3 suit of armor,
- +3 weapon
- +3 handwraps of mighty fists
- +2 weapon with one of the following runes: corrosive, flaming, frost, or shock,
- bracers of armor (6th),
- light or heavy adamantine sturdy shield,
- ring of energy resistance (one type).
- 14th level
- high-ranking members of the Esoteric Order of the Palatine Eye.
- skill sets that favor infiltration, knowledge, and subtlety rather than aggressive combat prowess. (Feel free to make the minor changes required.)
- Same background as above
- You should determine what your character’s role in the Esoteric Order of the Palatine Eye is: archivist, diplomat, historian, researcher, spy, or the like. Combat-themed roles should be avoided if possible.
- 13th level item (1)
- 12th level item (2)
- 11th level item (1)
- 10th level item (2)
- 1500 gp that you can pool together.
In addition the group may choose 2 of the following items
- anklets of alacrity,
- belt of giant strength,
- belt of regeneration,
- circlet of persuasion,
- diadem of intellect,
- headband of inspired wisdom.
[list]

GM SpiderBeard |

Hey kids! I'll have a character up this evening (I hope). I'm thinking fighter to start. Unsure about ancestry.

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Alright. Last one to check in it seems would be Rah. He said it would take him a little bit to get going on it so we have time.

Gorotha Spinebreaker |

Hey this is SpiderBeard, going to try out a barbarian. Been rushed so I'll poke at subsequent characters in a bit but will likely want to swap around to test different characters at different levels.
This is pure crunch, fluff is incoming.

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Sounds good. We will begin once Rah has a character built and is ready to go.

Gorotha Spinebreaker |

Yeah, I kept getting stuck in places because I was bringing over assumptions from 1E. Like do you get 1 1/2 strength for two-handed weapons? No, you don't, but because the book simply doesn't mention a rule it removed I spent for g&$!#@n ever trying to figure that out, lol

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Hey, if there is still room, I could play a goblin rogue, detailed up soonish. :)
If it's too late, that's ok.

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Hey, here is my offering. Not certain if I am too late, so I'll do a profile if given the nod.
Grek Gristle chewer
Class Rogue
Race Goblin
Background Goblin renegade
HP 15
Perception +3
STR 12 x
DEX 18 xxxx
CON 12 x
INT 12 x
WIS 12 -xx
CHA 12 x
Fort +1 x
Ref +6 xx
Will +2 xx
AC light armour 17 (leather armour)
TAC light armour 16
+2 if nimble dodge triggered
Short sword +5 1d6+4
Hand crossbow +5 1d6
Dagger +5 1d4+4
Unarmed +5 1d3+4
Criminal lore +2
Acrobatics +5
Athletics +2
Crafting (leather working) +2
Deception +2
Intimidate +2
Performance +2
Society +2
Stealth +5
Thievery +5
Survival +2
medicine +2
Ancestry feat: Very sneaky
Rogue feat: nimble dodge
Skill feat: catfall
Common
Goblin
Class abilities
Finesse striker
Sneak attack 1d6
Surprise attack
Leather armour 15
Short sword 9
Hand crossbow 25
20 bolts 2
Dagger 2
Back pack 2
Basic crafters book 1
Thieves tools 20
Bedroll .1
Crowbar 10
Grapple hook 1
50 ft of rope, silk 10
Waterskill .5
Pitons x4 .4
Hammer 1
Mirror 10
Belt pouch .4
Rations x2
3gp, 2sp, 6cp

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There is definitely room. :)

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cool

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You can try to use the same the whole way across if you wish. Or try a new character with each one. Just as long as it meets the guidelines in the character build. Each part is like its own separate scenario.

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Yea it was! I have a message out to GM Rah. Once his character concept is completed we will push this boat off to sail.

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Yup we should be good and stable here soon enough.

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Yup sure is DM Rah. Just let me know when you are ready.

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Once Rah is ready to go I'll kick off, otherwise let's say Friday.

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I am not sure how I feel about the skill and magic weapon system yet. Maybe it will feel more natural once I get to using it.
Initiative also seems overly complicated.

Tegan Ryker |

The Playtest book lists Starknife as follows: (24sp) 1d4 P, L Bulk, 1 Hand, Knife (Agile, deadly d6, finesse, thrown 20 ft., versatile S)
So what does deadly d6 mean? Deadly is the weapon trait, right? And so what does d6 stand for?
Edit: Oops, I think my correct roll should have been 1d6 bonus damage. Reddit Thread on Deadly Weapon Trait
Yay for trying new things XD

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Yup, So double damage +1d6 for crits with that weapon!

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The 1.3 errata was released Here!
Some of the bigger changes.
1. Skill proficiencies and DC's
2. Death and Dying updates
3. Magic item ID down from 1 hour to 10 minutes.
4. Added in a Treat Wounds for Medicine skill to help with healing in between combats.