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Here he is all done up right, I hope:
Valerus Cicero
Male human bard 1
Good, Human, Humanoid
Percep +5
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Defense HP 17 Spell Points 4 Hero Points 1 Res 5
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TAC 11; AC 13
Fort +2; Ref +1; Will +5
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Offense
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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
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Statistics
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Str 10 (+0); Dex 10 (+0); Con 12 (+1); Int 12 (+1); Wis 16 (+3); Cha 18 (+4)
Skills Acrobatics +0, Deception +5, Diplomacy +5, Nobility Lore +2, Occultism +2, Performance +5, Religion +4, Society +2, Stealth +0
Feats Natural Ambition
Languages Common
Other Gear studded leather, longsword, sling, sling bullets (10), sling bullets (10), purse (109 sp, 8 cp)

Kobolum |

All right here is what should be the completed character sheet of my Goblin monk Put Puchy. I do have a backstory for him but I don't have time to write it out right now.
LN Male Goblin Monk 1
Background: Goblin Renegade
Languages: Common, Goblin
Senses: Darkvision, Perception +5 (Trained)
Hero Points: 1
Resonance: 3
Class DC 15
Speed: 25 feet.
XP 0
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DEFENSE
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HP: 18
AC: TAC: (+ AC, + TAC, + Dex, + Proficiency)
Fortitude: +4 (Expert) Reflex: +6 (Expert) Will: +3 (Expert)
Special:
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OFFENSE
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Melee: Powerful Fist 1d6 (Brawling) (Agile, finesse, nonlethal, unarmed)
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REACTIONS
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N/A
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Skills
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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)
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Statistics
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STR 10 (0) DEX 18 (+4) CON 14 (+2) INT 10 (0) WIS 12 (+1) CHA 14 (+2)
Key Ability Score Dexterity
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FEATS
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Ancestry: Flame Heart
Background: Quick Repair
Class: Stunning Fist
General: Quick Repair
Skill:
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FEAT AND ABILITY DETAILS
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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.
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Class Features
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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.
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Equipment
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Containers: Backpack (Bulk 1/4 (Fishing tackle,)) ,belt Pouch (Bulk 4/4L (Caltrops, disguise kit (replacement cosmetics 3), thieves’ tools (replacement picks 3))) Waterskin
Equipment: Clothing (ordinary), flint and steel,
Silver: 67 Copper: 3
Bulk 1/5, Maximum 10

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LG Male Human Paladin 1
Background: Pathfinder Hopeful
Languages: Common,
Senses: Perception +1 (Trained)
Hero Points: 1
Resonance: 2
Class DC 12
Speed: 25 feet.
XP 0
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DEFENSE
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HP: 18
AC: TAC: (+ AC, + TAC, + Dex, + Proficiency)
Fortitude: +3 (Expert) Reflex:[/b] +1 (Trained) Will:[/b] +2 (Expert)
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OFFENSE
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Melee: Scimitar 1d6+2 S (Sword) (Forceful Sweep), +3 to hit
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REACTIONS
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Retributive Strike(see Class Features)
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Skills
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Acrobatics: -1 (Untrained)
Arcana: -1 (Untrained)
Athletics: +3 (Trained) (Signature)
Crafting: 0 (Untrained) (Signature)
Deception: -1 (Untrained)
Diplomacy: +2 (Trained) (Signature)
Intimidation: 0 (Untrained)
Lore (Pathfinder Society): +2 (Trained)
Lore (Sarenrae): +2 (Trained)
Medicine: +1 (Trained)
Nature: -1 (Untrained)
Occultism: 0 (Untrained)
Performance: 0 (Untrained)
Religion: 1 (Untrained) (Signature)
Society: +2 (Trained)
Stealth: +1 (Trained)
Survival: -1 (Untrained)
Thievery: -1 (Untrained)
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Statistics
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STR 14 (2) DEX 10 (+0) CON 12 (+1) INT 12 (1) WIS 10 (+0) CHA 12 (+1)
Key Ability Score Strength
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FEATS
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Ancestry: Natural Ambition(Warded Touch)
Background: Additional Lore(Sarenrae)
Class: Hospice Knight
General: Battle Medic
Skill: none
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WEAPON AND ARMOR PROFICIENCIES
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Trained in all simple and martial weapons
Trained in all armor and shields
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FEAT AND ABILITY DETAILS
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Natural Ambition, Feat 1: You were raised to be ambitious and always reach for the stars, causing you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.
Hospice Knight, Feat 1: Your long hours in the hospice have taught you additional techniques for treating wounds. Your proficiency rank in Medicine increases to trained, and Medicine is a signature skill for you. Increase the healing from lay on hands from d4s to d6s.
Warded Touch, Feat 1, Prerequisites - champion power (lay on hands): You cast lay on hands in a simple motion without any complicated gestures. The Somatic Spellcasting action for lay on hands loses the manipulate trait.
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Class Features
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Deific Weapon: If your deity’s favored weapon (see page 72) is uncommon, you gain access to it. If the weapon is simple, increase the damage die by one step when you wield it (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
Retributive Strike: As a paladin, you are a stalwart protector of those under your charge. You gain the Retributive Strike reaction.
RETRIBUTIVE STRIKE
TriggerA creature within your reach hits an ally or friendly creature.
Make a melee Strike against the triggering creature at a –2 penalty before the opponent rolls the damage for the triggering hit. If your attack hits, the target is enfeebled 1 for the remainder of its turn, or enfeebled 2 for the remainder of its turn if your Strike was a critical hit. The enfeebled condition ends immediately if the creature makes a Strike against you. If Retributive Strike incapacitates or kills the triggering creature, the triggering hit deals no damage.
Champion Powers: Divine power flows through you, and you have learned to channel it to heal others. This grants you special spells called champion powers. You gain a pool of Spell Points you can spend to cast champion powers. Your maximum number of Spell Points is equal to your Charisma modifier (minimum 0). You regain all your Spell Points when you prepare each day. Your key spellcasting ability score is Charisma, and you’re trained in spell rolls and spell DCs for your champion powers. Your champion powers are divine spells.
Champion powers are available only to paladins, and they can’t be learned by other characters. They appear in the Spells chapter (page 192). Some paladin feats grant you additional champion powers, and such feats typically increase your pool of Spell Points. The spell level of each of your champion powers is equal to half your character level, rounded down, and produces heightened effects (see page 192) for those champion powers that have heightened entries.
You gain the ability to cast the lay on hands champion power by spending 1 Spell Point.
Paladin Feats: At 1st level and every even-numbered level thereafter, you gain a paladin class feat. Paladin class feats are described beginning on page 108.
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Equipment
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Containers:
Silver: 150 Copper:
Bulk ?/7, Maximum 10
Almost done, I believe. Just need to finish purchasing gear. If anyone sees any mistakes please let me know.
In an attempt to capture flavor of the original, Stile will be aiming for Wizard Multiclass if the portion I play him in(if chosen) makes it far enough he can get his Intelligence to the ungodly 16 it needs to be for that...

ScegfOd |

I think Stile gets higher ability scores than that. PCs should get 4 sources of ability bonuses:
1)race/ancestry (I think they're all 2 bonuses or 3 bonuses and 1 penalty)
2)background (another 2 bonuses)
3)four free bonuses :D
4)a bonus for your key skill
Also the armor stuff is missing for some reason...

ScegfOd |

BTW, the bite attack being non-lethal didn't seem right to me, so I'll just go with the assumption that it only has the unarmed trait until DM Nex rules otherwise.
Also updated Poat's equipment so that he can have dedicated belt pouches xD
Also I finally looked up persistent damage; it seems to be very powerful in longer encounters ^^

DM Nex |

@ScegfOd - Wow, so much of that needs to be spelled out in the book. It is a playtest after all. I am ok with your bite having Agile, finesse, lethal, unarmed.
@Everyone talking about Hero Lab - Thanks for the help on that. I am sure they are going to fix some of the bugs on there as well. They are learning with us. But thank you all for helping with that.
@Dragonborn3 - Yeah I also think your scores a bit low. Just make sure you are follow the instructions on page 20 like Delitash said.
Thank you everyone for your submittions. I know we are going to stumble through this a bit, but as long as we are all willing to work through this together this should be fun. If we follow the modules right, we will be making new characters too. So these are just the "base" Heroes.
Keep up the Characters. Few more days!
People interested
Vehement1
Tharasiph
Distant Scholar (Halfing Ranger - Family friend)
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 - Mindquake Survivor Gnome Sorcerer (CyberMephit)
Delitash - Esoteric Scion Human Wizard (The Sesquipedalian Thaumaturge)
Put Puchy - Goblin Renegade Goblin Monk (Kobolum)
Stile of Lendolh - Pathfinder Hopeful Human Paladin (Dragonborn3)

DM Nex |
1 person marked this as a favorite. |

I still cannot find how to add spells to a spellbook in Herolab.
It is super convoluted. You need to go into Equipment then Gear and buy a spellbook. Then equip it.
Then go to Classes->Wizard->Spellbooks and Spells Summary. Click on your new spellbook.
Add them there.. Then when you go to your Wizard Arcane Spellcasting area you can add them there.
To be honest, I don't think Hero Lab is ready for full time play. I would handle spellcasting the old fasioned way for now, just using your profile here to track what spells and looking in the book itself.
But that is me.

DM Nex |

The list got messed up with formatting. Here is the current list:
Current stats: 10 players
Human: 3/10
Elf: 1/10
Half-Orc: 1/10
Goblin: 3/10
Dwarf: 1/10
Gnome: 1/10
Classes: (really even split!)
Sorcerer: 2/10
Druid: 1/10
Rogue: 1/10
Cleric: 1/10
Bard: 1/10
Wizard: 1/10
Monk: 1/10
Paladin: 1/10
Alchemist: 1/10
Backgrounds:
Pathfinder hopeful: 2/10
Mindquake Survivor: 3/10
Goblin Renegade: 3/10
Family Friend: 1/10
Esoteric Scion: 1/10
People interested
Vehement1
Tharasiph
Distant Scholar (Halfing Ranger - Family friend)
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 - Mindquake Survivor Gnome Sorcerer (CyberMephit)
Delitash - Esoteric Scion Human Wizard (The Sesquipedalian Thaumaturge)
Put Puchy - Goblin Renegade Goblin Monk (Kobolum)
Stile of Lendolh - Pathfinder Hopeful Human Paladin (Dragonborn3)

ScegfOd |

nice breakdown xD
Also I noticed I had misread the section on Bulk, so Poat wont be wearing a chain shirt after all xD
also, is 50 vials of lamp oil enough to be non negligible?
I ask because "Items of negligible Bulk don’t count toward
Bulk unless you try to carry vast numbers of them, as
determined by the GM."
edit: I just double checked the book, it says a pint of oil (which is bout 8/10 of a pound in weight) is negligible bulk xD
Maybe oil should be one L per pint? Or maybe it isn't an entire pint? xD

DM Nex |

also, is 50 vials of lamp oil enough to be non negligible?
I ask because "Items of negligible Bulk don’t count toward
Bulk unless you try to carry vast numbers of them, as
determined by the GM."
Hmm. I guess it depends on how big a vial of lamp oil is.
To estimate bulk it says 5 to 10 lbs is 1 bulk. Which means .5 to 1 lb is L bulk.
So how much is a vial then.. Well it says its a pint of oil.. So if we use the adage a pints a pound the world round.. that puts each one just under a lb because oil is lighter than water.. So really it should not be 0 bulk.
I will say 10 vials of lamp oil would be L bulk which puts 50 at 5L.
Math.... :)

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Phoebee wrote:I still cannot find how to add spells to a spellbook in Herolab.It is super convoluted. You need to go into Equipment then Gear and buy a spellbook. Then equip it.
Then go to Classes->Wizard->Spellbooks and Spells Summary. Click on your new spellbook.
Add them there.. Then when you go to your Wizard Arcane Spellcasting area you can add them there.
To be honest, I don't think Hero Lab is ready for full time play. I would handle spellcasting the old fasioned way for now, just using your profile here to track what spells and looking in the book itself.
But that is me.
Thank you!

Mazok Forgespurned |

I'm interested in going through the PF2 playtest, and I've got a character for the first part that I'm working up the final details and stats for now. He's an outcast Ouat dwarf fighter, interested in the heritage of his people and their place in Ancient Osirion (Budding Osirionologist background). (edit: possibly adjusting my character's origins since the text of this background suggests the he's never been to Osirion)
I like to throw in Golarion flavor whenever I can, as much to flesh out the world and the story as to flesh out my character. I am planning on providing a few paragraphs of background when I post the stats tomorrow.
I can post once a day, and I'm also interested in adhering to the new rules as given. For me, this is mainly because IMO the more strongly we hold to them, the more easily we'll learn them.
I've never finished an AP, but I think my favorite so far has been Mummy's Mask, which probably accounts for my chosen background.

Mazok Forgespurned |

Sorry for the double post; I assumed someone else would respond in the interim.
Mazok is an intermittently-friendly, professional mercenary currently operating out of Magnimar. His pink skin exhibits a slightly golden tone that might look out of place if the City of Monuments wasn't so cosmopolitan. He has been seen around town occasionally bearing the black-and-purple emblem of House Deverin in the same manner as a servant or bodyguard. It is common knowledge that House Deverin's patriarch, Hobart, has a substantial personal library that includes a sizeable subsection on Ancient and Modern Osirion, a fact which is not lost on our dwarf mercenary.
Dwarf fighter with Mountain Roots Dwarf trait, Budding Osirionologist background, Double Slice fighter trait, and Fast Recovery general feat.
STR 16, DEX 12, CON 16, INT 12, WIS 14, CHA 8
Senses Darkvision and Perception +4
Defenses
hp 23, AC 15, TAC 13
Fort +5, Ref +3, Will +3
Size M, Spd 20'
Languages Common, Dwarven
Armor: scale mail
Shield: heavy steel
Weapons: Dwarven waraxe, warhammer, hatchet, light hammer
Other gear: backpack, bedroll, belt pouch, climbing kit, clothing, compass, flint and steel, mug, rations (5 days), repair kit, sheath (x2), torches (x10), waterskin
Current wealth: 1.2 sp

DM Nex |

Sorry for the lack of posts the last day or so. I got your submission.
@Everyone- I am going to close up new submittions as soon as I wake up in the morning. I should hopefully pick people tomorrow by noonish (Pacific). Want to pick.
There are enough to do 2 tables. But I don't want to pick up too much. So I am going to have some rough choices.
Thank you everyone for submitting.

DM Nex |

After thinking about it for awhile, I have decided to go with the "traditional Party." The party that started it all. I remember Paizo saying they designed adventures to work with the standard group. Because this is a playtest I figure we can go that route for the first go.
Without further ado. My choices are:
Mazok - Fighter Osirionologist
Fezzik Mudchewer - Rogue - Roblin Renegade
Delitash - Wizard - Esoteric Scion
Jolirya Starsoul - Cleric - Mindquake Survivor
Thank you everyone else for submitting. I am going to PM the people who made it. Please post in discussion and we can get things started. I will keep other submitting in mind if someone drops out, or if something happens.
Take care, and game on everyone.

DM Nex |

Have fun. In the future you might want to give players a head;s up of what you are looking for. If players have a head's up then they can build characters that might fit into the niche rather than it looking like the DM pulling their decisions out of the heavens. This way no one's time is wasted.
I understand the frustration. I took all the submitions and put them into an excel document along with lots of notes. I sat there trying to figure out how to pick.
I didn't have any idea that was what I was going to go with until I decided this morning.
I was trying to provide everyone with a unique background, so no overlap. I also wanted a "balanced" party. After looking through options, I just saw that one of the options was the classic Fighter/Rogue/Cleric/Wizard party makeup.
What I am trying to say is that it wasn't me just pulling it out of the heavens. I weighed a lot of options, and that was what I ended up going with.
If I had any idea that was what I was going to go with I would have 100% mentioned it. In no way was I trying to waste people's times. I am sorry if it felt that way. When given so many good options, it was very hard for me to pick.
Thank you for submitting. I was very tempted to build a second table. If I do I will post here. I just don't want to overload myself too much.
Again, sorry and thank you.

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Please don't think that I am mad about not being chosen. Frustrated yes, but not mad. People could have spent their time creating characters along the lines of what might have been looked for.
Do not overburden yourself with another table, especially for a new system.
In all, I do have to say that I am not too impressed with the playtest and this kind of adds to it.