
DM Nex |

Well I am diving into Pathfinder Playtest! Lets give it a shot.
I plan on running the Doomsday dawn modules back to back, hopefully with the same characters as we move along.
I know one of the things they want us to do is fill out a Tracking sheet, which might be difficult to do playing PbP, but I figure the more people playing the better. Plus testing it in a PbP format, is another way to test it out!
What I am looking for:
- 1. 4 Players built from the Playtest rules
- 2. Ability to post at least once a day from everyone. This is not a super strict rule, but I want to keep it from grinding to a halt. If you need to take a day or two off just let us know, and its fine. But 48 hours without notice means Botting. If we finish a module with someone gone, I will replace them for the next one.
- 3. All Playtest rules are good. No trying to stretch it out too much.
- 4. I am going to stumble along as we go, so we can all learn together!
- 5. Though not required. I would love people who know a decent amount about Golarion and it's story. I am missing a ton, but I think it will add to it.
- 6. A few of the adventures in Doomsday Dawn will require making new characters. But this first character you make will be the "main" characters of the overall story. We will make new characters when we reach that point.
- 7. I would like to try following all the rules. Even ones that feel weird as we start.
- 8. I will leave recruitment open till August 9th Morning (PST). If we don't have a group by then I will extend it.
- 9. In your submission please state what your favorite Adventure Path was. If you have never played any of them, just say that. Just curious who reads all the rules.
- 10. I think I plan on using Roll20 for maps. So please be able to access this. This does kinda hinter mobile players a bit. If we have someone who can't access roll20 I will post current map pictures, they can click on.
- 11. Please include a bit of background. No major backstory needed, just something to flesh out who you are. Maybe a paragraph or two?
Character build info
For this first adventure you must pick from the following Backgrounds
The secrets buried in the seemingly endless sands of the nation of Osiron have long intrigued you, even though you've never actually visted the nation. Some day, you hope to correct that.
Choose 2 ability boosts. One must be to Dexterity or Int, and one is a free Ability boost.
You gain the Terrain Stalker (rubble) feat, and you've trained in the Ancient Osirion Lore skill
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.
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.
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.
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.
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.
Things you should know:
The first adventure takes place in 4707 in Magnimar. Just before events of Rise of the Runelords starts. So knowledge of Thassilon is still very obscure. Osirion's ruins are also only recently opened. The Aucturn Enigma has not yet been rediscovered.
About me:
I have seen another gm describe their style via alignment. I would say I am a NG GM. I am going to try to shoot for LG for this game, following the rules a bit harder. But I usually side on the side of players.
I am able to post pretty often, but I have a crazy life with a 11 month old baby, so I might miss a day here or there. I will try to avoid this though. Please be patient with me!
Let me know if you have any questions!

KyleS |

Might be helpful to know how much roleplay compared to rollplay you're looking to anticipate. Being as this is a playtest (meant to be done over the next few months) rollplay would probably be aimed at more. I would be glad to do roleplay as I love story, but looking over it kinda quickly earlier today (rules and DD), it seems there's going to need more emphasis on roll over role because there's a lot going on here with this.

DM Nex |

Might be helpful to know how much roleplay compared to rollplay you're looking to anticipate. Being as this is a playtest (meant to be done over the next few months) rollplay would probably be aimed at more. I would be glad to do roleplay as I love story, but looking over it kinda quickly earlier today (rules and DD), it seems there's going to need more emphasis on roll over role because there's a lot going on here with this.
I have not read through the entire book yet. Kinda going off the cuff pretty fast on this.
My hope is for a really good balance. I would say I would be happy with a 50/50 roll/role. At least in the amount of posts from people. That is my hope, at least. I will try to flesh out Roleplay situations a bit to pad that if the adventure does not lead to that as well.

Bethany Carpenter |

Dotting in. Without herolab it will take me a bit to make a characrter but this will help.
I plant to stat GMing a 2.0 game on here once the first AP comes out so need to see how it flows.
Would love to try out rogue or bard as I have never played those classes so am kind of a blank slate.
Favorite AP. God that is tough. Possibly Reign of Winter though I am GMing it not playing.

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Hi Nex! Brynn here! I will definitely be applying to play Doomsday Dawn with you. Unfortunately, I've been waiting on my pdf download since it dropped, and my estimated download time remaining is 1 day and 7 hours. Therefore, it will be sometime before I get a submission in to you. Haha. Still, I'm interested!
And, in response to you question, Curse of the Crimson Throne! I ran it as soon as it was published back before Pathfinder had its own rules set, and it was just a blast. Definitely, one of the most fun experiences I've ever had in d20 gaming.

DM Nex |

my estimated download time remaining is 1 day and 7 hours. Therefore, it will be sometime before I get a submission in to you.
Eeesh.. Hopefully that speeds up as the servers balance out a bit. If I need to extend the timeline for people to catch up, I will.
@Everyone - If anyone needs help making a character I can help out from this end.

KyleS |

I just took a better look at it (the first chapter reads very fast actually) and did notice a trend for the following chapters. Feel free to message me so that way we can talk if you'd like in regards to the anticipation of roll/role without spoiling things for those who just want to play test as a player and not see how it works on both sides. Good luck to those who enter a character, and I wish you guys luck on creating a character with as much ease and as little confusion possible for a play test!

Rotheri Losmin |

Character's made, so all I have to do is plug the stats into the site. I've got a fair bit of Golarion-related knowledge socked away, and my favorite AP is far and away Carrion Crown (I actually moderate a persistent campaign on Discord set in Caliphas, the City of Shrouds). Let's put the DOOM in Doomsday!
EDIT: since it would probably help to know these things, I'd like to play an elf druid with the Mindquake Survivor background. I'm going for flavor over optimization on this one.

CaptainFord |

I'll go ahead and toss a tentative hat in the ring. Still need to read through all the rules for character building... but I'm thinking a rogue-ish duelist type would be fun. Of course, I'd like to give the new wizard a run... having a good deal of fun with that class as of late!
As for my favorite AP, of the ones I've experienced, I like Reign of Winter the best... I think? Haven't had much chance to get too far in them. I also like Skulls and Shackles because pirates are just fun. :)

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meloriel wrote:my estimated download time remaining is 1 day and 7 hours. Therefore, it will be sometime before I get a submission in to you.Eeesh.. Hopefully that speeds up as the servers balance out a bit. If I need to extend the timeline for people to catch up, I will.
Its suddenly sped up and worked just a short time ago, and I've had a chance to dive into the rules. Just letting you know I'm making a dwarven cleric of Desna, with the Mindquake survivor background.

ScegfOd |

Grilnik here, I'm not very familiar with the P2E rules yet, so I think I might just submit a rather simple and amusing barbarian I've been mulling over for PF. I'll just need to figure out what he'd look like in the new ruleset :3
Also, is "Stronk the barbarian" (and not-knower-of-big-words) too silly for this campaign? (in PF he'd have 7 int, which would make him "Dull-witted or slow, often misuses and mispronounces words", though I mostly plan on it causing him to only know one tense for most words ('am' is the only tense of 'to be', for example) and short words, etc. He'll have charades and some wisdom to help him avoid incomprehensibility)
And does anyone want to be his brother "Incredibly Handsome"? I'm split between him mistaking someone for his brother, having an actual brother, and him spontaneously adopting one of his teammates as his new brother (perhaps a female adventurer for +3 to lulz)
also Pathfinder Hopeful seems to be the best fit for him since the others all seem to require a certain degree of intelligence, curiosity, and/or tact xD
Ah, and I keep forgetting to add that my favorite AP was kingmaker, though I've never managed to finish it xD

DM Nex |

@ScegfOd - I mean the barbarian does sound good. Note: In P2E going negative does not really get you anything back, so it would be for flavor. Having an 8 because of race makes sense though.
Your character doesn't need to be "smart" to do the module at all. But it might be a bit out there. I would --suggest-- going with something a bit more standard fantasy. Not being brilliant is fine, but since we are testing a system I wouldn't want to stray too far into weird. Even though it does sound fun.
People interested
Twistlok - (Bethany)
Jason Rodarte - (Phoebee)
Character Ideas
Rotheri Losmin (Azure Poetics) - Mindquake Survivor Elf Druid
Meloriel - Mindquake Survivor Dwarf Cleric of Desna
THe Sesquipedalian Thaumaturge - Esoteric Scion Human Wizard.
Fully Finished Characters (with stats)

HedwickTheWorldly |

Here's what I've come up with - feel free to check my math, and I haven't done random gear/starting silver, aside from the 2 weapons in the statblock.
Cormen Phinder
Half-Orc Sorcerer 1
CG Medium Humanoid (Human, Orc)
Senses Perception X, Low-light vision
Background Pathfinder Hopeful
AC 11; TAC 11
HP 15
Fort +2; Ref +2; Will +2
Speed 30 ft.
Melee Sickle +4, 1d4+3 (Trip, Agile, Finesse) or Morningstar +4, 1d6+3 (Shove)
Ranged
Arcane Spells Known
Spell Points: 4/4
Ancestral Surge
Cantrips - Detect Magic, Shield, Chill Touch, Prestidigitation, Electric Arc
1st (2/day) - Fear, Shocking Grasp, True Strike
Str 16, Dex 12, Con 12, Int 10, Wis 10, Cha18
Features Bloodline (Imperial), Ancestral Surge
Ancestry Feats Half-Orc Heritage - Low-Light Vision, Intimidating Visage
Class Feats
General Feats
Skill Feats Additional Lore
Skills
Trained: Pathfinder Society Lore +1, Diplomacy +5, Intimidation +5, Arcana +1, Crafting +1, Deception +5, Athletics +4
Signature Skills Craft, Arcana, Diplomacy, Intimidation, Society
Languages Common
Proficiencies
Trained: Perception, Fortitude, Reflex, Simple Weapons
Expert: Will
Gear Sickle, Morningstar

DM Nex |

@HedwickTheWorldly - I don't see anything wrong, other than the money. You start with 150sp. So it should not be too hard to figure out. As far as I can tell it looks good!
@Everyone - The game starts off in Magnimar, but feel free coming from somewhere else, as long it fits the background you pick.
People interested
Twistlok - (Bethany)
Kobolum
Jason Rodarte - (Phoebee)
Character Ideas
Rotheri Losmin (Azure Poetics) - Mindquake Survivor Elf Druid
Meloriel - Mindquake Survivor Dwarf Cleric of Desna
THe Sesquipedalian Thaumaturge - Esoteric Scion Human Wizard.
Fully Finished Characters (with stats)
Cormen Phinder - Pathfinder Hopeful Half-Orc Imperial Sorcerer

ScegfOd |

@ScegfOd - I mean the barbarian does sound good. Note: In P2E going negative does not really get you anything back, so it would be for flavor. Having an 8 because of race makes sense though.
Your character doesn't need to be "smart" to do the module at all. But it might be a bit out there. I would --suggest-- going with something a bit more standard fantasy. Not being brilliant is fine, but since we are testing a system I wouldn't want to stray too far into weird. Even though it does sound fun.
Oh yes, it would be xD
After looking a bit closer at the rules, I have to agree though. Maybe if one of those later characters we make are minor enough...hehe xD
I think I might just go with something more wizardy like I usually do xD

Fezzik Mudchewer |

Name: Fezzik Mudchewer
Ancestry and Background: Goblin (Goblin Renegade)
Level: 1 XP: 0
Alignment: CN
Age: 11
Gender: M
Languages: Common, Goblin
Perception: +2 (Darkvision) (E)
Hero Points: 1
Speed: 25 Bulk: 4, 9L
--------------------------
ATTRIBUTES
--------------------------
STR: 10 (0)
DEX: 18 (+4)
CON: 12 (+1)
INT: 14 (+2)
WIS: 10 (0)
CHA: 14 (+2)
--------------------------
DEFENSE
--------------------------
HP: 15
AC: 16 TAC: 15 (Leather Armor)
Fortitude: +2 (T) Reflex: +6 (E) Will: +2 (T)
Defense Proficiencies:
Light Armor (Trained)
--------------------------
OFFENSE
--------------------------
Melee: Dogslicer +5 (1d6, Agile/Backstabber/Finesse) or Dagger +5 (1d4, Agile/Finesse/Thrown 10'/Versatile P/S)
Ranged: Shortbow +5 (1d6, Range: 60', Deadly d10) (Ammo: 30/30) or Dagger +5 (1d4, Range: 10', Agile/Finesse)
Offense Proficiencies:
Simple Weapons, hand crossbow, rapier, sap, shortbow, shortsword, dogslicer, horsechopper (Trained)
--------------------------
REACTIONS
--------------------------
--------------------------
CLASS FEATURES
--------------------------
FINESSE STRIKER: When you attack with an agile or finesse one-handed melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.
SNEAK ATTACK: You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse. As your rogue levels increase, so does the number of damage dice of your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
SURPRISE ATTACK: On the first round of combat, creatures that haven’t acted are flat-footed to you.
--------------------------
Skills
--------------------------
Skill: +Mod (Proficiency)
Acrobatics: +5 (T) Sig
Arcana: +1 ()
Athletics: +1 (T) Sig
Crafting: +3 (T) Sig
Deception: +3 (T) Sig
Diplomacy: +3 (T) Sig
Intimidation: +3 (T) Sig
Lore (Criminal): +3 (T)
Medicine: -1 ()
Nature: -1 ()
Occultism: +3 (T)
Performance: +3 (T) Sig
Religion: -1 ()
Society: +3 (T) Sig
Stealth: +5 (T) Sig
Survival: +1 (T)
Thievery: +5 (T) Sig
--------------------------
FEATS
--------------------------
Ancestry:
Weapon Familiarity (Goblin)
Background:
Lore (Criminal) (Trained)
Skill:
Quick Repair:
Terrain Stalker:
Class:
Trap Finder
--------------------------
Equipment
--------------------------
Weapons:
Dogslicer
Dagger
Shortbow
30 x arrow
Gear:
Backpack
Bedroll
Rope 50'
Grappling Hook
Thieves' Tools
Waterskin
10 x Rations
Other:
Gold:
Silver: 60
Copper: 4
--------------------------
BOT ME
--------------------------
Downtime: TBD
Exploration: Scouting
Encounter: tbd

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This is what the Stat Block function is giving me. Does this look right?
Vaalthonis
Male elf diviner 1
Chaotic, Elf, Humanoid
Percep +3; Senses low-light vision
--------------------
Defense HP 13 Spell Points 4 Hero Points 1 Res 1
--------------------
TAC 11; AC 11
Fort +2; Ref +3; Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Bonus Divination Spells Prepared (CL 1st)
Wizard Arcane Spellcasting Prepared (CL 1st)
--------------------
Statistics
--------------------
Str 10 (+0); Dex 14 (+2); Con 12 (+1); Int 18 (+4); Wis 14 (+2); Cha 10 (+0)
Skills Academia Lore +6, Arcana +5 (+5es, penalties, or modifiers).), Nature +3, Religion +3, Society +5, Stealth +3
Feats Unwavering Mien
Languages Common, Elven, Osiriani
Other Abilities arcane focus
Other Gear dagger, staff, backpack, bedroll, belt pouch, material component pouch, ordinary clothing, scroll case, purse (139 sp, 5 cp)

DM Nex |

I am playing around with the Herolab version of the character but I cant seem to find where to put the spells.
There is a Hero Lab for P2E? I knew they were going to work on it, but I had not seen any news on that. EDIT: I see it now.. Now I just need to rationalize $24...
The stat block looks ok from first glance, though I don't see a background or spells.
People interested
Twistlok - (Bethany)
Kobolum
Jason Rodarte - (Phoebee)
Character Ideas
Meloriel - Mindquake Survivor Dwarf Cleric of Desna
THe Sesquipedalian Thaumaturge - Esoteric Scion Human Wizard.
Fully Finished Characters (with stats)
Cormen Phinder - Pathfinder Hopeful Half-Orc Imperial Sorcerer (HedwickTheWorldly)
Rotheri Losmin - Mindquake Survivor Elf Druid (Azure Poetics)
Fezzik Mudchewer - Goblin Renegade Goblin Rogue (the_infidel)

CyberMephit |

I'd like to put my interest as well, just signed up for Hero Lab Online for the playtest (is it supported in the offline version too?) and came up with a concept of the Mindquake Survivor Gnome Aberrant Sorcerer. Here's the stat block without the equipment, will fill in the equipment and background later today:
Gnome Aberrant Sorcerer
Male gnome sorcerer 1
Chaotic, Gnome, Humanoid
Percep +1; Senses low-light vision
--------------------
Defense HP 17 Spell Points 4 Hero Points 1 Res 5
--------------------
TAC 11; AC 11
Fort +4; Ref +3; Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Sorcerer Spellcasting Known (CL 1st)
. . 1st (3/day)—fear, grim tendrils, phantom pain
. . 0 (at will)—chill touch, daze, forbidding ward, mage hand, telekinetic projectile
--------------------
Statistics
--------------------
Str 8 (-1); Dex 14 (+2); Con 16 (+3); Int 12 (+1); Wis 10 (+0); Cha 18 (+4)
Skills Ancient Osirion Lore +2, Dominion Of The Black Lore +3, Intimidation +5, Occultism +2, Stealth +3, Survival +1
Feats Obsessive
Languages Common, Gnomish
Other Gear purse (150 sp)

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Phoebee wrote:I am playing around with the Herolab version of the character but I cant seem to find where to put the spells.There is a Hero Lab for P2E? I knew they were going to work on it, but I had not seen any news on that. EDIT: I see it now.. Now I just need to rationalize $24...
The stat block looks ok from first glance, though I don't see a background or spells.
People interested
Twistlok - (Bethany)
Kobolum
Jason Rodarte - (Phoebee)Character Ideas
Meloriel - Mindquake Survivor Dwarf Cleric of Desna
THe Sesquipedalian Thaumaturge - Esoteric Scion Human Wizard.Fully Finished Characters (with stats)
Cormen Phinder - Pathfinder Hopeful Half-Orc Imperial Sorcerer (HedwickTheWorldly)
Rotheri Losmin - Mindquake Survivor Elf Druid (Azure Poetics)
Fezzik Mudchewer - Goblin Renegade Goblin Rogue (the_infidel) [/QUOTEOt is still very rough and I put that together about 1 am. I am still playing with it. It is helpful thougj.]

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Alright, I'm ready Nex! I'll be submitting Joliryn Starsoul, a dwarven Cleric of Desna who firmly believes that her ancestor's Quest for Sky was never completed. Her kin were meant to ascend to the stars!
Joliryn Starsoul
Female Dwarf Mindquake Survivor Cleric of Desna 1
NG Medium Humanoid, Dwarf
Languages: Common, Dwarven
Senses Darkvision, Perception +5 (Trained)
Hero Points 1, Resonance: 1
Class DC 15
Speed: 20 ft.
XP 0
--------------------------
DEFENSE
--------------------------
HP: 21
AC: 14 TAC: 12 (+3 AC, +1 TAC, +0 Dex, +1 Proficiency)
Fortitude: +5 Reflex: +1 Will: +6
Special: Poison Resistance 1
--------------------------
OFFENSE
--------------------------
Melee: Starknife +3 (1d4+2 P)(Agile, deadly d6, finesse, versatile S)
Ranged: Starknife +1 (1d4+2)(Range: 20 ft)(Agile, deadly d6, finesse, thrown, versatile S) (Ammo: 2/2)
…dart +1 (1d4+2)(Range 20 ft.)(agile, thrown)
Spell Roll +5, Spell DC 15, Spell Pool 4/4
Spells Prepared
1st— magic weapon (SV), ray of enfeeblement (SV)
Cantrips disrupt undead (SV), forbidding ward (SV), shield (V), stabilize (SV)
Spell Powers
1 Point— moonlight glow (SV)
--------------------------
REACTIONS
--------------------------
N/A
--------------------------
Skills
--------------------------
Skill: +Mod (Proficiency) (Sig)
Acrobatics: -1 (Trained) (Sig)
Arcana: -2 (Untrained)
Athletics: +1 (Trained)
Crafting: -2 (Untrained)
Deception: -2 (Untrained)
Diplomacy: -2 (Untrained) (Sig)
Intimidation: -2 (Untrained)
Lore (Dominion of the Black): +1 (Trained)
Lore (Astronomy): +1 (Trained)
Medicine: +2 (Untrained) Sig
Nature: +5 (Trained)
Occultism: -2 (Untrained)
Performance: -2 (Untrained) (Sig)
Religion: +5 (Trained) (Sig)
Society: -2 (Untrained)
Stealth: -4 (Untrained)
Survival: +2 (Untrained)
Thievery: -4 (Untrained)
--------------------------
Statistics
--------------------------
STR 14 (+2) DEX 10 (0) CON 16 (+3) INT 10 (0) WIS 18 (+4) CHA 10 (0)
Key Ability Score Wisdom
--------------------------
FEATS
--------------------------
Ancestry: Darkvision, Hardy, Unburdened
Background: Dubious Knowledge
Class: Anathema, Channel Energy (3/day, heal), Deity (Desna), Divine Spellcasting, Domain (moon)
General:
Skill:
--------------------------
FEAT AND ABILITY DETAILS
--------------------------
Anathema Cannot cast evil or lawful spells. Cannot cause fear or despair, cast nightmare or use similar magic to corrupt dreams.
Channel Energy (3/day) She has a pool of positive energy she can use to cast the heal spell. She may do so a number of times per day equal to 3 plus her 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.
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.
Domain — Moon — Spells: 1st: sleep, 3rd: dream message, 4th: fly
…Moonlight Glow Power 1, SV, Area: 60 ft. area centred on you, Duration: 10 minutes. Traits: Evocation, Light
You cause the area to shimmer with moonlight. This counts as dim light, but any magical script or arcane symbols in the area glow a slightly brighter blue, granting a +1 circumstance bonus to Perception checks to Seek them. Magical ink visible only in moonlight also appears in an area of moonlight glow.
Dubious Knowledge You’re a treasure trove of information, but not all of it is from reputable sources. When you fail a Recall Knowledge check using any skill that has that action, you learn one bit of true knowledge and one bit of erroneous knowledge, but you don’t have any way to differentiate which is which.
Edicts Desna encourages her followers to explore new places, express yourself through art and song, find what life has to offer, follow your dreams.
Hardy Your blood runs hearty and strong, and you can shake o toxins that would lay others low. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against an ongoing poison reduces its stage by 2, or 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or 2 for a virulent poison.
Unburdened: If your Speed would be reduced by armor you wear or the encumbered condition, you ignore 5 feet of that reduction.
--------------------------
Equipment
--------------------------
Armour: Scale mail (-2 armour penalty to skills)
Weapons: Starknife (2), dart (6)
Magical and Alchemical Items
- minor healing potion (1 resonance upon consumption)
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L) Sheath (2), Waterskin
Equipment: bedroll, clothing (ordinary), flint and steel, rations (4 days), religious symbol (Desna, wood), religious text (Desna), tent (pup)
Silver: 11 Copper: 7
Encumberance 7 Maximum 12
Bulk 3 (7L)
AC: Trained
TAC: Trained
FORT: Expert
REF: Trained
WILL: Expert
Light Armor: Trained
Medium Armor: Trained
Heavy Armor: Untrained
Shields: Trained
Simple Weapons: Trained
Martial Weapons: Untrained
Special Proficiencies: starknife: Trained
Arcane Magic Untrained
Divine Magic Trained
Occult Magic Untrained
Primal Magic Untrained
Joliryn has always felt strange. She had incredibly vivid dreams that took her up into the stars, and soaring through the black of the nighttime sky. She spent every waking moment she could outside of her kindred’s underground homes and up on the surface. She walked as far as her parents would allow, and stayed up as late as she could, obsessing over the glittering stars floating amongst the ocean of inky black. She learnt their names, and charted their progress. Until, one day she suffered a terrible bout of nightmares. Monsters from the black rose up to terrorize her. They whispered foul ravings, and tempted her to madness. It went on for months of her childhood. But, every night, when the nightmares woke her she left her bed and crept back out into the night. She stared right up at the monsters that lurked in the darkness of the sky and did the most disrespectful thing she could imagine to them! She stuck out her tongue. Then she sat outside the rest of the night, watching the twinkling stars. For there was nothing so dark or evil that could ruin the beauty of the night sky. After a few weeks she had a new dream. A dream about a beautiful woman with butterfly wings made of stardust. Desna had come to her. And through her divinely-touched dreams, Joliryn learned her faith.
It’s been decades since then, and Joliryn has followed her dreams, and the stars, across the surface of Golarion. She’s currently in Magnimar, where she hopes to visit the Cynosure Tower, one of Desna’s only permanent holy sites in the region.
Joliryn is a relatively young dwarf, at 40 years of age, with red hair, smooth skin, and a stocky frame. She wears her hair done in elaborate braids, and paints lines on her face in blue paint, which depict regional constellations. Her clothes are well-worn, and clearly meant for overland travel on the surface, but are brilliant shades of purple, blue and teal. Dwarven knotwork is stiched onto her cloak and bodice in silver and black thread. She wears a silver holy symbol of Desna on a thick chain around her neck, which she bears with pride.
Joliryn is a bit of an odd dwarf. Although she shares her peoples stubborn resolve and ancestral pride, she’s clearly different from the rest of her fellows. She’s friendly, exciteable and exhuberant. She has a desperate love of surface travel, and longs to literally ascend into the skies. She’s prone to stargazing, and worships Desna wholeheartedly, eschewing her people’s ancestral gods in a move that many dwarves consider disrespectful. This bothers her little, for she fervently believes that Desna is guiding her to reach the stars through her dreams.
Her most heinous crime (at least as far as most dwarves believe) is her insistence that her people’s Quest for Sky was never completed. In her mind, the dwarves finally broke the surface and stayed rooted to the ground. They built homes in the stone, and hide from the sun as they always did. Joliryn believes that they were meant to keep going. To keep climbing. To live fully on the surface, under the light of the stars and the sun. And to, perhaps, keep going. Ascending up into the skies themselves. She desperately wishes to lead her people up onto the surface, and further, into the skies and perhaps even to the stars! Her mission is hindered by the fact that most dwarves think she’s addled (at best).

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Here is Valerus Cicero.
He is a family friend bard who I want to see about multi classing into cleric eventually. He worships Sheyln
Human bard 1
Good, Human, Humanoid
Percep +4
--------------------
Defense HP 17 Spell Points 3 Hero Points 1 Res 4
--------------------
TAC 11; AC 13
Fort +2; Ref +1; Will +4
--------------------
Offense
--------------------
Speed 25 ft.
Bard Occult Spellcasting Known (CL 1st)
1st (2/day)—charm, summon monster
0 (at will)—dancing lights, detect magic, disrupt undead, inspire courage, telekinetic projectile
--------------------
Statistics
--------------------
Str 10 (+0); Dex 10 (+0); Con 12 (+1); Int 12 (+1); Wis 14 (+2); Cha 16 (+3)
Skills Acrobatics +0, Deception +4, Diplomacy +4, Occultism +2, Performance +4, Religion +3, Society +2, Stealth +0
Feats Hobnobber, Natural Ambition
Languages Common
Other Gear studded leather, longsword, sling, sling bullets (10), sling bullets (10), purse (109 sp, 8 cp)
As a bard he goes around finding stuff out. As a family friend he wants to help out the people to help bring honor to his family and renown to his name. He has a mildly religious background, praying to Sheyln as his inspiration for all things artistic.,
Does this look complete?

ScegfOd |

Here is Poatvigtuz, I'm not 100% happy with the formatting I cobbled together in LibreOffice, but I think he's done (or maybe just mostly done?) xD
Also:
Kingmaker
:P
If Poatvigtuz is picked, it'll be the first time I've played as an Alchemist or a Goblin. It looks like in PF2E, Alchemists do actual alchemy instead of it being a klooged together add-on to alchemy, which I think is really neat ^_^

CyberMephit |

Okay here is the background for my gnome sorcerer, who goes by the moniker Gigus Doombink. I'll sort out the equipment tomorrow.
Gigus used to live in the River Kingdoms, close to Numerian border. He was quirky and curious like most of his kin, and frequently joined expeditions into Numerian lands in search of the fabled technological wonders from beyond the stars. The explorers were wary of the strange machines and the Technic League patrols, but something entirely different spelled their doom: on one evening, while preparing a supper after a fruitless and boring day, they all went mad.
Gigus was the only one to survive that night - the others have either killed themselves or murdered each other in fits of mindless rage, cursing in some alien tongues and foaming at the mouths. Perhaps it was Gigus' gnomish ancestry that saved him, or sheer luck, but he was able to recover from the bizarre and terrifying visions that haunted him all that night. But he did not come away unscathed.
Gigus emerged a changed gnome - mere 50 years old, his body has started to show the signs of early Bleaching, and his mind has turned dour and pessimistic, unable to shake away the alien prophesies of apocalyptic doom and even somehow obscenely reveling in the anticipation. His soul also developed some strange new powers, as if tethered to something from beyond this world. Gigus' family and community turned away from him, believing him to be cursed or possessed, and he became an outcast.
In search of somebody who would help him make sense of what happened to his mind and body and perhaps help him restore his original self, he traveled far and wide until he met one Keleri Deverin, a scholar from Magnimar. Gigus' condition intrigued Keleri and she took him as a protege - as much a student as a study subject.
As for my favorite AP, it's a tie between CoCT and Iron Gods.

Delitash |

The Sesquipedalian Thaumaturge here submitting my wizard's stats. I assumed based on the Ezren pregen that wizards are supposed to be proficient in unarmored defense, but if you want to go by RAW and make them untrained then I'll rework her to have light armor. In any case, a background will be forthcoming in the relatively near future.
Human wizard (universalist) 1
Good, Human, Humanoid, Lawful, Medium
Background Esoteric Scion
Senses Perception +2
Hero Points 1
AC 13; TAC 13
HP 15/15
Fort +2; Ref +3; Will +3
Speed 25 ft.
Melee dagger +3 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4 P or
Melee club +1 (thrown 10 ft.), Damage 1d6 B
Spell Points 4/4
Powers hand of the apprentice
Spell DC 15
Wizard Spells Prepared
Cantrips - detect magic, electric arc, light, mage hand, shield
1st - color spray, grease
Str 10; Dex 14; Con 12; Int 18; Wis 12; Cha 12
Class Features arcane school (universalist), arcane spells, arcane focus (ring), spellbook,
Ancestry Feats Natural Ambition
Class Feats Familiar, Hand of the Apprentice
General Feats
Skill Feats Quick Identification
Trained Skills Arcana +5, Crafting +5, Deception +2, Lore (Esoteric Order) +5, Occultism +5, Society +5, Stealth +3
Signature Skills Arcana, Crafting
Languages Osiriani, Taldane, Undercommon
Proficiencies
Trained: Arcane Spells, Fortitude, Perception, Reflex, Weapons (club, dagger, heavy crossbow, light crossbow, staff), Unarmored Defense
Expert: Will
Resonance 2/2
Gear club (1, -), dagger (L, 2 sp), scroll of burning hands (L, 3 gp), 2 minor healing potions (2L, 6 gp), darkvision elixir (L, 2 gp), 2 caltrops (2L, 6 sp), ordinary clothing (-, 1 sp), belt pouch (-, 4 cp), spellbook (1, 10 sp), material component pouch (L, 5 sp), writing set (L, 15 sp), waterskin (L, 5 cp)
Coins 10 sp, 1 cp
Bulk Carried 3
Carrying Capacity 5 (10 max)
Spellbook
Cantrips - daze, detect magic, electric arc, ghost sound, light, mage hand, message, produce flame, shield, sigil
1st - burning hands, color spray, grease, illusory disguise, illusory object, mage armor, magic missile, true strike

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Here is Poatvigtuz, I'm not 100% happy with the formatting I cobbled together in LibreOffice, but I think he's done (or maybe just mostly done?) xD
Also:
Kingmaker
:PIf Poatvigtuz is picked, it'll be the first time I've played as an Alchemist or a Goblin. It looks like in PF2E, Alchemists do actual alchemy instead of it being a klooged together add-on to alchemy, which I think is really neat ^_^
You could always copy my stat block information and then fill it in with yours if that is helpful.

ScegfOd |

Thanks, I'll think about it.
@DM Nex: As an Alchemist, I can make a couple of (infused) alchemical items for 1 Resonance point as part of my daily preparations, but based on the wording of the Alchemist's Advanced Alchemy class feature (page 45), it seems like I can only do that once. Would you rule that it's possible to make more than one half-batch of "free" alchemical items per day, or am I stuck picking a single pair of bombs before using Quick Alchemy?
Also, I can't figure out the traits for the bite attack given by the Razor Teeth feat (page 31), should it just have the same traits as the "Fist" weapon except for non-lethal?

DM Nex |

@CyberMephit - Also, what is your background? I don't se it listed.
@Phoebee - I still don't see a background on the sheet. Which one did you pick? There are 7 modules. Only 3-4 (forget off hand) use these characters. For some you will be making new characters. This is your "main character" but, for example, in the second module you will have to make new people. By the end you will be playing level 17 Heros though. With some skipping around
@Delitash - I have dug around looking at Proficiencies and armor.. I am pretty sure you are right, that wizards are proficient with Unarmored Defense. Because if you where not you would take a negative at first level, which seems weird to me.
@ScegofOd - From what I can tell, I could be wrong, you can use more Resonance to make more. You just can't burn through all of your Resonance and roll for it at the end. So feel free to use it all. As for the bite, I think it is just a simple weapon. I would say it doesn't have any other traits. Weird it does not say..
People interested
Twistlok - (Bethany)
Kobolum
Dragonborn3
Fully Finished Characters (with stats)
Cormen Phinder - Pathfinder Hopeful Half-Orc Imperial Sorcerer (HedwickTheWorldly)
Rotheri Losmin - Mindquake Survivor Elf Druid (Azure Poetics)
Fezzik Mudchewer - Goblin Renegade Goblin Rogue (the_infidel)
Joliryn Starsoul - Mindquake Survivor Dwarf Cleric of Desna (Meloriel)
Valerus Cicero - (background?) Human Bard (Jason Rodarte)
Poatvigtuz - Goblin Renegade Goblin Alchemist (ScegfOd)
Gigus Doombink - (Background?) Gnome Sorcerer (CyberMephit)
Delitash - Esoteric Scion Human Wizard (The Sesquipedalian Thaumaturge)

Kobolum |

Here is a goblin monk. I haven't worked out a backstory or the equipment for him yet, this is just the Raw stats.
LN Male Goblin Monk 1
Background: Goblin Renegade
Languages: Common, Goblin
Senses Darkvision, Perception +5 (Trained)
Hero Points 1, Resonance:
Class DC 15
Speed: 25 feet.
XP 0
--------------------------
DEFENSE
--------------------------
HP: 18
AC: TAC: (+ AC, + TAC, + Dex, + Proficiency)
Fortitude: +4 (Expert) Reflex: +6 (Expert) Will: +3 (Expert)
Special:
--------------------------
OFFENSE
--------------------------
Melee:
Ranged:
--------------------------
REACTIONS
--------------------------
N/A
--------------------------
Skills
--------------------------
Acrobatics: +5 (Trained) (Signature)
Arcana: -1 (Untrained)
Athletics: -1 (Untrained) (Signature)
Crafting: -1 (Untrained)
Deception: +2 (Trained)
Diplomacy: +1 (Untrained)
Intimidation: +1 (Untrained)
Lore (Criminal): +1 (Trained) (Signature)
Medicine: 0 (Untrained)
Nature: 0 (Untrained)
Occultism: -1 (Untrained)
Performance: +1 (Untrained)
Religion: 0 (Untrained) (Signature)
Society: -1 (Untrained)
Stealth: +3 (Untrained)
Survival: 0 (Untrained)
Thievery: +5 (Trained)
--------------------------
Statistics
--------------------------
STR 10 (0) DEX 18 (+4) CON 14 (+2) INT 10 (0) WIS 12 (+1) CHA 14 (+2)
Key Ability Score Dexterity
--------------------------
FEATS
--------------------------
Ancestry: Flame Heart
Background: Quick Repair
Class: Stunning Fist
General: Quick Repair
Skill:
--------------------------
FEAT AND ABILITY DETAILS
--------------------------
Flame Heart: As a result of either a childhood accident with flames or an ongoing fascination with fire, your skin has thickened, protecting you against burning. You gain resistance to fire equal to half your level (minimum 1), and your flat check to remove persistent fire damage is DC 15 instead of DC 20 without requiring an action to reduce the DC
Quick Repair: You take only 10 minutes to Repair an item, rather than 1 hour. If you’re an expert, it takes 5 minutes; if you’re a master, it takes 1 minute; and if you’re legendary, it takes 3 rounds.
Stunning Fist: Make an unarmed Strike. It gains the following enhancement.
Enhancement The target must attempt a Fortitude save against your class DC. If the target fails, it’s flat-footed for 1 round. On a critical failure, it’s also stupefied 2 for 1 round. If your attack was a critical success, one of the following outcomes occurs: If the target succeeded at its save, it instead fails its save. If the target failed its save, it instead critically fails its save. If the target critically failed its save, it is instead stunned for 1 round.
--------------------------
Class Features
--------------------------
Flurry of Blows: Frequency Once per round.
Make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses.
Graceful Expertise
Your unarmored defense proficiency rank is expert.
Powerful Fist
When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.
Monk Feats
At 1st level and every even-numbered level thereafter, you gain a monk class feat.

ScegfOd |

@ScegfOd - From what I can tell, I could be wrong, you can use more Resonance to make more. You just can't burn through all of your Resonance and roll for it at the end. So feel free to use it all. As for the bite, I think it is just a simple weapon. I would say it doesn't have any other traits. Weird it does not say...
Okay, the wording was vague and it seemed weird that it used singular the whole time...
As for the bite, it does say it's an unarmed attack. The weapon section says unarmed attacks use the Fist weapon, though there are feats that give more powerful unarmed attacks. I figured the odds were high that the feat just meant either 1) the unarmed trait (meaning it can't be disarmed, lolol) or 2) everything the Fist has, except teeth are sharp and probably not non-lethal so they do 1d6 P (as mentioned in the feat) and lack that trait (not mentioned)...I suppose I should start a thread pointing the issue out to the devs so they can make that clearer. Until I know for sure I suppose I'll have +4 to hit with my fist and +1 to hit with my bite... HMMmmm maybe I should change that feat xD
Eh, I'll go poke around the rules some more and see if I can't find something more definitive first...
*buries face in PDF*

DM Nex |

I put it in his introduction of sorts since Herolab doesn't have the module backgrounds yet. He is a family friend.
Is this for PFS credit?
Ok cool cool. Yeah I know Hero Lab doens't have them. Thanks for the info.
I have zero experience with PFS, so nope.
@ScegfOd - Yeah you should look into it. I would normally do the digging, but I am learning everything with this new edition.
People interested
Twistlok - (Bethany)
Kobolum
Dragonborn3
Fully Finished Characters (with stats)
Cormen Phinder - Pathfinder Hopeful Half-Orc Imperial Sorcerer (HedwickTheWorldly)
Rotheri Losmin - Mindquake Survivor Elf Druid (Azure Poetics)
Fezzik Mudchewer - Goblin Renegade Goblin Rogue (the_infidel)
Joliryn Starsoul - Mindquake Survivor Dwarf Cleric of Desna (Meloriel)
Valerus Cicero - Family Friend Human Bard (Jason Rodarte)
Poatvigtuz - Goblin Renegade Goblin Alchemist (ScegfOd)
Gigus Doombink - (Background?) Gnome Sorcerer (CyberMephit)
Delitash - Esoteric Scion Human Wizard (The Sesquipedalian Thaumaturge)

ScegfOd |

In the past hundred or so minutes I learned a few things:
You can Strike with your fist or another body part,
calculating your attack and damage rolls in the same way
you would with a weapon. This counts as a simple weapon,
so almost all characters start out trained in unarmed
attacks. Use the statistics for a fist even if you’re kicking,
kneeing, or attacking with another part of your body.
Some ancestry feats, class features, class feats, and spells
give access to special, more powerful unarmed attacks.
a) unarmed attacks count as a simple weapon (just like DM Nex said)
b) we should use the "Fist" statistics for kicking, kneeing, or attacking another part of your body biting?
c) Some ancestry feats (among other things) give access to "special, more powerful unarmed attacks." which might only mention a damage dice and peircing damage...
The feat refers to page 178, but there's also the trait a few pages later:
An unarmed attack uses your body rather than a
manufactured weapon. An unarmed attack isn’t a weapon,
though it’s categorized with weapons for weapon tables and
weapon groups, and it might have weapon traits. Because it’s
a part of your body, an unarmed attack can’t be Disarmed. It
also doesn’t take up a hand, though a fist or other grasping
appendage follows the same rules as a free-hand weapon.
d) weapons with the unarmed trait can't be disarmed
e) such weapons might have weapon traits ("Fist" attacks have 4 traits) It probably means it might have more than 1 weapon trait, since unarmed is itself a weapon trait...
I also checkout out the monk class
When striking with your fist, you deal 1d6 damage instead of 1d4. You use your
normal proficiency when making a lethal attack with a nonlethal unarmed attack.
which specifically calls out being able to attack lethally with "your normal proficiency" (unlike the bite from Razor Teeth)
If we should use the "Fist" statistics and those include all the "Fist" traits, I think by RAW my bite attack must have 4 traits: "agile, finesse, nonlethal, unarmed" with only the damage die (1d6) and type (P) being specified by the feat xD
I also checked the beastiary briefly in hopes of finding some examples of natural attacks from high Str and high Dex creatures.
I found out that level 0 pigs with +1 Str and +0 Dex have +6 to hit with their tusks. I don't think that anything in the bestiary will help with PC calculations xD

GM CyberMephit |

Here's the stat block with the equipment added:
Gigus Doombink
Male gnome sorcerer 1
Chaotic, Gnome, Humanoid
Percep +1; Senses low-light vision
--------------------
Defense HP 17 Spell Points 4 Hero Points 1 Res 5
--------------------
TAC 11; AC 12
Fort +4; Ref +3; Will +2
--------------------
Offense
Ranged +3 Crossbow 1d8
Melee +3 Dagger 1d4-1
--------------------
Speed 20 ft.
Sorcerer Spellcasting Known (CL 1st)
. . 1st (3/day)—fear, grim tendrils, phantom pain
. . 0 (at will)—chill touch, daze, forbidding ward, mage hand, telekinetic projectile
--------------------
Statistics
--------------------
Str 8 (-1); Dex 14 (+2); Con 16 (+3); Int 12 (+1); Wis 10 (+0); Cha 18 (+4)
Skills Ancient Osirion Lore +2, Dominion Of The Black Lore +3, Intimidation +5, Occultism +2, Stealth +3, Survival +1
Feats Obsessive (Dominion of the Black lore)
Background Mind Quake Survivor
Languages Common, Gnomish
Other Gear leather, crossbow, dagger, backpack, bedroll, belt pouch, bolts (20), comprehension elixir, hooded lantern, material component pouch, rations (day)s (5), purse (45 sp)