
GM Niles |

Interested in playing a Cleric of Pharasma, eventually going into the Exalted prestige class from Inner Sea Gods. I think a cleric of Pharasma would be interesting in this campaign, as she is the goddess of death and abhors undead. This would give any worshiper of her a strong incentive to not only survive but eventually reverse the world ending magic that caused the dead to walk.

GM Fiendish |

@Azmerai: Thanks for adding the current party composition :)
@Stemboy: Hopefully Azmerai's posting of the current roster will help you think of something that fits. I don't have a 'perfect party' in my head, but you're probably best off avoiding classes already present unless you have a drastically different take (and archetype) if for nothing other than not wanting to share the spotlight for a role, each character should have a chance to shine!
Aside from that, everything from my original recruitment post still fits, make sure your character can contribute in combat! It's unlikely they would have survived until now if they can't protect themselves.
@GM Niles: It's a good concept, but if you're going to go with it then as Lilith notes you'll have a large hurdle ahead of you. I originally went with a party without a cleric as thought it would be more dramatic to not have easy access to healing (spontaneous casting and channel could trivialise threats), and to my mind it has worked well to add that element of worry and stress in to the game. I'm not going to say a flat 'no' to you, but just be aware! It's possible I have room in my head for a cleric archetype that has less healing than the norm, so feel free to present a basic concept to me via PM and I can yay/nay the idea, just to avoid you working up the entire thing for naught. Oracles, given their easy access to healing and spontaneous casting are also under the same bracket, with the same IC reason for being rare too.
Other divinely connected classes are still under consideration however, so paladins, inquisitors, druids would be considered.
@Tikkle: One of the original concepts submitted was a 'half-undead' along the lilnes you suggest, and I worked with the player to allow them to create a custom race template etc. In the end though, I felt that it would take away from the game. It's the old Voyager issue, the second you have a pet 7 of 9 on board, the borg are a lot less scary! So... whilst an actual sentient undead is likely not a good idea, there is still room for a character that is more along the darker side of things, an ex-cultist of Tar-Baphon, a cleric of Pharasma that has lost their powers (rolled as a different class), a druid that adapts to the new world and works around the constant undead presence. There's space :)
@all: And pay no attention to Azmerai about starvation, pish! The party has had access to rats, ale and even has their own stockpile of delicious rations. There's even a perfectly safe-looking river to fish in, I just don't know why they're complaining ;p
Thank you for your interest everyone :)

True Repentance |

How do you feel about a pimp?
This guy would has previously been a priest of calistria before the end of the world. His first experience was with a priestess when he snuck down to the temple with a couple of friends when he was 15. He became a priest himself several years later and eventually was in charge of his own temple.
When the end came felt the connection to his god snap like an immense rope under too much strain. Something was forced inbetween them cutting him off. It was the worst feeling he had ever known. Then came the undead. He tried to protect his girls but he couldn't save them all. The temple was lost, desecrated with the corpses of those that served there. He was one of the only ones to escape it and no one showed up at the meeting spot outside of town so now he wanders alone.
He would use whips. I am thinking of several build options. Lore warden, Two weapon fighter, maybe dip maneuver master or warpriest. Another option is the blacksnake 3pp archetype if you allow it. I'll flesh out the backstory properly tonight and build later when i do a bit of research on how to make whips not suck.
So basically an ex pimp. :p

GM Fiendish |

@True Repentence: No problem with the concept, sounds like it would fit :)
Having looked at the blacksnake, can anyone elaborate on which class it is based on? Seems rogue-like but appears on many class pages :s
A whip master sounds interesting, and if you get the black snake with its lethal/non-lethal ability then that's good as obviously most zombies are going to pretty much ignore a standard whip, and black snake avoids me having to make a ruling on the mess that is the scorpion whip!

True Repentance |

Blacksnake and the other ones grouped with it are apparently meant to go with almost any class. Replacing the classes abilities with the abilities of the archetype. So for Blacksnake, fighters lose bravery, weapon training and a few bonus feats. Then they gain the blacksnake abilities.
But I was thinking of dual wielding whips with the two weapon fighter! :(

DoubleGold |

Okay, my concept. I've been looking through every class, and tons of spells thinking about how I can use magic to get around the lack of food problem in a zombie apocalypse, characters dying from disease and other ways characters can die other than combat.
My entire concept is to fix that problem. First I started with the food. I was thinking cleric as they have the create water and later at 5th level the create food and water spells. But you said Clerics are rare to get in.
So I'm thinking Druid with the Family Domain At level 1, Druids have Create water just like many other divine casters as a basic spell, and at Level 5, I get the level 3 spell called create food and water from that domain.
My entire Druid concept is take spells that can prevent disease, poison and most importantly end hunger. At level 2, I start by ending thirst with the create water spell. After all in a zombie apocalypse, food and water is scarce. I'll also pick some spells that can make people faster, because zombies are slow.
And when I transform into animals, I'll pick fast animals because zombies are slow.

Asoka Takano |

Still finalizing the crunch, but it is mostly there. Did want to confirm it was still only 50 gold to start. Thought a xenophobic dwarf would make sense for someone who could survive on their own and would make for some interesting RP especially since it only looks like a couple people speak dwarven. I was planning to go archer but not tied to it and would be happy to build as needed for the party.
He had seen a few battles in his time and like any other dwarf enjoyed a good fight every now and then. Though unlike his brethern who prefered their heavy steel weapons Grim always liked the simplicity of bow. More than likely his off put attitude toward anything not dwarven playing a part in his decision to sit in the back and plink off foes.
Grimul only speaks dwarven, not seeing a need to bother with the languages of the other races as he would prefer to not have to deal with them at all. Since the Red Harvest Grimul has been doing ok. Used to being on his own and dealing with the dead hasn't been much of a change. Of course, the lack of his divine connection to Magrim has been felt and in between time of running, resting or fighting he still continues to try and commune with his god.

GM Fiendish |

@Doublegold: That's certainly a concept that would address a lot of the tension-generating problems the party currently faces.
@Grimul: Thank you for your application :) I am happy to confirm you do indeed get the truly extravagant amount of 50 gp to spend, all to yourself ;D
@Azmerai: Now now, I'm fairly sure it wouldn't matter what Azmerai was holding when he hits a zombie, it swiftly meets its final death regardless!
On a serious note, the DR of zombies is a widely known fact and even if it's not your main weapon, it pays to have something that can bypass it.

DoubleGold |

are zombies the only monsters in this game or are there others like goblins or orcs? Or will this game have somewhat of a resident evil feel to it where every kind of creature is affected by the virus.
How closely related to the walking dead show is this game?
Edit: Nevermind that last part, I found it. July 5th.

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Blacksnake and the other ones grouped with it are apparently meant to go with almost any class. Replacing the classes abilities with the abilities of the archetype. So for Blacksnake, fighters lose bravery, weapon training and a few bonus feats. Then they gain the blacksnake abilities.
But I was thinking of dual wielding whips with the two weapon fighter! :(
Make sure those whips can do (slashing) lethal damage… Non-lethal is useless. I have not seen the build you plan, but I also have to say I have never seen a whip build I thought was worth its salt.

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Okay, my concept. I've been looking through every class, and tons of spells thinking about how I can use magic to get around the lack of food problem in a zombie apocalypse, characters dying from disease and other ways characters can die other than combat.
My entire concept is to fix that problem. First I started with the food. I was thinking cleric as they have the create water and later at 5th level the create food and water spells. But you said Clerics are rare to get in.
So I'm thinking Druid with the Family Domain At level 1, Druids have Create water just like many other divine casters as a basic spell, and at Level 5, I get the level 3 spell called create food and water from that domain.
My entire Druid concept is take spells that can prevent disease, poison and most importantly end hunger. At level 2, I start by ending thirst with the create water spell. After all in a zombie apocalypse, food and water is scarce. I'll also pick some spells that can make people faster, because zombies are slow.
And when I transform into animals, I'll pick fast animals because zombies are slow.
While I like the idea of a druid in the game I have to call shenanigans on building anything to deal with "the problem at hand". That is too much hindsight. Its fine to build something that can deal with some of the issues of survival, as those without some of the needed skills and abilities have already died. But I would not support a character concept built to address problems that could not have been predicted. We are not looking for a hero to come save us. We are looking for another victim to struggle along side us. I hope that makes sense.
We do not know if undead are the only threat. We have faced swarms as well as zombies. There have been multiple signs that some intelligence is at work within the town we are in, but that intelligence could very well be undead as well. In fact, well, never mind. :)

mellowgoth |

For your consideration, here is Valex Andorastin, late of Magnimar and the Esoteric Order of the Palatine Eye.
We have failed
That mantra that has hammered its way through Valex’s head every hour, every day since the Red Harvest. The Order of the Palatine Eye has failed. Their sole purpose, the ONE thing they sought above all others – and they failed. The Tyrant was free, and Golarian was His.
Valex had barely been initiated into the outer mysteries of the Order when the world turned upside down. He had been a bit of a dilettante, a bit of a rake around the University in Magnimar, but from a good family with long standing, if secret, ties to the Order. It was not until an unfortunate encounter with a pair of ghoulish agents in the Magnimar sewers left Valex’s lover and best friend dead – or worse – that the Order deemed him ready to be useful.
He spent his days as a librarian and archivist, and his nights in darker pursuits. Following suspected agents of the Whispering Way. Searching their papers and lodgings. Carousing with their friends and contacts. And once, in a desperate encounter…swords drawn in an alley, he and his mentor, two against three – the murderer, the graverobber, the foul priest of Urgotha – which they had to kill twice, and who, in his dreams, Valex still kills, again and again. If only to make it stop laughing. Valex is all too cognizant of what it was laughing about now.
After the Harvest, Magnimar swiftly became untenable. His only colleague within the Order – a dedicated priest of Pharasma named Follicus- died by his own hand when the Shroud descended. With the Order’s heartland of Ustalav now the Tyrant’s playground, there was nothing to do but to try to survive. His family was dead before he could work his way home from his Univesity lodgings, so he gathered what he could and fled north along the coast.
Laden down with every conceivable scrap he could carry, his progress has been slow. He has been forced to flee campsites and been robbed along the road, but has still managed to keep a few items and comforts in his pack. His load lighter, he has been making better time – but to no particular destination. And so now his steps bring him to the Lost Coast town of Sandpoint.
Valex hails from an old Chelaxian line, and is near prototypical of that people. He stands about 5’ 8”, with a slight, wiry build. Dark hair, no several months longer than fashionable, sweeps back from a subtle widow’s peak down past his shoulders. His normal paleness has been, if anything, exaggerated by fatigue, deprivation, and long hours hiding. He still exhibits enough Chelaxian vanity and fastidiousness to prestidigitate his cloths clean each day, and so his high-collared shirt is still white, his long coat and knee-breeches, though a little threadbare, is still a rich forest green, and his boots still have a polished shine to them, even if the soles are wearing rather thin. He wears a simple mercenary’s longsword at his hip, and a crammed leather pack on his back.
The arrogance of his privileged upbringing and Chelaxain heritage still shows through every now and then, but the irrelevance of standing in the face of the end of the world has taken its toll. The utter failure of the Order eats at him in his quiet moments, and he has tried to stay busy, stay on the move merely to keep the voices of his failures quiet.
Perhaps that arrogance has been a savior, though. Despite the failures – associative and personal; despite the losses of everyone he knew, respected and loved; despite the suicides and sacrifices he has seen; it has simply never occurred to him to lay down and die. He has few illusions as to his long-term survival, and, as he grows closer the ragged edge, he might be less averse to taking risks, but he will stubbornly go on until the dead finally drag him down. His only hope is that he can meet his end in such a way so as not to join the ultimate enemy afterwards.
He still prays, dusk and dawn, his fingers tracing the spiral of his Pharasman holy symbol, but his prayers rarely have the humility of the penitent. In his private thoughts, he feels Pharasma owes the world some answers…
So far, his encounters with other survivors have not been encouraging, and he has become reclusive and deeply suspicious. How would he react to a competent and non-hostile group?
Pending your approval, I’ve gone for the archivist bard archetype. I envision Valex as much more academic than performer, immersed in more history and date than lore – if that distinction makes sense. I’m flexible on traits and feats. The Undead Hunter is rather tailored to the campaign, but Valex isn’t much of a combat monster, so the +1 damage might help him to keep pace. I’ll probably go about 2/3 rogue, 1/3 bard moving forward. Some of his bard spells ( memory lapse, at lvl 1, for instance) will not be of much use against the undead, but will reflect his training as a spy/agent of the Palatine Eye. Arcane strike, as a feat, and Undead Slayer, as a trait, Refelct the Order’s training – against incorporeal undead and undead in general.
If possible or practical , he does not carry his pack in combat, and goes to a light load. Otherwise, he is at medium encumbrance.
Valex Andorastin, Human (Chelaxian) Bard (Archivist) 1/Rogue 1
NG Medium humanoid (human)
Init +2; Senses Perception +0
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 16 (2d8+3)
Fort +1, Ref +6, Will +2
Offense
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20), longsword +1 (1d8+1/19-20)
Ranged sling +2 (1d4+1)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate, naturalist), sneak attack +1d6
Bard (Archivist) Spells Known (CL 1st; concentration +3):
1st (2/day)—cure light wounds, memory lapse (DC 13)
0 (at will)—detect magic, message, prestidigitation, read magic
Statistics
Str 12, Dex 14, Con 12, Int 13, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Arcane Strike, Lingering Performance
Traits suspicious, undead slayer
Skills Bluff +6, Craft (clothing) +3, Craft (traps) +3, Diplomacy +6, Disable Device +5, Disguise +6, Escape Artist +6, Knowledge (arcana) +2, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +2, Knowledge (religion) +6, Perform (oratory) +6, Sense Motive +5, Spellcraft +5, Stealth +6
Languages Common, Necril
SQ bardic knowledge +1, trapfinding +1
Combat Gear candlerod (3), oil (2); Other Gear leather armor, dagger, longsword, sling, sling bullets (20), sling bullets (10), backpack, bedroll, belt pouch, blanket, flint and steel, wooden holy symbol (Pharasma), mug/tankard, rope (50 ft.), sack, sewing needle, soap, spell component pouch, string or twine, sunrod, tea (per cup) (10), teapot, torch (5), trail rations (7), waterskin (2), 4 sp, 5 cp
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Undead Slayer +1 weapon damage vs. undead.

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Fiendish, I have an idea for a character concept but I just wanted to see how you feel about it. Firstly, are you accepting characters from the ACG, specifically Swashbuckler. It would be the Beta initially, but I would upgrade it to the full class when the book is released.
If that is okay, I have a concept for a former duelist of Lepidstadt. While no stranger to the darker and more gothic elements of society, having been raised in Ustalav, this would be a man who would have fallen from being part of the upper echelons of society to living in the gutter and having to scrape by to survive. I think it would be interesting to play someone from that sort of background bought so low and desperately trying to keep up any appearance of their former nobility while potentially having to eat rats to survive.
If swashbuckler is an option and that idea appeals let me know and I'll flesh it out.

Asoka Takano |

@DoubleGold Yeah 2g is 2g away from something else. The hope is to stay out of melee :)
@Lilith Yeah that was one of the main reasons I built Grim the way I did, the only spell I took that felt a little gamey was hide from undead. However, the way I was hoping divine magic would work would be almost of a special circumstances or with a decent spell failure chance so that while the spells could help they may just not work that one time you really, really need it.

DoubleGold |

@Lilith, I'm not wanting to be the hero as I can't fix every problem even if I tried, I'd still miss something. But disease or hunger is one way I don't want my character to die, definitely hunger if nothing else. Not to mention I wouldn't be able to think of everything, natural disasters for example I can't fix. Disease, there are so many different kinds, I can't fix every disease, just a few. But hunger I refuse to die of in game, which is why I'm creating the character with create food and water, in fact it is something I must have if I was playing this game.
There will still be the survival struggle, but it would be pain in the butt to die because of food. There will still be the dangers of looters, natural disasters, diseases I can't cure, and of course the post traumatic stress disorder of characters from being in this situation.

Yandasana Leroung |

Interested! Need some time to crank something out. Going with a ex soldier officer Assimar that fled the army during the beginning of the zombie situation. She is ashamed that out of fear, she let down her soldier comrades, but she knows she would have died. She has mixed feelings about it. She was in a previous survivor group, but something went horribly wrong. She attempts to make up for her mistakes by trying to keep the party alive.
Yanda Sitarth is not really talented in fighting, but has read enough on being a tactician. Her mind is more of a useful asset.
Starting with a Cavalier (Standard Bearer) level and a Bard level.

Azmerai |

Ok I see a couple of great ideas.
@All: What I did was watch 2 episodes of walking dead to get into the right mood for the character. This campaign is AWESOME BUT NOT NICE!!!
@Stemboy: I really love the swashbuckler but I think the idea of the swashbuckler is someone flashy. We are anything but. We are hanging on our fingernails. If you get that vibe into your char I would love to see it!
@Yanda Sitarth: The idea is great and I can´t wait the final result.
@Gundar I love dwarves and another ranger won´t hurt.
@mellowgoth maybe add some more survival oriented vibes.

Asoka Takano |

Not having had an opportunity to look back through the gameplay, I was curious how you handle hordes, infection, hunger/thurst and environmental conditions on the characters. These are just some of the biggest things I can think of when it comes to a survival game so was curious if these were taken into account and if so (if not too much knowledge) how they were handled.

Gundar Forgelight |

All right, Gundar should be up to speed as a level 2 ranger built for the rules of this campaign.
I built the first level as normal, when Gundar was expecting to live his life as a ranger in a fairly-typical world. Second level was a bit more geared towards the situation at hand, as I imagine he gained it after the Red Harvest. Not a whole lot changed though - just dropped the crossbow focus in favor of two-weapon fighting (His crossbow must have "broken" somewhere along the way... or he just abandoned it).

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Lillith - Kaiya was defending herself!
lol - no one was there to see what happened… I hope for your version of the story, but our DM is capable of many other versions. The point is the setting is creepy and we are not sure who we can trust or if any place is truly safe. Lilith has taken to locking herself into a small office to sleep at night.

Dhavyn Barr |

Hrm. Our current DM is heading for a vacation and I'm only in a single game so far. You guys seem to be missing a good rogue type. I'm thinking a half-elf archaeologist bard that can help with traps and scavenging. Not to mention you might appreciate the restful sleep and clw what with healing being limited. :)
Edit: though it looks like the spots are filled... hmm an I'm also on European timezone (EET to be specific)

GM Fiendish |

@Azmerai: That's half the fun ;p
@DoubleGold: Please read the original recruitment post for world-setting and character creation guidelines. This game is inspired by, but not married to, the TV show.
@Mellowgoth: Thank you for your submission :D
@Stemboy: Character creation guidelines mention no playtest classes, this is mostly because I have not had the time to read over them and/or see them in action. That being said, I dislike saying 'no' and I've said ok to the black snake, so ok you can go ahead and roll a swashbuckler! The idea is intriguing, high-born brought low and all :)
@Gundar: Welcome back! A pleasure to hear you've been following the campaign, thank you for your re-submission :)
@Yanda: Glad to hear the campaign has piqued your interest, look forward to seeing what you submit!!
@Grimul: Pretty much all of the facets you list are covered in the pfsrd, they just aren't used much! I'd basically say don't worry about it, I'll explain as we go for anything relevant to party members, and *when I remember, ahem* I put links and rules in the campaign info tab for reference. Encumbrance, food and sleep are definitely tracked, that's part and parcel of the gritty setting! The game is set in Sandpoint, but it's a version where the APs such as RotRL & JR did not occur. If you've played those APs then you might see some familiar faces and locations, but I've twisted a lot of things, shop locations have been juggled and contents shifted for instance. I like to keep people on their toes ;)
@Lenneth: Thanks for reaffirming and introducing yourself :D
@redbeardredeyes: Glad we've inspired you! Looking forward to seeing what you submit!
@Dhavyn: There are slots available, I'm just currently determining whether it's 1 or 2. Much as I'd like to run two groups, and certainly have the interest, I know I won't be able to do the game and players justice if splitting my attention and time, so a single table it is. I'm not fussed about timezones, we already have US and European players, and I'm in New Zealand, so it really doesn't matter ;p
@Euron: Welcome back! Thank you for submitting your new concept :)
Gah! I can already tell this is going to be difficult, again! Argh!!! ;)

Kazgar Shieldsmith |

I give for your consideration Kazgar Shieldsmith devotee of Torag.
We have failed! Kazgar stood on the mountain looking down on the entrance to his home town in the Five Kings Mountain. The only thing moving down there were undead. Despondent he was about to step down the path to take as many of them as he could with him, when the High Priest of Torag put a hand on his shoulder. "I have a mission for you. You must head to the High King and let him know what befell here today. I will make sure you are not followed and will catch up with you." Kazgar never saw him again.
His home had been a happy one. He grew up the child of forge-masters and learned the crafts of arms and armor making. He spent his free time on the mountains, hunting goats and avoiding the giants. As he grew older he felt a Torag's calling and presented himself at the temple for training. He was trained to defend the purity of Torag's faith.
Then came the night of the Red Harvest. Kazgar was lucky. He the high priest and a few other acolytes were not in the mountain. They were high about the entrance checking the stone circle for the upcoming festival. A few days after setting out for the High King he came upon a small dwarf family beset by undead. He had a choice: come to their aid and risk his mission or continue on leaving them to their sure deaths. He should have stayed and helped. When he came near the capital all he could see were undead everywhere.
Though despondent the only thing that keeps Kazgar going is the knowledge that there are still dwarfs out there to protect. Why else would he still have his powers from Torag? Protect the living. Purify the faith. Teach his crafts to the next generation. And maybe, just maybe one day remove the undead blight.

Asoka Takano |

Very cool. Yeah, one of the things that really peaked my interest in this recruitment is I am working with a developer where we want to one day actually do some RPGS materials based off the OGL and I have been interested to see how some of those things work out RAW. I just don't think I have ever seen rules around horde mechanics or infection simulation.
In any case looking forward to the potential of playing with you all.
Also, to note I am Central time and I can post pretty frequently through the day. As you might see from my GM profile I am currently running 6games and playing in two others so I am around a lot to post :)

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@Stemboy: Character creation guidelines mention no playtest classes, this is mostly because I have not had the time to read over them and/or see them in action. That being said, I dislike saying 'no' and I've said ok to the black snake, so ok you can go ahead and roll a swashbuckler! The idea is intriguing, high-born brought low and all :)
Cheers Fiendish.
I actually forgot their is a Fighter archetype called Ustalavic Duelist, which fits perfectly to what I want to do. So I'll work on that.

True Repentance |

Lorewarden 18/Maneuver Master 2
FEATS
F1...1 Exotic Weapon Proficiency(Whip)
F1...1 Weapon Focus(Whip)
F1...1 Weapon Finesse
F2...2 Combat Expertise
F2...2 Whip Mastery
M1...3 Stunning Fist
M1...3 Improved Unarmed Strike
M1...3 Improved Trip
M1...3 Dodge
M2...4 Improved Disarm
F3...5 Mobility
F4...6 Improved Whip Mastery
F5...7 Combat Reflexes
F6...8 Combat Patrol
F7...9 Greater Trip
F8..10 Greater Whip Mastery
F9..11 Disruptive
F10.12 Spellbreaker
F11.13 Teleport Tactician
F12.14 Penetrating Strike
F13.15 Weapon Specialization(Whip)
F14.16 Greater Weapon Focus(Whip)
F15.17 Greater Weapon Specialization(Whip)
F16.18 Greater Penetrating Strike
F17.19
F18.20
THINGS I CAN DO
1 Maneuvers upto 15ft.
2 Lethal with whip and no provoking.
3 Threaten 5ft with fists. Maneuver Flurry(useable with whip)
6 Threaten up to 10ft with whip.
7 AoO's!
8 15ft AoO's!
9 AoO on trip!
10 Grapple with Whip!
11-13 Bye bye casty's!
14+ figure it out when I get there
I might not do alot of damage with whips (1d3 woo) so I decided to focus my feats elsewhere and therefore go with Lorewarden which gives nice bonuses to CMB. Having high dex instead of strength means i can still have a good ac because lorewarden takes away heavy and medium armour. So i needed weapon finesse and because trip, disarm and eventually grapple can be used with the whip i don't need agile maneuvers. It becomes pretty interesting when combat patrol let's me AoO at 15ft to begin with. What do people think? Yea whips are pretty bad and probably only is just ok with a fighter that gets a billion feats but watevs. Oh and helping flank from 10ft+ beginning at 6th is pretty nifty.

Dhavyn Barr |

I rolled a quick character for fun. The character sheet with crunch can be found here. Not my best work but I whipped up him fast and I think he turned out decent.
Description: A 6 ft tall scruffy man clad in leather armor stands before you. The armor and his clothes have seen better days and his blonde hair and fair face are caked with dirt. Aside from armor he wears a simple hooded cape against the elements. Despite easy smile his posture is alert, and his hand grips hilt of a sword resting on his hip. A ragged bandolier filled with assortment of darts, daggers and tools is wrapped around his chest as is a separate strap holding a simple satchel and a pouch. A rugged backpack completes the image of a brazen spelunker - or that of a scavenger.
RP notes: A mix of warrior, arcanist, healer, thief, and silver-tongued scoundrel. Baird is meant to be the swiss knife with focus on survival. He is cheerful and dour, friendly and hostile, alert and a slob... really, anything that the given situation demands. Neither good nor evil he is willing to do much to survive but finds no pleasure in evil. He would rather defend a capable ally than stab them in the back, choosing the long term gain over the short term one, but hungry belly can make even a nobler man do strange things...
Backstory: Born in questionable conditions to questionable parents Baird is more of a Half-Gutter Rat than he is Half-Elf, and this is likely what saved his life when the legions of the dead were let loose. Where others fought he hid, where others brandished the flames of justice he sought the refugee in shadows, where others fought over the scraps he bargained for them - or scavenged.
Surviving the initial plague with resilience of someone used to less than healthy conditions, and surviving the onslaught of the dead where mightier fell taught him valuable lessons. Survival was not a matter of pride or strength in arms, it was a matter of using whatever you got your hands into, and making the best out of them. Be it arms and armor, magic, a bit of wit or a mere stroke of luck.
Baird now wanders the world seeking the ever elusive sense of security he knows is long gone. Ready to meet new people with a charming smile, or a sharp blade if the things turn sour. A man with uncertain future and nearly forgotten past, worn out by the daily struggle for survival but not willing to give up.
Gear
This is on sheet as well but for easier tracking:
Duduk (5 gp; 0.5 lbs)
Longsword (15 gp; 4 lbs)
Sling & Pouch of (10) bullets (1 sp; 0.5 lbs)
Leather Armor (10 gp; 15 lbs)
Component Pouch (5gp; 2 lbs)
Explorer's Outfit (free)
Waterproof Satchel (bag; 5 sp; 0.5 lbs) -- chest strapped
- 3x trail Rations (1.5 gp; 3 lbs)
- Mess kit (2 sp; 1 lbs)
Bandolier (5sp; 8 slots) -- chest strapped
- Slots 1-3: 3x Dart (1.5 gp; 1.5 lbs)
- Slot 4: Dagger (2 gp; 1 lbs)
- Slot 5: Wooden Stake (-; 1 lbs)
- Slot 6: Chalk (1 cp) + Chalk Powder (1 cp; 0.5 lbs)
- Slot 7-8: Improvised thieves tools (-; 1 lbs)
Backpack (2 gp; 2 lbs) -- shoulder strapped
- 3x Trail Rations (1.5 gp; 3 lbs)
- Bedroll (1 sp; 5 lbs) -- attached to backpack
- Canteen (2 gp; 1 lbs) -- attached to backpack
Belt Pouch (1 gp; 0.5 lbs) -- filled with coins
- Coins 2gp, 8cp (Total wealth 50gp)
Weight: ~48.5 lbs (58/116/175)
Edit: Also here is Duduk for you in case you are wondering about it. Edit2: Forgot the component pouch... oops. Edit3: Also yes, that's rations in two different pouches. You never know when cruel DM makes you lose one. :)

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Hey Fiendish, it's Stemboy. This is my submission. I've copied all the character information here for easy access.
Few would have considered Ustalav the most pleasant place to be raised, but as the child of lesser nobility, Vincent found it fairly enjoyable. Despite the endless gloom of the landscapes that surrounded him and the ever present sinister threats, he had led a privileged life. Raised in the capital of Lepidstadt, the youth had enjoyed the company of his peers and trained in the martial arts at the well appointed University, safe from the horrors whispered of by the common peasantry, Infact, the closest the young aristocrat had come to true darkness had been his yearly visits to Karcau to attend the operas with his family. Within the secluded city Vincent saw the fiendish corruption of idle nobility, but thankfully his visits were brief and uneventful. Vincents childhood ended as he graduated from the University, baring the "Lepidstadt scar" across his cheek as a mark of his prowess and attendence.
Following his success, Vincent and a few other members of the social elite elected to travel for a year before returning home to enjoy the entitled future that awaited them. The groups travels went well as their hefty coin purses, lofty positions and charmed words gained them access to the most exclusive events across the Inner Sea. It was during their return journey through Varisia that everything changed.
When the undead poured from their graves and hordes of infected commonfolk descended across the world, Vincent and his fellow gentry were taken completely off guard. The group revelled, half drunk in the highest society establishment Varisia had to offer. Only Vincent survived the initial onslaught, managing to avoid their assailants by the skin of his teeth.
Since that fateful night, the duellist has wandered across Varisia. What coin he had has either been spent, or worse stolen by other survivors that posed as potential allies. The young man has been forced to learn the hard way that honeyed words and an exalted family name mean nothing to an endless horde of undead. Thankfully, the nobles education of both foil and footwork have seen him through a few close encounters. Nevertheless, Vincent clings tenaciously to his lofty upbringing, honoring the sword style and ettiquette drummed into him during his time at the University. Whether he does this out of a hope that things will return to how they were, or simply to maintain his sanity, is unclear.
Male Human Fighter (Ustalavic Duelist) 2
NG Medium humanoid
Init +3; Senses Perception +0
Defense
AC 18, touch 15, flat-footed 13 (+3 armor, +3 Dex, +2 dodge)
hp 20 (2d10+4)
Fort +4, Ref +3, Will +0;
Offense
Speed 30 ft.
Melee rapier +6 (1d6+1) or dagger +5 (1d4+1)
Ranged dagger +5 (1d4+1)
Statistics
Str 13, Dex 16, Con 13, Int 12, Wis 10, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Weapon Finesse, Weapon Focus (Rapier)
Traits Dreadful Forethought, Influence
Skills
Diplomacy +7
Intimidate +6
Knowledge (nobility) +4
Languages Common,
Combat Gear rapier, dagger, studded leather Other Gear backpack, wrist sheath
Special Abilities
Dreadful Forethought: As a minor Ustalavic noble, you have friends linked to Karcau’s fiendish cults. Your observations give you a keen insight into the blasphemies of the idle rich. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (planes) checks.
Influence: Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Duelist Stance: At 1st level, an Ustalavic duelist gains a +1 dodge bonus to AC as long as he is wearing no armor or light armor, wields a melee weapon in one hand, and his other hand is empty. This bonus increases by 1 for every 5 levels the duelist possesses to a maximum of +5 at 20th level. This ability replaces the fighter’s 1st-level bonus feat.
I've gone for the Ustalavic Duelist archetype for Fighter from Inner Sea Combat. I think Vincent will add an interesting dynamic of the nobleman having to survive a stark change of circumstances. As part of the group he is a useful support fighter and also has decent social skills to help with bartering and making allies.
I'll easily be able to post regularly during the weekdays and occasionally at weekends. I play multiple PFS games on here and have successfully levelled several characters through those games so you can rely on my continued presence and involvement. Hope you like the character and I look forward to seeing who you select.