Absalom Fallen (Inactive)

Game Master caster4life

Re-recruitment closes at 5 pm (EDT) on May 31st, 2023. The campaign is played on Discord (lurkers are welcome).

Spreadsheet for loot, capital and downtime, XP, and hero points.

Large map of the city

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Oh, i was not suggesting the seas would be safe - only that the total amount of undead faced that way would be fewer than on land - and once past those it may be easier to put some distance between the hordes and the survivors.
But harboring nö illusions that such an attempt would be easy.

It could be more manageable in the short run, but larger undead beasts, especially those that could swim, do pose as a bit of a challenge if we made it to open waters. That, frightens me a bit, but also makes me slightly giddy.

Ah, as for later on for my build for Volreg. At level 4 he can start setting up or moving blockades and whatnot after grabbing telekinetic haul, so that can help us fortify or block off positions. Control of where we fight, if we fight, and where we fortify will be key as well so probably go down trap crafting as well.

I wonder if aboleths could turn zombies into scum...

Okay, backstory and whatnot are in the spoiler in Volreg’s character sheet under a spoiler!

Also, I wouldn’t doubt it Liam...

I am curious what places would be the best to set up a base of sorts. In regards to resources and such.

I would say that getting to the Starstone Tower would be a goal, while either the Pathfinder Society or Blackrose Manor could be places of great (horrible) fortifications.

*twiddles thumbs gleefully*

Now, here’s another question. Perhaps Tar-Baphon is gettin or has escaped from his island prison again, and continues to seek the Starstone? Considering his armies killed off half of The Pathfinders three years ago, I could see him doing it again, but that’s more in the long term, after surviving the undead infestation of Absalom.

I don't know the geography of Absalom very well but an area with easy access to undead to kill while also being defensible might be a good choice given that there's no cavalry coming, we'll have to clear away some of the invasion ourselves.

I'm trying real hard to get into the adventure, that others seem to be trying to get out of. I hope this increases my chances ;)

Edit: I think that I'll make my character two ability points dumber in Intelligence. That'll help

Haha, nice one, cucumber. But it is mainly about getting people we save to...Well, safety. In-city may be the safest option after all but we will have to weit and see.

First we have to survive. Then we try to save people, and protect them, without drawing the attention of the hordes of undead down on us....

Hopefully getting them and us out of danger until it is over.

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Volreg Sundek wrote:
Hopefully getting them and us out of danger until it is over.

My new hero phase will new be. "Excuse us, we're heroically avoiding danger over here!"

Edit: This joke was not meant to be mean, I just thought it funny.

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Lexxan wrote:
Volreg Sundek wrote:
Hopefully getting them and us out of danger until it is over.
My new hero phase will new be. "Excuse us, we're heroically avoiding danger over here!"

”And thus the Brave Sir Robin, bravely ran away!”

Survival is key, so tactfully advancing to the rear is a proper strategy. Especially if we set up traps.

Edit: I read it in a humorous fashion. I think it would be a great line to use at some point!

Please remain calm. I'm from the government and I'm here to help.

I've only glanced over things a bit so far, but this sounds interesting. I'll have to keep digging into things and see what I can come up with.

The Ciaphus Cain tactical handbook is it? I'm glad I made a character that uses rerolls! I'd need the luck.

I imagine the first place the party holes up will be a matter of expediency. Much like many zombie survival games.

That's no fun though. I much prefer hitting stuff (preferably zombies) and then running away. Er, tactically retreating. I meant tactically retreating.

I'm currently working to review the various aspects of the game while coming up with a character concept.

Current Concept: A Pei Zin Practitioner (Oracle of Life) who prior to the outbreak had made their way to Absalom on a joint venture with the Pathfinder Society to work on sharing and consolidating information health care practices of both magical and mundane natures.

Current Questions: In reviewing the wiki, I noted the following:

Chainbreaker Changelog wrote:
Spontaneous full casters have had their spell progression accelerated to match prepared full casters (needs to be implemented)

How is the implementation being handled for Oracles? I want to make sure I'm taking into full consideration how that will effect the character I'm creating.

Current Challenges: I joined the discord and upon checking the box to show that I had read the Code of Conduct, I'm found my account in an odd state where I'm not marked as a visitor and limited to only seeing the announcements channel listed. It currently won't allow me to load the messages from that channel either. It appears that my account has not appropriately added the Visitor role. Overall, I think part of the issue is Discord.

Edit: I currently have my account nicknamed the same as my account here ("The Lucky Halfling"). I did try to restart the application and then my computer as simple troubleshooting steps, but that has not resolved the issue. It seems to be having issues with other servers currently as well.

The issue with posts not loading seems to have resolved, but I do not have permissions because of lacking the visitor role and it's not showing me the Code of Conduct section so I can try to check it once more.

"The Lucky Halfling" wrote:

I'm currently working to review the various aspects of the game while coming up with a character concept.

Current Concept: A Pei Zin Practitioner (Oracle of Life) who prior to the outbreak had made their way to Absalom on a joint venture with the Pathfinder Society to work on sharing and consolidating information health care practices of both magical and mundane natures.

Current Questions: In reviewing the wiki, I noted the following:

Chainbreaker Changelog wrote:
Spontaneous full casters have had their spell progression accelerated to match prepared full casters (needs to be implemented)

How is the implementation being handled for Oracles? I want to make sure I'm taking into full consideration how that will effect the character I'm creating.

Current Challenges: I joined the discord and upon checking the box to show that I had read the Code of Conduct, I'm found my account in an odd state where I'm not marked as a visitor and limited to only seeing the announcements channel listed. It currently won't allow me to load the messages from that channel either. It appears that my account has not appropriately added the Visitor role. Overall, I think part of the issue is Discord.

Edit: I currently have my account nicknamed the same as my account here ("The Lucky Halfling"). I did try to restart the application and then my computer as simple troubleshooting steps, but that has not resolved the issue. It seems to be having issues with other servers currently as well.

The issue with posts not loading seems to have resolved, but I do not have permissions because of lacking the visitor role and it's not showing me the Code of Conduct section so I can try to check it once more.

I believe that the lack of posting ability is due to the fact that it's mainly for us to be listed once the actual game discord pops up. Currently, the discord linked, is for development of their ongoing rules modifications, which seem to be an overhaul to overall rules, similar to the EitR feat tax rules.

Oracles: Yes that's being implemented for oracles too! Here's the google sheet that contained the formal details. I've added a link to it on the wiki.

Discord issues: That's odd. I wonder if the bots we use to manage visitors are misbehaving. Right now, I see you gone from the Discord server altogether?

Nice sheet!

If we survive to get to level 4, my utility in the city should help out a lot with moving things and whatnot.

Moving things at level four you say? *Laughs in light encumbrance.*

Alright I have the Discord server for gameplay pretty much set up, though I'm sure I'll have to toy with permissions. Anyone is welcome to come and look around and we have a channel where lurkers can chat, etc. No one is officially a PC yet, of course.

Reminder, recruitment closes on Aug. 21 and gameplay will start.

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Liam Torm wrote:
Moving things at level four you say? *Laughs in light encumbrance.*

I can push and shove, just not as well as others. Besides, we should work together as a team, I can already move things from 30 feet away and can pick locks. Both of us could be quite beneficial!

First thing I see when I join the discord is someone named idiotmonk. Maybe I rolled the wrong class to get into this.

I was able to resolve the issue with the Chainbreaker server by leaving and rejoining. Oddly enough I was still in it despite you saying that you did not see me in it.

I'll join the other server tomorrow, getting ready to head for bed.

I've been reviewing the sphere system. I'm not very familiar with it. I'm still looking at creating some kind of healer, but knowing my options helps inspire my character creation process.

Meet Dricar the Mortician:
Lastwall was perhaps one of the best places for a duskwalker to be “born” on Golarion. The crusaders were vigilant against the undead threat of Tar-Baphon and eager to accept anyone who was willing to dedicate themselves to the cause. The appearance of a duskwalker child in a small Pharasmin temple in Vellumis was seen as a sign of the Lady of Graves’ favor. He was raised as a ward of the temple; the priests named him Mi’hai, or “Gift of the gods”.

In the temple Mi’hai learned the history of the Crusades and how the brave heroes of Lastwall were a bulwark protecting Golarion against the ever-present undead scourge. He learned the healing arts and was encouraged to enroll in the Crusader War College when he came of age. The tall, gray-skinned, lanky boy often ran around in the temple’s graveyard with an oversized helmet and a wooden sword, playing at crusader with friends and telling any passersby that he was going to grow up big and strong and help them to purge the threat of the undead from Golarion forever. The bright-eyed soldiers embarking on their first tours laughed at him. The sullen soldiers debarking from their most recent tours could barely lift their eyes to greet him. But Mi’hai seemed almost not to notice the differences in their reactions, or if he did, they did not perturb him.

Years came and went and Mi’hai was accepted into the Crusader War College. He was not a particularly bright pupil, with no mind for tactics, and he never could get the hang of riding a horse without being thrown from it and nearly breaking his neck. But he was a decent shot with a bow and arrow, so the instructors taught him the basics of ranged combat while encouraging him to continue developing his healing talents. On the field of battle, they explained to him, the rearguard was important in protecting the rest of the army in retreat, and was often critical in accepting and stabilizing the wounded from the front. Mi’hai accepted this explanation and was excited for his first deployment to Virlych, Ustalav: a simple patrol to check on Gallowspire and ensure that the Whispering Tyrant was still safely locked away.

As soon as Mi’hai set foot in Ustalav, he felt that the air was different. Where in Lastwall the air was charged and metallic, almost magnetic, here it was sour, suffused with dread: the lingering taint of the reign of the Whispering Tyrant. As Mi’hai marched towards Virlych, he heard whispers echoing in his mind. When he brought it up with the chaplain, concerned that he might be losing his grip on reality, he was dismissed as simply being afraid on his first patrol. But this was routine. Nothing bad was going to happen, and if it did, then that’s why Mi’hai and the other healers were there. Still, Mi’hai heard clear voices: zealous crusaders dedicated to their cause, fearful citizens hiding from wandering bands of ghouls, jealous spouses trying to catch a lover in infidelity, greedy merchants seeking vestiges of Tar-Baphon’s ancient power. All of the voices were vying for a place in Mi’hai’s mind, and he could do little to quiet them down.

Near Gallowspire, the patrol was ambushed by an army of hungry ghouls. Although Mi’hai tried to remember his lessons in tactics, tactics quickly went out the window as horses broke ranks and trampled over crusader and ghoul alike. Mi’hai tried to shoot ghouls down, but he and his fellow crusaders were quickly overwhelmed by vastly superior numbers. Running and crying, Mi’hai tripped over what he had first thought was a branch, but which he quickly realized was the severed arm of the chaplain who had dismissed his fears days before. The ghouls were chewing on his face a few yards away. He tried to back away from the ghouls, scrambling fruitlessly through mud as he tried to rise to his feet, but one moved with unnatural swiftness and wrenched its teeth into his leg. Through the pain and fear, Mi’hai felt his muscles seize up.

The fear was overwhelming as the ghoul crawled slowly up Mi’hai’s body, seeming to want to play with its terrified food before eating him alive. But there was more than fear: more than almost anything else, Mi’hai felt angry. He felt like the reality of this horrible business should have been properly communicated to him. He was no soldier! He should not have been permitted to sign up to be willing food for a ghoul, which was all he would be now. He would never accomplish anything, never fall in love, never live! Through the anger, he only hoped that death wouldn’t hurt as much as he imagined that it would, as much as his old friends in the graveyard growing up said that it did.

And then the ghoul was gone. Through the wrenching paralysis, Mi’hai managed to strain the muscles in his eyes to open and look around. Standing near him was a towering red hulk, looking for all the world like a demon. It stood above him holding the ghoul in its hands. With a roar, expelling red mist from its mouth, it ripped the ghoul’s head from its shoulders and then smashed the head like a piece of rotten fruit. Mi’hai could not keep track as his savior disappeared from view. When his muscles finally limbered up again, he stood and looked for evidence of whomever had saved his life. But the creature was gone. And thankfully, the surviving crusaders were beginning to rally. Their captain had summoned a psychopomp—a vanth—which had almost single-handedly turned the tide of the ambush in the crusaders’ favor. With no small amount of effort, the crusaders were able to slay or drive off the remaining ghouls and begin tending to their dead and injured.

It was quite the introduction to the reality of the Lastwall Crusades, and Mi’hai wanted no further part of it, at least not as a fighter. Having barely accomplished their patrol and with diminished resources to do anything additional, they returned broken to Vigil. Even more of their numbers succumbed to ghoul fever along the way. Even Mi’hai felt himself horribly weakened by the bite of the ghoul, though he survived and eventually recovered. Mi’hai earned a small honor in recognition of his service and then secured an honorable discharge.

He retired to Vellumis, where he sought other work. He was in no position to provide counseling to his fellow, living soldiers. Instead, he thought about the grim, gruesome work of butchering his fellow crusaders after they succumbed to ghoul fever. They deserved better than that. And so Mi’hai began to train as a mortician. A mortician had tools to take care of the fallen and, with enough training, to make it difficult for the dead to be raised. And further, Mi’hai still felt those whispers in his head. When it was just one body whose whispers he could listen to, he could focus on it. He felt more confident with the dead than the living. The living had many problems. The dead usually only one thing that was keeping them from passing to the Boneyard. And it was often just wanting to ensure that their families could properly say goodbye to them. A bit of stitching to cover a wound, an application of makeup to give the dead the appearance of life, sewing the scalp back on—there were many ways that Mi’hai could help.

Mi’hai also decided to change his name: he no longer felt like a gift from the gods. He was a coward, but he was still useful. He chose another Varisian name more appropriate to his chosen career as a mortician: Dricar.

Before long, Dricar settled into a life far from the front lines of conflict in Vellumis. He saw to the important work of preparing the bodies of fallen crusaders for transport to their families all over Avistan, Garund, and Casmaron. And he helped their spirits find rest, if he could. He even began dating, although people were usually unnerved by his occupation and his frank discussion of death. It seemed like a good existence, all things considered.

It was not to last, though. In 4719 AR, the Whispering Tyrant returned and utterly destroyed Vigil. Within months, Lastwall became the Gravelands, and all of the living were trying to flee. Dricar set sail on a ship bound for Absalom. Surely the City at the Center of the World would be safe from the undead. After all, just two years prior they had weathered the Fiendflesh Siege. He and thousands of other Lastwall refugees resettled in a horrific diaspora, and Dricar set up shop in the Foreign Quarter. As someone with extensive training in anatomy, and speaking at least a few of the most common languages in the city, Dricar found extensive work, both patching up the living and tending to the dead. He even adopted a young Duskwalker named Amur, and began raising him as a single father. Prospective dates are even more thrown off by that, but Dricar thinks that Amur needs him more than Dricar needs a partner.

Absalom will be a safe place to live, won’t it?

Won’t it?

A zombie apocalypse is about Dricar’s worst nightmare. After running headlong into the undead and finding the existence very much not to his liking, he has been avoiding the undead as much as possible. But now he has a kid to take care of. Mechanically, he will probably become a mortal usher, especially if he meets and befriends a psychopomp. But he’ll be fighting such a calling, probably kicking and screaming the whole way.

Character Sheet:
Dricar the Mortician
Male Duskwalker Plague Eater (Spiritualist) 3
N Medium outsider (native)
Init +4; Senses Darkvision 60 ft.; Perception +3

AC 19, touch 14, flat-footed 15 (+4 Dex, +4 armor, +1 shield)
hp 22 (3d8+6)
Fort +4, Ref +5, Will +6; +2 vs. negative energy, death effects, & spell-like and supernatural abilities of undead/sahkils; +4 vs disease while phantom is confined to consciousness
Defensive Abilities ward against corruption
Immune all abilities that would transform their bodies or souls into undead

Speed: 30 ft.
Melee: mwk kukri +7 (1d4+1/18-20/x2)
Ranged: mwk composite longbow +7 (1d8+1/x3)
Special Attacks: bonded manifestation (6 rounds/day), bonded senses (3 rounds/day), ghost hunter (1/day), shared consciousness save (1/day)
Spell-Like Abilities (CL 3rd; concentration +6)
At Will—disrupt undead (2d6)
Spiritualist Spells Known (CL 3rd; concentration +6)
1st (4/day)—burst of adrenaline, mage armor, obscuring mist, shield
0 (at will)—detect magic, grave words, guidance, mage hand, mending, stabilize

Str 12, Dex 18, Con 12, Int 10, Wis 17, Cha 7
Base Atk +2; CMB +3; CMD 17
Feats: Precise Shot, Shoki’s Argument; EitR: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Traits: Magical Aptitude, Veteran
Skills: Heal +11, Knowledge (history) +4, Knowledge (local) +6, Knowledge (religion) +8, Linguistics +5, Profession (mortician) +9, Sense Motive +9; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages: Celestial, Common (Taldane), Osiriani, Varisian
SQ: bonded manifestation, bonded senses, etheric tether, ghost hunter, knacks, plague ward, shared consciousness, ward against corruption
Combat Gear mwk composite (+1) longbow with 50 arrows, mwk kukri, mwk chain shirt, mwk buckler; Other Gear alchemist’s fire, antidote kit, antiplague, antitoxin, belt pouch, bloodblock, boline, censer, coffee pot, doctor’s mask, doctor’s outfit, dowsing rod, grooming kit, hammer, healer’s kit, silver holy symbol of Pharasma, holy text of Pharasma (The Bones Land in a Spiral), holy water, holy weapon balm, incense (10), leeching kit, magnet, magnetized paper (7), masterwork backpack, potion of hide from undead, prognostication manual, signal whistle, soothe syrup, surgeon’s tools, talking board, taxidermy tools (i.e., mortician’s tools), twitch tonic, vial of smelling salts, wand of cure light wounds, 36 gp, 7 sp

Special Abilities
Phantom: A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness, manifest it partially, or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours.

While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.

Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions. A phantom refuses to manifest (either fully or as part of a bonded manifestation) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels.

Shared Consciousness (Su): At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two one skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect.

Plague Ward: A plague eater does not bond with a single spirit, but rather a group of spirits gathered around her psychic presence. The spiritualist can meditate on an emotional focus during her 8-hour rest and bond with a spirit from her community with a matching focus. A spirit associated with the chosen emotion links with the spiritualist and acts as her phantom until the plague eater changes her emotional focus with another 8-hour rest. The changing roster of spirits dilutes the bond between the plague eater and her community, and the manifesting phantom has a level 1 lower than the spiritualist’s level (minimum level 1).

While a phantom is confined in a plague eater’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants a +4 bonus on saving throws against disease. At 12th level, this bonus increases to +8. In addition, the phantom grants the plague eater the Skill Focus feat in one of the skills determined by the phantom’s emotional focus. This skill is chosen by the plague eater the first time she confines the phantom tied to that particular emotional focus. Once this choice is made for a given emotional focus, it cannot be changed. This alters phantom and shared consciousness.

Etheric Tether (Su): At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

Bonded Senses (Su): At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action.

Bonded Manifestation (Su): At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist’s consciousness; it can’t be manifested in any other way.

During a bonded manifestation, the phantom can’t be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use.

When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level.

Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist’s choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom’s ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats.

Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.

Racial Traits

  • Darkvision: Duskwalkers can see in the dark up to 60 feet.
  • Skilled: Duskwalkers gain a +2 racial bonus on Knowledge (religion) and Heal checks.
  • Ghost Hunter (Su): In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s nonmagical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.
  • Ward against Corruption (Ex): Duskwalkers gain a +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead.


  • Magical aptitude: You have limited magical aptitude. Select a 0th-level spell. You gain the chosen spell as a spell-like ability usable at will. The caster level for this effect is 1. (Disrupt Undead)
  • Veteran: Your past has had violence unusual for your station. Select one simple or martial weapon. You gain proficiency with that weapon. You may select this trait multiple times, selecting a different weapon each time. (Longbow)
  • Phantom:

    Plague Ward
    N Medium outsider (phantom)
    Init +2 (+1 for Anger/Lust); Senses darkvision 60 ft.; Perception +0

    AC (ectoplasmic) 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) or AC (incorporeal) 16, touch 16, flat-footed 12 (+2 Dex, +2 dodge, +2 deflection)
    hp 14 (2d10+2)
    Fort +4/1 (+6 Lust), Ref +5/2 (+1 Anger/Lust), Will +3/0 (+5 Dedication)

    Speed 30 ft.
    Melee 2 slams +5 (1d6+1)
    Special Attacks Anger: 1d8+2; Desperation/Kindness/Lust +4, Greed/Zeal 19-20/x2

    Str 12 (15 Anger), Dex 15 (12 Anger/Lust), Con 13 (16 Lust), Int 7, Wis 10, Cha 14
    Base Atk +2; CMB +3; CMD 15
    Feats Weapon Focus (slam) (except Desperation/Kindness); Emotional Foci Powerful Maneuvers (Anger), Iron Will (Dedication), Combat Reflexes (Desperation), Stealthy (Fear), Deft Maneuvers (Hatred/Whimsy), Deceitful (Jealousy), Antagonize (Remorse), Endurance (Suffering)
    Skills Intimidate +7, Perception +5; Emotional Foci Acrobatics +7 (Despair, Desperation, Hatred, Pride, Whimsy, Zeal) or +6 (Anger); Appraise +4 (Greed) or +3 (Jealousy); Bluff +9 (Jealousy) or +7 (Lust); Climb +6 (Suffering); Diplomacy +7 (Dedication, Kindness, Lust, Remorse); Disguise +4 (Jealousy); Escape Artist +9 (Fear) or +7 (Desperation); Heal +5 (Kindness, Suffering); Sense Motive +5 (Dedication, Remorse); Sleight of Hand +7 (Greed), Stealth +9 (Fear) or +7 (Despair, Hatred, Pride, Whimsy); Survival +5 (Anger, Zeal)
    Languages link
    SQ link, share spells, damage reduction, phase lurch; various abilities depending on emotional focus

    Special Abilities
    Darkvision (Ex): The phantom has darkvision out to a range of 60 feet.

    Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conf lict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item.

    Share Spells (Su): The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells.

    Full Manifestation Forms
    Each time she fully manifests her phantom, the spiritualist must choose whether to manifest the phantom in either ectoplasmic or incorporeal form.

    Ectoplasmic: When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.

    Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

    Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

    Incorporeal: When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modifier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

    I know that you have already decided to play on Discord, but I am a choice B for the record. I'll hop on the Discord when I can.

    There are a lot of unanswered FAQs for the spiritualist, but it (and especially the plague eater archetype) seemed absolutely perfect for this sort of campaign. If you would be willing to work out some of the kinks with me, I'd love to play this game. I have been brewing up a character like Dricar in my head for a long time, but never found a game that I thought he would fit comfortably in. Even if I don't get chosen, thanks for the opportunity to bring him to fruition.

    caster4life wrote:

    Anyone is welcome to come and look around and we have a channel where lurkers can chat, etc. No one is officially a PC yet, of course.

    Reminder, recruitment closes on Aug. 21 and gameplay will start.

    Thank you for the work, and the invite - but I trust preliminary activity on the discord will have no impact on the selection process and just help move chatter from the recruitment?

    Just making sure - because I'd just hop on and familiarize myself with the specifics if I do make the cut...I'm already in some games based on discord and used to the general setup(alias, channels, bots...).

    (Also, I know you basically already settled on discord, AND that is your preferred medium. So probably not a thing this time around - but maybe for next time: I think many people would not mind if you keep the decision "open" until after recruitment, and then base it on the choices of those you picked. Theoretically, we could end up with a party of 3xB, 1xC, 1xD and a clear majority of players for board use. I doubt it, but it's a possibility - just maybe something to think about if you are running another recruitment in the future.)

    polyfrequencies: Yes a big part of the ruleset I'm trying to refine is to catch parts of the rules that have a lack of clarity or are even contradictory and clean them up. So a spiritualist has as much chance of getting in as any other class.

    Orion: Discord activity is a very, very soft indicator of engagement and readiness. I don't intend to put much stock in it for the selection process. My reasoning for deciding sooner rather than later is that multiple people, on both sides of the question, weren't going to make a character until we had decided on a platform. It's never ideal. But perhaps in the future I'll just declare the platform before starting recruitment.

    Roundup of applicant statuses, including from Discord, let me know if I missed you! It's going to be a good bit of work for me to do the final selection of just 5 PCs for the party. In a nobler world, I would run multiple tables and you could have interacting settlements, etc. But in this world, GM burnout is something I really try to prevent.

    Completed characters:
    Orion, aasimar cleric (MordredofFairy)
    Liam: human unmonk (SqueezeMeNow)
    Dirk: human rogue phantom thief and mundane healer (Kazmanaught)
    Maerlun: human wizard focused on crafting (HiddenEclipse)
    Urkalm: human barbarian with spheres (Corbee)
    Zaria: human wizard focused on sneaking/deceit (Ember)
    Lexxan: half-elf aristocrat/paladin (CucumberTree)
    Jediah: half-orc ranger and woodsman (Andrea1)
    Dymitri: human striker (Simeon)
    Vera: human monster tactician inquisitor (Wulfila/Motoraza)
    Ward, dwarf sacred fist warpriest (bww!)
    Volreg, human telekineticist (Michael_Hopkins)
    Dricar, human spiritualist
    Shawn Ashler, human monster tactician inquisitor (AGM Lemming)
    Carmen, spheres shifter (ViolentSh4de)
    Eigshtiel, human alchemist with spheres (Tyneman)
    Zaria, human wizard (Ember)

    Partial characters:

    The Lucky Halfling: Healer
    MarbleMari: Zen archer
    Phillip Gastone: Lumberjack?
    SoB: Alchemist
    denise martinez: Protection sphere user
    TheLastGhost: Halfling Rogue
    Smooshiebanana: Healer
    TotallyNotEvil: Forgemaster cleric
    Aiore: Mystic theurge

    This race looks fun! Best of luck to everyone!

    caster4life wrote:
    Orion: Discord activity is a very, very soft indicator of engagement and readiness. I don't intend to put much stock in it for the selection process. My reasoning for deciding sooner rather than later is that multiple people, on both sides of the question, weren't going to make a character until we had decided on a platform. It's never ideal. But perhaps in the future I'll just declare the platform before starting recruitment.

    Full acknowledgment. Just wanted to point out that "making a character" before the platform was decided upon should also count as (minor) indicator of engagement and readiness *grin* :)

    I just wanted to add, I was giving some consideration to the spheres-option before already. If chosen, depending on the party's composition, I would possibly like to go Sphere-Cleric (which basically only swaps out the spellcasting). The roles would remain identical for healing and buffing.(and nuking undead).
    Just asking if such an adjustment would be permisseable if it seems sensible?
    (As in, I'll keep him for the recruitment exactly as submitted, so I wouldn't want to make any unapproved changes afterwards - but I feel that Spheres utility somewhat benefit from certain party compositions, or help cover roles not provided otherwise - as such their "value" depends a bit on who else will be in the party.).

    I can't find, where I read that caster4life has another undead game. I'd love to read some of it.

    If you might not want to show plots opened in the other game, then even a section broken into a story form would be cool

    Orion: I'm not immediately opposed to a little retraining once the party is set, especially if it won't be too compromising for who the character is.

    CucumberTree: I'm not sure what you're referring to. I've GMed a few things involving undead but nothing long-running and undead focused. You might be thinking of my Monsters Campaign where the PCs were monsters? Or maybe you're thinking of GM Mustache's excellent, 16-player, zombie apocalypse and town-building game "Prevail" (in which I played).

    must have been GM Mustache's game. I think that I'll read a Dean R Koontz instead


    Character sheet (in progress, but this should only change in details rather than main mechanics): https://www.myth-weavers.com/sheet.html#id=2683950


    Cookie: Level 3 Ghoran Iron Chef

    Zriak'rie (aka "Cookie") began his life in the nation of Nex, serving with distinction in the Nexian army as a capable and powerful infantry soldier in his early life. Although he was a ghoran, he liked and trusted the humans around him, forming strong bonds within the Nexian military. He was deployed to contain a rebellion in the Shattered Range, where the military cut off food imports from Geb in order to starve out the rebels. This strategy worked, but in the fighting Cookie was captured by the Nexian rebels. Close to starvation and already outlaws of the Nexian government, the rebels had no problem breaking the law against consuming Ghoran flesh, and began to use Cookie as their food source in a gruesome display of ongoing cruelty, lasting for weeks until Cookie could transfer his consciousness to a planted seed and escape. Although his body was reformed, his mind was scarred by the PTSD of the experience, and he was discharged with honors from the military when it became clear that he could no longer perform his duties.

    Cookie's experience led him into an obsession with food and cookery. Having been traumatized by starving men, he theorized that there was only one way to keep himself safe: make sure that everyone around him is well-fed enough that they will feel no need to consume him. He immigrated to Absalom (bringing only his soldier's armor with him as a keepsake) with his closest friend Nethelhaim to study under the greatests chef he could find - and in a nation with ample food security. Soon he and Nethelhaim started their own restaurant, Cookie's Gourmet, with Cookie providing the cooking and Nethelhaim providing the business expertise. It quickly became popular both due to the high quality of the food and the oddly low prices. Cookie, after all, is willing to cut into his profits, if it means the people near him are decidedly not hungry...

    Cookie is now a successful chef and restaurant owner, although he drinks often to cope with his PTSD. It was on a particularly drunken night while returning to his restaurant that he encountered his first zombie, which did what zombies do, and attacked Cookie with the intention of consuming him. Cookie killed it with a meat tenderizer, then went to his room, and strapped on his armor. It would seem that he was no longer safe from predation... and he'd have to fight to make himself safe again.

    "No... not again. Never again. I cannot let this happen."


    Cookie is a heavy armor melee frontliner/tank in combat who focuses on sundering manufactured or natural weapons and armor with his oversized kitchen implements (a two-handed meat tenderizer and a giant rolling pin) in order to debuff monsters for the rest of the party to finish off.

    Outside of combat, Cookie is proficient in crafting and repairing weapons and armor, and is very good at providing good food and drink for everyone. His signature recipe, brown-sugar crusted red meat with roasted potatoes, increases the party's constitution and fortitude saves, and reduces the duration of negative effects on them. He can also re-work found weapons and armor into other types so that folks can more easily use them.


    Cookie is fairly guileless and emotionally open, albeit suspicious of others, especially humanoids in the grips of starvation. Since he knows from experience that he might become prey to them, he considers them to be an existential threat, and his relative lack of guile means he disguises this fear very poorly. He's obsessed with the food security of his immediate community as a matter of self-preservation and terrified of finding himself in the midst of a humanoid famine. He drinks often to cope with the memories of his capture or with the stress of current situations. He isn't terribly bright at all and often struggles to understand complex topics that aren't related to soldiering, equipment maintenance, or cookery.

    (As an aside, the loss of the Surprise Weapon trait hurts, lol.)

    Recruitment closes and game starts tomorrow. Time of day TBA. So any last-minute submissions that want to be SURE should get their submissions in during the next few hours.

    Cookie Associates:

    Although Cookie keeps to himself outside of his business persona, he has a few close friends and allies in Absalom, largely decided based on a lack of potential interest in eating him or a lack of ability to do so. His favorite person is Hiss (Blaster archetype Armorist), the mad goblin "inventor" and "engineer" that has a workshop in the slums of the city. Hiss is absolutely adamantly insistent that he's created a new, technological form of armor and weapons that will revolutionize goblin society, including claiming that he is working on personal flight systems, but anyone who takes a single look at the amalgamations of junk he's cobbled together can immediately tell there's no rhyme or reason behind it. Hiss wholeheartedly believes in his work, however, which amuses Cookie to no end. It also helps that Hiss is so caught up in his "engineering" projects that Cookie is pretty sure that he barely notices food at all, much less that his friend is highly edible.

    Another favorite of Cookie's is Mert'lel, a wood elf ranger. Besides the fact that he helps keep his restaurant safe, he has also sworn an oath to only ever eat raw meat, to be closer to and better embody the red tooth and claw of nature. Eating Cookie's beef tartare may not be *exactly* in the spirit of that oath, but it's close enough, and Cookie is willing to pay him handsomely for security, since, after all, he's the only human guaranteed to not betray and eat Cookie.

    Backstory errata:

    Cookie was born late by Ghoran standards but he has some memories of evading human hunting parties in his youth. Once ghoran-consumption was illegalized, he eventually grew to trust humans and joined in their army, eventually leading to his experience with the starving Nexian rebels.

    Unfortunately I was a bit too caught up in trying to figure out what to make and how. Good luck though everyone and thanks for the chance caster4life.

    Good luck y’all!

    After hours reading backstories and crunches and filling out a rubric, I've made my decisions.

    Will the following please report to the Discord to start playing soon?

    Those who weren't selected: I'm sorry. I know the disappointment. I'll keep you in mind if we need a replacement PC, depending on the party role required!

    Congrats on those selected!

    Congrats to those playing. Thanks for the opportunity, GM.

    Here's hoping your characters don't get ripped apart by the undead horde


    Wow, sorry Dricar. You were selected but I somehow failed to mention you in that initial post.

    Re-recruiting to replace our sixth PC. I'm re-posting the initial recruitment post with modifications based on what has happened so far.

    Your world tears itself apart as your sick neighbour bites a chunk out of her husband! You scramble to find somewhere safe to hide as screams and unnatural moaning fill the City at the Center of the World. Once hidden, you worry about your loved ones and wonder if you’ll be able to scavenge what you need. Maybe even build somewhere safe? Then something thumps against the door…

    This is a zombie survival game (though the zombies are a little modified compared to the bestiary). The PCs are struggling to survive in an overrun Absalom. At first, they were scrambling and hiding, trying not to die. Currently they are trying to retake their partially overrun base and learn something about what is going on with this whole zombie apocalypse.

    The base-building part of the game involves the downtime rules. I like giving the PCs choices/difficult decisions and the PCs have to choose among investing their resources in equipping the leaders of the base (the party), improving the bases defenses (traps, walls, etc), and their base’s means of production (for future resources).

    Re-recruitment will be open for one week until May 31st, 5:00 pm, EST. I will probably announce who is selected shortly after that point. Note that I am advertising across a couple platforms, including Discord. I was considering selecting one of the applicants from the original recruitment but none of the builds were a great fit for the current party. I am more than happy to consider the same players and even same characters, there just would need to be some build tweaks to have a solid niche without too much toe-stepping (see Party Role below).

    We are using a lightly modified version of the PF 1e rules (named Chainbreaker) based on a project myself and some others have been working on for a little over a year (and are still working on). There’s a community-based nomination and voting process on Discord and we’re working on hosting our rules on our wiki (this is a list of changes we’ve made). You obviously have to be ok with learning and using these houserules but I'm happy to provide lots of help with clarifying things or pointing out things you might have missed. It would be a big plus if you are interested in giving feedback on the rules, proposing ideas, or even going so far as to help manage the wiki. Players who get a rules change passed or otherwise do something to help refine the house rules get a hero point (e.g., our forgemaster cleric got that archetype revamped to be more playable and got a hero point for it).

    Character creation:

    20 pt buy

    6th level

    Standard WBL (16,000 gp) plus a +1 gauntlet with the Training weapon enhancement (combat feat not yet chosen). You will be given the gauntlet in character by the party so it wouldn't make sense to be part of your backstory. Pre-crafting is ok but magic items are crafted for a cost of 75% of market value, which cannot be lowered. Also, the party already has some magic item creation feats so talk to me a bit if you want to take an item creation feat.

    Note that gp, as such, cannot really be spent anymore so don't have those leftover in your starting equipment. However, we do work in terms of "gp-equivalents" for the purposes of crafting. So your character could have 1000 gp-equivalents leftover in your equipment flavored as raw materials like cloth, chain links, alchemical ingredients, what have you. In general, I will only sometimes give annoying reminders that something is gp-equivalents, not gp but mostly just different flavor of the same idea.

    All Paizo-allowed classes and races (up to 20 RP) allowed. Only unchained versions of classes are allowed. Spheres of Power and Might tentatively allowed on a case-by-case basis.

    Emerging guns and know that I often feel that guns compromise the medieval fantasy feel. So, if your character uses guns, you’ll need to really feel like you fit into a medieval fantasy story in a well-grounded way.

    Two traits from this very limited list or ask permission if you want one of your traits to be from elsewhere than that list.

    Hero points will be in use except you do not gain them simply for existing/levelling. I will hand them out frequently for good RP, helping manage the loot list, keeping a PC chronicle/notes of what’s happened, helping edit the wiki that holds our rules, etc.

    The Leadership Feat is allowed to be taken at level 5 but the cohort and followers can only be used in base defense, which is a significant part of the game. These minions cannot be taken adventuring outside the base.

    Other details, such as EitR and how to calculate hp, can be found at our wiki.

    Party role:

    The current party has the following:
    1. Spheres of power striker focused on improvised weapons mostly in melee but decent at short range.

    2. Forgemaster cleric focused on melee fighting, buffing allies weapons, and casting fireball.

    3. Universalist wizard with a bard cohort.

    4. Summons-focused (monster tactician) archer inquisitor.

    5. Phantom thief rogue focused on tons of skills and funky ranged trip stuff.

    I think parties get along best when everyone has a niche and a turn to shine. So some suggested party roles that could be compatible with the above could be
    1. Medium to do weird things and awesome party buffs.

    2. Focused melee tank. Our melee guys are solid but not tank builds, specifically.

    3. Lightning blaster. The party recently discovered that electricity is important against these zombies but they don't quite understand why or how yet.

    4. In-combat healer.

    You don't have to make a build to fit one of these. You might come up with something that complements the existing party even better. And, in general, I'll weight a good backstory and solid promise as a play-by-poster a bit more heavily than mechanical fit with the current party.


    Backstories should be about two paragraphs, minimum. I prefer backstories to be written in narrative format as it’s more fun to read and gives me a sense for how you write/RP. Here are some questions of which I should be able to answer most, if not all, about your character after reading their backstory. You can answer these in list format, if you want, but it would be coolest if I could answer them after having read a narrative backstory.

    1. How did your character acquire their skills and values?

    2. What does your character think is important in life?

    3. What does your character look like?

    4. What are some of your characters quirks?

    5. Who does your character care about the most? (Hint: “no one” is usually a bad, Edgelordy answer to this question).

    6. What is your character’s biggest flaw? What about their biggest strength of character?

    7. What are some ways you see your character developing as they struggle to survive a zombie apocalypse and decide whom to trust?

    8. How has your character survived the first seven days of the zombie apocalypse?

    Note that the party has an existing base that they are pretty attached to. So if your backstory addresses question 8 in a way that means your character has a base they are unwilling to leave, this would be a bit of an issue. We could always resolve it by me declaring that your base gets overrun just before you join the party but that's not necessarily ideal.


    Absalom in the year 4722. I draw heavily on what’s already published about this setting but won’t claim to be any sort of expert on ALL that’s been published. If you’re unsure whether or not a published part of the setting is part of my game, you can always ask.

    As you might expect, we spend a lot of time in Absalom. I am using this map of the city for PCs to refer to and say “We explore F7” or whatever. The party's base (second slide) is in E7 of Absalom (first slide). They've been adding barricades which are displayed on the roll20 version of that second slide map.

    The game started on Erastus 10 and it is now Erastus 17. I owe the PCs some downtime soon because there has been a lot of non-stop action (hence they've gained 3 levels since Erastus 10).

    What I’m looking for in a submission:

    I want earthy, grounded PCs who feel like a relatively normal part of the setting. Normally, that would mean first level characters. But I know starting at first level gets old for players. So, your challenge is to make a third level character, who will necessarily be good at a smattering of things, but who also feels like an earthy, grounded part of the setting. I don’t think this means that your build has to be sub-optimal but there has to be some careful give and take between build and backstory so that your character doesn’t start out as a hero but can become one. Since the game is going to be somewhat deadly, you certainly want to have options for your character to learn to use the tools around them to help them and their comrades survive.

    Example: You could play an absent-minded but community-oriented apothecary (alchemist) who spends most of their days tinkering with herbs to make poultices and potions. Most of your formula book could be little utility spells and healing spells. Maybe your character has never made a bomb before but, when pressed, they could try to recall something they read in an odd book and concoct a makeshift incendiary. Since they've had a few days surviving the apocalypse now, perhaps they've greatly sharpened these survival skills.

    The party’s goals will involve trying to build a safe place for themselves and others to survive as well as trying to figure out if anything can be done about this zombie apocalypse. Make sure your character is someone who is aligned with these goals. Evil alignments may possibly be allowed if they fit with these goals and will play well with others, e.g., a NE necromancer who believes in the circle of life and death and preserving the community by any means necessary, even if that involves employing the dead to protect against the dead. Such a character would need to deal with some serious stigma and suspicion from others but is an example of a concept that could be workable. A CN thief who just wants to steal from or sleep with everybody would not fit very well in this campaign.

    Further, I’m fine with powerful characters (who also have good flavor) but I prefer power to be team-friendly. Not everyone should be a support character but even a fighter can help protect others, e.g., with combat reflexes and reach. I will look a little more favorably on a hyper-optimized buffer, healer, etc., than on a hyper-optimized archer.

    Sensitive content parameters:

    Sexual content: I’m not very interested in having this in my TTRPGs. If you want to have a romantic relationship with an NPC or another PC, that may be ok. But most physical affection besides a hug, peck on the cheek, whatever, can happen off-camera. As for sexual violence and sexual harassment, I’m not interested in having those in my game.

    Violence: Unsurprisingly, there will be a lot of violence and some graphic description, e.g., of what is done to or by a zombie. Further, harm will come to a wide spectrum of people, including children, and there will be some evil people. However, I won’t include any graphic descriptions of harm to children or graphic descriptions of torture.

    Frequently, things beyond these parameters will come up. I will try to communicate often and I hope the players will as well.

    Game hosting details:

    Battle maps are hosted on roll20. City maps, etc, that PCs need to access frequently but won’t require fog of war and other dynamic tricks are hosted on google slides so you can see them at any time.

    Lots of details like loot, XP, etc are tracked on google sheets. PCs will need to share some of this work with me, e.g., marking your capital spent or gained and dividing up loot I drop in the found loot list.

    Gameplay and discussion are hosted in our discord server.


    The standard Golarion pantheon is in play. However, I don’t require clerics to worship one of those deities. If you want to worship a lesser-known deity that you’ve homebrewed or a concept, you can. This means you can combine alignment and domains/subdomains as you like. However, you won’t get to pick any weapon you want as your deity’s favored weapon and you won’t have a deific obedience option associated with your deity/concept except maybe something basic chosen by me.

    As questions make me realize further things I should include, I’ll put this information, an FAQ, and the most up-to-date list of application statuses in the Campaign Info tab here.

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