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Hello All;
So I've wanted to run this just to give the GMing side of it a try and all our local spots for it are already taken (and I'm not the V*). I'm honestly looking for to try things out and see how it works. I'm not here to sell omfg this is the greatest the jury is still out for me on it but I'm going to give it my best effort.
I'm not going to ask for any specific stat blocks or anything because it's playtest, but tossing HP and consumables (resonance, power/day ect) may be useful just to help you and me keep track. Feel free before we start to discuss what you would like to play.
Doomsday dawn gives you some additional backgrounds they do request you use one of these for the first section. Others you can use the ones from the rulebook. I've posted them here for those that don't want to crack open for spoilers.
Budding Osirionlogist
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
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
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
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
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
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.
I'm laying out the various character creations if you want to go through it all - awesome I'll be here the whole way. If you get through one and go I really don't like the new system no problem! This is here so you can decide.
They do ask that you try different things but in some places they want you to play the advanced version of the prior character. I've marked these with ** if you should play the same character* *=I don't care if you change things up from what you selected at prior levels for options (translation: rewrite just stay in class).
Chapter 1: The Lost Star **
The players should build 1st-level characters using the rules found in the Pathfinder Playtest Rulebook. The group should work together to build a balanced and diverse party using any of the character options found in the book (subject to the specific restrictions listed below), while creating characters they are eager to see gain power and fame and glory as eventual saviors of Golarion. Encourage your players to avoid choosing the same ancestry and class as other players, so you’ll be able to playtest as wide a range of character options as possible for the three chapters in which the primary characters star.
Each player must choose a background from those listed on page 3 (above) of this adventure; these backgrounds are designed not only to tie the primary characters to NPCs and themes found in “The Lost Star,” but to focus their strengths in specific areas of use for “The Lost Star,” “The Mirrored Moon,” and “When the Stars Go Dark.”
The PCs begin with 150 sp each. They can purchase any common gear found in Chapter 6 of the Pathfinder Playtest Rulebook, along with any other options they gain access to from their class and feat selections.
Chapter 2: In Pale Mountain's Shadow
4th Level characters, backgrounds from the Rule book. Auran, Gnoll and Ancient Osiriani might open up additional opportunities.
Each character begins with one 3rd-level item, two 2nd-level items, one 1st-level item, and 300 sp to spend on additional items. As the GM, you determine which items the PCs can start with, but they should have access to at least all common items of their level or lower. The characters
already know each other, so they can pool their money to buy items.
Chapter 3: Affair at Sombrefell Hall
7th level characters*, Each player should choose a background from those listed on pages 38–39 of the Pathfinder Playtest Rulebook. Each player should also come up with details on how their characters know each other and serve the Esoteric Order of the Palatine Eye.
Each character begins with one 6th-level item, two 5th-level items, one 4th-level item, two 3rd-level items, and 125 gp to spend on any additional items. One character in the group also starts with one +2 magic armor of your choice. Allow characters who already know each other to pool their money to buy items.
Chapter 4: The Mirrored Moon**
In this chapter, the players once again take on the roles of Doomsday Dawn’s primary characters, advanced to 9th level. The adventure assumes that in the interlude between “The Last Star” and “The Mirrored Moon” that these PCs have been on numerous adventures while simultaneously gaining prestige as agents of the Esoteric Order of the Palatine Eye.
The players can make any choices they wish when leveling up from 1st level to 9th level.
Each player retains the gear they earned and kept from “The Lost Star,” but also gains the following: one 8th-level item, two 7th-level items, one 6th-level item, two 5th-level items, and 250 gp to spend on additional items. The PCS can pool their money to buy items.
Chapter 5: The Heroes of Undarin
The players should build 12th-level characters using the rules found in the Pathfinder Playtest Rulebook. These characters should all be crusaders who have signed on to fight demons in the
Worldwound. The group should work together to build a balanced and diverse party using any of the available character options. Note that the characters should avoid doubling up on any one ancestry or class if possible. The characters are hardy crusaders, accustomed to facing terrible foes in the Worldwound, and that the characters should be ready to lay down their lives to defeat their foes.
Each Character starts play with 100gp -- and you have an undisclosed at this time stash o' stuff (which changes depending on what you play and how many of you).
Chapter 6: Red Flags
In this adventure, the player characters take the role of high-ranking members of the Esoteric Order of the Palatine Eye. The players should create a group of 14th-level characters with skill sets that favor infiltration, knowledge, and subtlety rather than aggressive combat prowess.
Each player should choose a background for their character from those listed on pages 38–39 of the Pathfinder Playtest Rulebook. Each player should also determine what their 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.
Each character begins this chapter with one 13th-level item, two 12th-level items, one 11th-level item, two 10th-level items, and 1,500 gp to spend on any additional items. The characters already know each other, so they can pool their money to buy items. -- + GM choice items (like above it depends on what you are playing, I'm not going to give you something useless).
Chapter 7: When the Stars Go Dark **
In Doomsday Dawn’s final chapter, the players take on the roles of the adventure’s primary characters one more time. At the chapter’s outset, these PCs should be advanced to 17th level.
The players can make any choices they wish when leveling up from 9th level to 17th level.
Players retain the gear they earned and kept from “The Mirrored Moon,” but they also each gain the following: one 16thlevel item, two 15th-level items, one 14thlevel item, two 13th-level items, and 5,000 gp to spend on additional items. The PCs can pool their money to buy items.

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If you know anyone else that is wanting to jump in point them this way. One-Two more and we should be good.

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Hey guys, unless people have more of an interest in this by say Wednesday I'm going to close it down.
So far only one person posted up what they want to play.